Wasn't it actually passive at some point? Maybe that was only during the beta. Regardless, it was pretty ridiculous.Emonk said:Also I remember when Will of the Forsaken was thirty seconds long. Ah, the good ol' days.
Wasn't it actually passive at some point? Maybe that was only during the beta. Regardless, it was pretty ridiculous.Emonk said:Also I remember when Will of the Forsaken was thirty seconds long. Ah, the good ol' days.
Blackface said:People who reviewed games in 2004 barely played MMORPG's. Hell, most of the most popular game journalists don't play them now.
What drew people like myself into World of Warcraft was the look at feel of the game and the fluidity of the combat and leveling experience. Those aspects were fantastic for an MMO. No MMO on the market was as "next-gen" looking, unique or well crafted as World of Warcraft was. It's world literally separated it from games like SWG and Everquest.
The combat was extremely smooth, the animations transitioned well and the leveling experience was fresh and fantastic compared to grindfests like EQ and SWG.
Outside of that though WoW was totally broken. From the combat mechanics down to the servers. It was a complete mess.
I still remember when people would claim a class was unbalanced and Blizzard would just ignore it and Blizzard apologists would claim the game was perfectly balanced. Of course now that we have been playing the game for so long and know every single detail about the mechanics involved down to the complicated math we know how broken and unbalanced it was.
In terms of content a lot was bugged, not in the game or placeholders. Most people didn't see a lot of the problems because it took people 3-6 months to hit level 60 on their very first play-through. Unless you were in the beta you didn't level very quickly at all. Simply due to how new it all was, everyone wanting to see everything, world pvp and most people taking their time and not worrying about rushing to end-game. An end-game that wasn't fully implemented and most people didn't even know existed.
It was nothing like it is today. We all know the dozens upon dozens of revamps that have been done to the game. From levelling to mechanics, it has all changed.
That being said Blizzard stuck with it. Since they provided players with such a next-gen and amazing world people kept playing. Blizzard fixed the game and although WoW isn't perfect right now, it's easily the most polished MMO on the market.
MMORPG's don't have that advantage today. Most of the players coming into WoW were new to MMROPG's. What WoW'd them (no pun intended) was not just the world Blizzard created but the CONCEPT of an MMO. A lot of the people I got to play the game couldn't believe you could play on persistent server with thousands of other people. They thought that was the coolest shit every. combine that with an addicting atmosphere and it was a wrap.
Most people who will be playing MMORPG's for the next little while are now completely jaded to that experience. Because of WoW they now understand MMO's and know what they want from one. They expect it to be perfect and will be able to stand there and tell you why it's broken. They will be able to find the little faults in the mechanics of the game they didn't even know existed when they first started playing MMO's. Since alot of people literally grew up playing WoW they have learned in-depth all about the genre. It's like any first-time experience you have. After a while the novelty wears off and the more you learn the more picky you become.
So Bioware and other companies no longer have the advantage WoW did. Which is bringing in millions of new people and selling them not only on your game but the MMORPG genre in general.
In my nerdiest of nerd days I probably played WoW at a higher level then anyone else on this forum. Competing for world firsts, putting videos out on Curse-Gaming and overall just poop socking it for a while. I know the game and genre inside and out and every-way in between. World of Warcraft is easily my favourite game of all time with nothing coming close. That being said, trust me, the game was not polished or mechanically sound at all when it came out. Some aspects were, but they were mainly just aesthetics. Something reviews couldn't get past since most of them couldn't get past level 40.
I won't be playing SWTOR or any game like I did WoW back in the day, as I no longer have the time. However SWTOR has a lot infront of it to become successful. Like I said it doesn't have the advantage WoW did when it came out. An MMORPG has to be as polished as WoW is NOW to survive. Not as good as WoW was when WoW came out. That version of the game is obsolete now.
Vigilant Walrus said:Still, you are projecting it to what it should have been in an ideal dream world, but like everything else, even to this day, you have to make compromises. Some people don't seem to understand, that it takes a lot of man hours to make a single model from concept to actual implantation with skinning, animation, rendering, QA and bla bla bla.
I am talking about about what was out there at THAT time in 2004. Secondly, it's a over-the-top-statement, to say.
I have been dabbling with MMOs since M59 and UO, and was even introduced to MUDs before that, by my stepfather, and I tell you - Korean or not - There was NOTHING at the time, that I have seen off that was anywhere near as playable as WoW was when it came out. Where you in the beta, with tons of fucks spamming the general forum to quickly release it because it was done... and that was like in jule or july 2004. I clearly remember that.
You know, saying that Reviewers did not play MMORPG, which is a generalization beyond fuck, it also shows that many reviews were able to get into it for the first time. I clearly remember Gamespot staff talking about it, was one of the first games were every class on launch felt playable, and could solo all the way to max level.
The fact that some classes were less refined than others did not make them broke. Classes in SWG was broken. Play that game if you wanna talk about broken. 3 out of 25 abillities worked for some classes. It's not even comparable. Every class could be played to max level.
Sure there was no "end game content"; "pvp", and the servers crashed. Sure. Nobody is arguing that. It's barking up the wrong tree. The whole point is that it's a far cry for everything that had been made from that point on.
And it was NOT only the aesthetics. The game had a quest flow, breadcumb quests, people were taken through long actual stories(many that didnt result in anything or just cut off... ). There was a sense of narrativre and hand holding, and that was why the game quickly grew to a million after launch. Extreme good word of mouth and easy to play, made it able to be what the others couldn't.
As for SWTOR, saying WoW had it easier when it was release... I wouldn't know. On the other hand you might say, that WoW has helped SWTOR because it expanded the genre from a max population in SWG(400.000 Subs) to 11,5 Million. It depends on how you look at it I guess.
LAUGHTREY said:SWG would probably be #2 still if it just kept going with the Pre-CU/CU game. But they had to make it into a WoW clone and scare away all the fans who were going to play their game over WoW anyway.
SWG needed some rebalancing, but instead of doing that they remade the game. It was a little grindy and getting into the class system was a little complicated, but it was easy to pick up on. Classes were just giant Talent tress basically.
It was really dumb to hope for but I did wish that they would make this game SWG2 for a time, now all I can hope for is the Housing and space combat being at least similar.
Spire said:The game keeps looking better and better. The character models in some of those shots even look somewhat decent now.
No. It would be dead. It was a broken game that was hemmorhaging players. They took increasingly desperate measures to try to salvage a player base with CU and NGE, but it was far from a complete or worthwhile game before that.LAUGHTREY said:SWG would probably be #2 still if it just kept going with the Pre-CU/CU game. But they had to make it into a WoW clone and scare away all the fans who were going to play their game over WoW anyway.
SWG needed some rebalancing, but instead of doing that they remade the game. It was a little grindy and getting into the class system was a little complicated, but it was easy to pick up on. Classes were just giant Talent tress basically.
It was really dumb to hope for but I did wish that they would make this game SWG2 for a time, now all I can hope for is the Housing and space combat being at least similar.
Spire said:Oh, and there is a rumor that the space combat is on-rails, like Star Fox. If that's true, space combat is little more than a mini-game and I'd be pretty disappointed.
That sounds totally reasonable. There's a point where game design needs to focus. It would be pretty crazy if KOTOR3 was this giant WoW clone + an in-depth real time space combat arcade game.Spire said:Oh, and there is a rumor that the space combat is on-rails, like Star Fox. If that's true, space combat is little more than a mini-game and I'd be pretty disappointed.
Trouble said:Pre-CU/NGE SWG was only fun for people who wanted to do nothing but harvest/craft or dance in a cantina. There was literal nothing for combat classes to do but grind lame kill quests or try to find people willing to pvp.
Getting into nitpicking territory now :lolfizzelopeguss said:Red human, green human, blind human, epic races you got there bioware.
In no way can Sin and Punishment be considered 2D.Affeinvasion said:"On Rails" is a dirty word on this forum. I could see it turning out more like Rogue Squadron...arena based, limited mobility, but not a point and click endeavor. I would also accept a 2D shoot-em-up like Sin and Punishment.
At least with earlier MMOs you progressed through areas as you leveled, and had named mobs and dungeons to go after. After a few hundred terminal generated kill quests, you start to question why you are playing a game.BattleMonkey said:And that's how all MMO's were back then, grindfests to max out your characters and mostly just open world.
It wasn't till later when WoW came out that we saw more quest oriented MMO.
SWG was broken in many ways, but what they did to revive the game did nothing to help and just made it worse as those who did like the game or were fans just left. Shit I would have still played probably for another year or two if they had just kept adding on and fixing the game as it was, but their revamps killed it for many of the original fans.
:lolfizzelopeguss said:Red human, green human, blind human, epic races you got there bioware.
Fine by me. I don't want to have to grind like in SWG.Spire said:Oh, and there is a rumor that the space combat is on-rails, like Star Fox. If that's true, space combat is little more than a mini-game and I'd be pretty disappointed.
water_wendi said:Getting into nitpicking territory now :lol
Acheteedo said:First time I've been tempted to get into an MMORPG since Phantasy Star Online. But that game caused me to flunk at my first uni... dangerous territory.
Zod the Bear said:So TOR's space combat'll be the equivalent on the racing minigame in KotOR and TSL. Disappointing, but not surprising.
Bioware knows what gamers want.-"There are also escort missions planned."
Azih said:Bioware knows what gamers want.
Only if you have to collect rabid wampa livers and the drop rate is like 30% max.BattleMonkey said:Don't worry, I'm sure there will be countless "kill 10 rabid wampa" like quests disguised as storyline progression.
Trouble said:At least with earlier MMOs you progressed through areas as you leveled, and had named mobs and dungeons to go after. After a few hundred terminal generated kill quests, you start to question why you are playing a game.
I quit before CU because it became clear that the core of the game was too broken to ever be fixed. I'm not saying CU or NGE were good ideas, I'm saying it didn't really matter by that point, the damage was done, their player base abandoned them.
BattleMonkey said:Supposedly from upcoming issue of PC gamer they go into detail about the space combat, it doesn't sound so bad and more rogue squadron than rail shooter.
http://www.massively.com/2010/08/09/the-old-republics-space-combat-detailed-in-pc-gamer/
"It's with great glee, then, that we have received more news on TOR's space combat in the upcoming October issue of PC Gamer. The seven-page spread confirms that the space combat won't be a free-form flight simulator like X-Wing vs. TIE Fighter, but instead will be a "tunnel shooter" designed to create highly cinematic battle sequences for players to experience. Space combat hotspots will be unlocked as players progress through the game, and while they'll initially be solo instances only, eventually BioWare hopes to implement PvP and team combat in the future.
In a tunnel shooter, players will be able to move ships up, down, left and right, although their overall course is locked in by the scenario in question. Ship collision, rotating quest objectives, customizable ship cosmetics, achievements, various difficulty levels and incentives to repeat missions also seem to be a go for this portion of the game. While a lot of the details are still hidden from our prying eyes, we're sure that BioWare will have a lot more to say on this in the near future."
Azih said:Seems more like Star Fox to me.
BattleMonkey said:Goes either way, both had tunnel like experiences, course Star Fox did not create such gameplay.
Either way sounds better than a point and click rail shooter like Rebel Assault, they can do some interesting things with a tunnel shooter. My concern still is that comment that it's optional.
Trouble said:No. It would be dead. It was a broken game that was hemmorhaging players. They took increasingly desperate measures to try to salvage a player base with CU and NGE, but it was far from a complete or worthwhile game before that.
Pre-CU/NGE SWG was only fun for people who wanted to do nothing but harvest/craft or dance in a cantina. There was literal nothing for combat classes to do but grind lame kill quests or try to find people willing to pvp.
I'm glad Bioware didn't try to make SWG2. Good riddance to that POS.
czartim said:Fine by me. I don't want to have to grind like in SWG.
LAUGHTREY said:Maybe you're right and I'm just looking at it through nostalgia, but I really do think they had a great unique game with a good foundation at least.
BigAT said:Am I the only one that's against the space combat? Not that I think it will be completely awful or that I won't try it out at all, but to me it just feels like every bit of development time and money that goes into creating space combat would be better spent on polishing the main game.
There has yet to be a MMO that was released where you could not say that there were clearly areas that could have used more development time and polish and I can't imagine The Old Republic will be any different. I will (likely) be buying TOR based on the traditional MMORPG aspects of the game, not because I'm looking to play a half-rate flight shooter. To me, it feels like a mismanagement of resources to invest into space combat when it could be much better spent improving the main gameplay elements instead.
pilonv1 said:Hey more instancing
subversus said:this game looks good but during combat everybody stays glued to the ground, no strafing or whatever. Is it sort of turn-based?
Cartman86 said:What about Dark Age of Camelot? I played it for a couple months so it's probably not enough, but I remember WoW feeling a lot like it. The reviews were great too. That being said WoW is easily the most accessible MMO out there with SWG being the coolest to me. Sadly cool isn't enough for me to play SWG anymore, but I think that's why i'm interested in SWTOR. The possibility of taking that WoW experience and putting back into some of the SWG stuff (player housing, space etc.). Plus of course the whole new story and voice acting stuff (sorry EQII).
Trouble said:No. It would be dead. It was a broken game that was hemmorhaging players. They took increasingly desperate measures to try to salvage a player base with CU and NGE, but it was far from a complete or worthwhile game before that.
Pre-CU/NGE SWG was only fun for people who wanted to do nothing but harvest/craft or dance in a cantina. There was literal nothing for combat classes to do but grind lame kill quests or try to find people willing to pvp.
I'm glad Bioware didn't try to make SWG2. Good riddance to that POS.