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Star Wars: The Old Republic [Releasing Date: Dec 20 NA/EU - NDA Lifted]

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fizzelopeguss said:
Kill 40 blah blah blah.

Please tell me that's some sort of empty PQ.

Now, it's an MMO, you are gonna kill mobs.

What SWTOR does very well is that these quests are bounty quests which you automatically get either when you kill a mob or when you enter an area. They are optional, but some of them have stages (so Bounty Stage 1-2-3) leading to a "named" mob that can drop decent loot.

You will generally finish them while doing the regular story quests.
 

MaddenNFL64

Member
Lactose_Intolerant said:
Just from watching the videos on this page, the ai needs some serious work. Enemies just let you kill the other enemies unless they are literally right next to each other. They don't seem to notice anything out of a very short range. Really makes the fights seem very boring.

It's an aggro range. It affects how they react to you, and if they will react to their allies getting attacked to help. It's a balance & difficulty thing that MMOs do. Line of sight does come into play a bit, but not as much as aggro range.
 
cartoon_soldier said:
Now, it's an MMO, you are gonna kill mobs.

What SWTOR does very well is that these quests are bounty quests which you automatically get either when you kill a mob or when you enter an area. They are optional, but some of them have stages (so Bounty Stage 1-2-3) leading to a "named" mob that can drop decent loot.

You will generally finish them while doing the regular story quests.

You usually will get the 1st stage done doing other quests, a bit tougher to auto complete all the stages without sitting their to grind. It's totally optional though and a player can skip on doing them, but think it's a nice bonus for those who do want to just stay in an area and grind away as you get the bonuses
 

LowParry

Member
Lactose_Intolerant said:
Just from watching the videos on this page, the ai needs some serious work. Enemies just let you kill the other enemies unless they are literally right next to each other. They don't seem to notice anything out of a very short range. Really makes the fights seem very boring.


A majority of MMOs suffer that kind of thing. Sucks but what can ya do.
 

border

Member
The quests, by and large, are not any better or more imaginative and challenging than those elsewhere in the MMO genre. A lot of them are just "Kill 20 monsters" quests disguised as something else. For instance, an NPC will want you to retrieve some items from the world.....oh but guess what, those items are in an area infested with monsters. So yeah, you're going to be killing a bunch of monsters either way -- they just aren't as explicit about it.
 
CcrooK said:
A majority of MMOs suffer that kind of thing. Sucks but what can ya do.
Not buy the game. Instead of getting attacked by 2-3 enemies at a time, have the game spaced so it takes time for the crowd that can see you to get close enough to attack you. Its not like in that video the player was even close to being challenged.

I understand there needs to be a cutoff to this, but I think its way too small here. Plus there's already enemy popup so its not like the whole map would be after you.
 
border said:
The quests, by and large, are not any better or more imaginative and challenging than those elsewhere in the MMO genre. A lot of them are just "Kill 20 monsters" quests disguised as something else. For instance, an NPC will want you to retrieve some items from the world.....oh but guess what, those items are in an area infested with monsters. So yeah, you're going to be killing a bunch of monsters either way -- they just aren't as explicit about it.

You often don't have to kill a certain amount unless there is a bounty awarded. Also various classes can often just stealth past the combat. If mobs have been killed or depending on their placement, you will be able to simply bypass any "kill x" quest components in an area. The award for the bounty is pretty minimal as well that a player if he wishes can easily skip bothering unless they feel like grinding for the extra points or to go for potential multi stage bounties. Another player cleared out an area before you, then you don't have to wait for respawns unless you want to do the bounties. As an agent I often skipped out on bounties and in many areas one can easily avoid mobs to get to the quest goal even without using stealth.

Skipping bounties also really doesn't have a big impact on ones leveling as the regular quests rewards are far greater generally. Multi stage bounties just pretty much give you bonuses for grinding in certain areas.

No one said it's anything amazing, but it's a nice way of handling kill questing. The game does have instances of kill x quests here and there, rest are basically done as the optional bounties.
 
I much prefer the bonus quest design of TOR than some of the other MMOs, where you get one quest to kill 20 of x. You kill them have have to go back to the quest giver to turn it in, and then he tells the next quest to kill 40 of y, you have to do that again, turn it in, and then he gives you a mini boss to kill.

TOR takes cares of that as objectives that update in the bonus quest, no need to run back to the quest giver every time to continue the chain.
 

Kem0sabe

Member
BattleMonkey said:
You often don't have to kill a certain amount unless there is a bounty awarded. Also various classes can often just stealth past the combat. If mobs have been killed or depending on their placement, you will be able to simply bypass any "kill x" quest components in an area. The award for the bounty is pretty minimal as well that a player if he wishes can easily skip bothering unless they feel like grinding for the extra points or to go for potential multi stage bounties. Another player cleared out an area before you, then you don't have to wait for respawns unless you want to do the bounties. As an agent I often skipped out on bounties and in many areas one can easily avoid mobs to get to the quest goal even without using stealth.

Skipping bounties also really doesn't have a big impact on ones leveling as the regular quests rewards are far greater generally. Multi stage bounties just pretty much give you bonuses for grinding in certain areas.

No one said it's anything amazing, but it's a nice way of handling kill questing. The game does have instances of kill x quests here and there, rest are basically done as the optional bounties.

tho a lot of the heroic quests involve killing mobs as quests objectives. either a series of named mobs or a series of elite mobs for drops to complete another stage of the quest.

TOR is like any other mmo, quests are the same, but with VO.
 
Kem0sabe said:
TOR is like any other mmo, quests are the same, but with VO.

No one is saying they aren't. As I mentioned yes such quests do exist, but majority of them of the general kill x quests were moved to bounty bonuses which is a nice way of handling it and allows many of it to be skipped or optional since the reward is not detrimental to leveling. You also skip the going back and forth between quest givers if you choose to do the bounties and having to get the next "level" of the quest which involves doing more kills.
 

Kem0sabe

Member
BattleMonkey said:
No one is saying they aren't. As I mentioned yes such quests do exist, but majority of them of the general kill x quests were moved to bounty bonuses which is a nice way of handling it and allows many of it to be skipped or optional since the reward is not detrimental to leveling. You also skip the going back and forth between quest givers if you choose to do the bounties and having to get the next "level" of the quest which involves doing more kills.

At least the quest flow is decent, you wont have to do a lot of backtracking.
 
Kem0sabe said:
tho a lot of the heroic quests involve killing mobs as quests objectives. either a series of named mobs or a series of elite mobs for drops to complete another stage of the quest.

TOR is like any other mmo, quests are the same, but with VO.

TOR heroic quests are getting an overhaul according to the developers next patch. Less trash mobs and more "unique bosses." Said something about them being placeholders.

On the beta forums.
 

MaddenNFL64

Member
facebook image of the week. Trooper storms a lair. Like a boss.

329134_1015033965772882kp9.jpg
 

Creamwolf

Neo Member
I need an invite, when I watch the videos I catch myself mousing over "targets" or conversation options and wondering why the pointer isn't where I want to be ....I need my fix, lol.
 

Woorloog

Banned
CzarTim said:
Currently, one guild per account. Obviously that'll change at launch.
Hmm. Are there a lot of people here who want EU-Sith Empire Guild? Since i'm probably going to play Bounty Hunter on launch, i'd rather be in an Empire guild than Republic one. But we don't have such yet, so i guess i'll form one. Assuming there are people who are interested and have pre-ordered the game (at least 3 needed as i've pre-ordered already).
Oh and name suggestions? GAF Empire?
And ideally our EU GAF Empire guild would be in the same server as the EU GAF Republic guild...
 

Fonds

Member
Woorloog said:
Hmm. Are there a lot of people here who want EU-Sith Empire Guild? Since i'm probably going to play Bounty Hunter on launch, i'd rather be in an Empire guild than Republic one. But we don't have such yet, so i guess i'll form one. Assuming there are people who are interested and have pre-ordered the game (at least 3 needed as i've pre-ordered already).
Oh and name suggestions? GAF Empire?
And ideally our EU GAF Empire guild would be in the same server as the EU GAF Republic guild...

You guys will have to play PvP then though. Are u up for it ;) *evil grin*
 

Woorloog

Banned
Fonds said:
You guys will have to play PvP then though. Are u up for it ;) *evil grin*
I'm fine with PVP, probably even prefer it. I like the tension PVP server adds, makes the game more enjoyable, as long as you don't get killed by some max level guy (ahem, i killed people without mercy in WoW usually, some exceptions) or get corpse ganked.
 
As far as grind and being time consuming goes, I hope Bioware play it smart.


What sucks more than anything else in MMOs have to be waiting around for groups. IMO, this happens due to poor LFG-Tools, poor chat channels and poor social hubs. It's against the point of the game, for people to be handicapped in effectively fighting other players to play with.
Blizzard made the mistake of not having good tools implanted at launch. This created vast lasting effects that would be felt throughout the games life. As Blizz, later wanted to improve the LFG-experience, it was already to late.

What happens is that people become creatures of habit very quickly, and thus they won't willingly change something if they don't have to. It's why things like Meeting Stones, and their other LFG-tools, never really worked that well. They had to be implanted at launch, so they habit of doing an effective thing for getting a group would get planted in the players, early.



Bioware have said that gear will only counter for 10% of the power between players. This is very good. This is smart. The less they run on peoples vanity and time investment > skill, the better. Greed and consumer mania inside games make people even more jackasses.


To make an meaningful end game, we can only hope the world pvp will be amazing, but I have my doubts if it will really be significant. They really should go all out, and make a CAPITAL F**KING LETTER WARNING; STATING THAT YOU WILL GET YOUR FACE PIRCED BY A LIGHTSABER CHAINSAWS EVERY DAY.. EVEN DURING YOUR HOLIDAY ON DANTOOINE!!






It's important for the community too. Two operations and a some over-and-over-again-Battlegrounds is okay, but I don't think it will be what makes people tied to the game. For the first many hundreds of hours it will be single player-like story, and that's fine, but I hope there will be a real sense of guildmanship.

A real reason to be in a guild. In WoW you dont need a guild unless you want to raid. your just there for the benefits. the game has so many gang-up-prevention tools, that you dont get that lets-band-together-so-we-dont-get-fucked-over-by-scary-men-with-lightsaber-dildos-with-frills!



Eventually I think it's the fault of the themepark model as a whole. It's fun exploring, but once you have seen it and done the the quests and gotten the resources, you don't need that gaming space anymore. its just some empty land mass for the next guy who rerolls a class that has to go through that area.
I don't think this is very intelligent design. You don't fight for the territory, you don't mix it up, it does not change - the time of day doesn't even change.. ever.

And in space were they could easily make contested territory, since it's just some space.. you don't even have to render the ground since it's just like one big 360 degree angled skybox. guild capital ships, getting crucial resources for your side.. sending ships out to mine minerals, and thus getting a bigger significant advantage in the war.



Look no further than real world history for inspiration. In World War 2, the germans where triple f**ked from the start because they only had 10% of the worlds oil reserves while the allies had 90%. This was bad, and hindered the germans in a lot of ways.


it's that sort of omg-dynamicness that make the game feel alive and will make guilds seem important. even if your not a social type person, I truly believe that when you think about this game 10 years from now, you wont remember shit about the lootdrop you had that one time, or that cool quest - but you will remember the social interactions with cool people... that's at least what I think about, when I think back to MMOs around 10 years ago. smeh.
 

Fonds

Member
Vigilant Walrus said:
Lots of text

- On the matter of good LFG tools in WoW

WoW didnt have any LFG tools because the entire idea of a LFG tool hadn't been implemented in any MMO at that stage. The meeting stones were a half-assed attempt at trying to get people to play together. The LFG channel just worked faster so the Meeting stones became redundant.
The implementation of the current LFG tool in WoW surely tackled the problem of having to wait for hours for a group. Wether thats a good thing or not, I'll leave up to yourselves. (I for one think it destroyed the server community, with all the insta travel that came along with it)

- World PvP

The tool that WoW implemented also destroyed world PvP for a great part. Not having to travel to contested areas and waiting for your group at an entrance is a problem for world PvP. Travel routes to popular dungeons were staked out by PvP'ers as were the entrances. Making a good LFG tool could be a PvP killer here, if it also comes with insta travel.

- Empty zones

Giving players a reason to come back to earlier level zones is important. As you've pointed out, in most MMO's a zone just becomes dead once the content has been played through. In my opinion placing higher lvl dungeons in lower level zones tackles part of this problem. This also goes back to the world PvP bit I talked about earlier. In addition to dungeons or flashpoints (whatevs) questing should bring you back to a lower level area at times as well. Not only does it make for a more integrated community, it also makes sure that entire worlds don't become redundant. WoW did a pretty good job at that imho.

- Guilds

Guilds are always important. No matter what function a game designer gives them. Even if it's the most basic function of just being to band together and label yourselves a group. This is basically what WoW did during their release. It was still awesome though, you felt like a group and goals were set by the players themselves.
The guild functions have been fleshed out a whole lot more now with the implementation of achievements and whatnot. Goals are now set by the game designers (and to a certain extent gamers), but does that really matter?
As you've stated yourself it doesn't really matter what you do as a guild, it's who you do it with. (Join NeoGAF on the european PvP servers)
 

datamage

Member
Fonds said:
- On the matter of good LFG tools in WoW


- Empty zones

Giving players a reason to come back to earlier level zones is important. As you've pointed out, in most MMO's a zone just becomes dead once the content has been played through. In my opinion placing higher lvl dungeons in lower level zones tackles part of this problem. This also goes back to the world PvP bit I talked about earlier. In addition to dungeons or flashpoints (whatevs) questing should bring you back to a lower level area at times as well. Not only does it make for a more integrated community, it also makes sure that entire worlds don't become redundant. WoW did a pretty good job at that imho.

Yep, they should also have higher level mobs that pose a threat to newbies. Which would also give a reason for higher levels to come back. (i.e., in EQ there were Hill Giants, Griffins, named NPCs, that would keep lower level people on their toes, and gave a reason for higher levels to come back for revenge/xp, heh.)

I miss that sense of dread and fear. You actually had to pay attention to your surroundings, but that's a whole 'nother subject.
 

Belfast

Member
BattleMonkey said:
Most kill X quests are bonus quests. You don't actually acquire the quests, they are just automatic in various areas and you get auto rewarded for doing them. You will get a quest to do something and then find out that theres a bonus quest in the area sometimes to kill x amount of creatures. Rewards for them are pretty minor and generally just some extra xp while if you want you can grind the area for further bonus quests that increase the amount to kill. In a way it kind of is just a bonus for when you just go grinding for a little extra xp.

In alot of cases also you will accomplish the bonus quest automatically while doing another quest as you blow through the mobs in the way.

Doesn't quite work like that. The bonus quests are actually sub-quests that are only attained when you are on the particular quests they are attached to. You go into an area beforehand and kill as many dudes as you want, but if you get a quest that asks you to go there later, and it has a bonus quest to kill said dudes, those previous kills will not have counted towards completing it.
 

Cipherr

Member
Fonds said:
- On the matter of good LFG tools in WoW

WoW didnt have any LFG tools because the entire idea of a LFG tool hadn't been implemented in any MMO at that stage. The meeting stones were a half-assed attempt at trying to get people to play together. The LFG channel just worked faster so the Meeting stones became redundant.
The implementation of the current LFG tool in WoW surely tackled the problem of having to wait for hours for a group. Wether thats a good thing or not, I'll leave up to yourselves. (I for one think it destroyed the server community, with all the insta travel that came along with it)

Yep, strangely though I don't think all of us knew it would have that effect, not that severely at least. I remember thinking it was a great idea. However instant travel + LFG tool (which IMO is fine) + cross server grouping = a catastrophe in terms of server community.

I think it they hadn't put in the instant travel and hadn't made it cross server it would have been a much better medium. Just group the people (all on the same server) and show their roles, then you all communicate to travel to the instance. At least in that case you are meeting someone you will likely see again, on the same server, there is travel for possible PvP on the way etc etc.

I am glad however that WoW tried it the way they did, there was no way to know for sure how it would work out unless someone put it in a game.
 
Cipherr said:
Yep, strangely though I don't think all of us knew it would have that effect, not that severely at least. I remember thinking it was a great idea. However instant travel + LFG tool (which IMO is fine) + cross server grouping = a catastrophe in terms of server community.

I think it they hadn't put in the instant travel and hadn't made it cross server it would have been a much better medium. Just group the people (all on the same server) and show their roles, then you all communicate to travel to the instance. At least in that case you are meeting someone you will likely see again, on the same server, there is travel for possible PvP on the way etc etc.

I am glad however that WoW tried it the way they did, there was no way to know for sure how it would work out unless someone put it in a game.


I think people are a bit unfair. This is world of warcraft we're talking about. the game had such a poor community to begin with, I believe people are taking the piss out of it.

the fact is that WoW was always about gear and not much else. it ran on peoples collect-o-mania. guilds and group play was just to further ones own needs for stuff.


ask yourself this - if wow had no progression, no rewards at end game, how long would people play? people play shooter games online without getting rewards for years. If World of Warcraft just had great gameplay, you would think that people wouldn't need an incentive to walk from point A to point B or collect item X for person Y. The census is of course that WoW was/is not much fun without these trappings.
 
Vigilant Walrus said:
ask yourself this - if wow had no progression, no rewards at end game, how long would people play? people play shooter games online without getting rewards for years. If World of Warcraft just had great gameplay, you would think that people wouldn't need an incentive to walk from point A to point B or collect item X for person Y. The census is of course that WoW was/is not much fun without these trappings.

Eh seeing how all the shooters nowadays are carrot on stick and with far larger playerbases than those with people playing for years. Also comparing shooters to RPG's is not very appropriate being how one is focused on competitive play with next to no social qualities, while MMO RPGs are a hodge podge of systems and social functions.

The biggest issue with carrot on stick systems is that they pretty much make more money, and that's what this is all about. Money. And without incentive to keep playing, who is going to pay? Players keep playing often because they feel like they are achieving something the more they play and new content added keeps them going after the carrot, and paying for it.
 

border

Member
Vigilant Walrus said:
ask yourself this - if wow had no progression, no rewards at end game, how long would people play? people play shooter games online without getting rewards for years. If World of Warcraft just had great gameplay, you would think that people wouldn't need an incentive to walk from point A to point B or collect item X for person Y. The census is of course that WoW was/is not much fun without these trappings.

If Call of Duty had no stat tracking, no reward system, no ranking, no e-penis bullshit...I doubt it would have that much longevity either.....especially if they were charging $15/month,

WoW's great gameplay is in the dungeons, not in organizing a group and traveling to a dungeon. The cross-server LFG and the instant travel are what let you skip the boring stuff and get to the fun.


Cipherr said:
I think it they hadn't put in the instant travel and hadn't made it cross server it would have been a much better medium. Just group the people (all on the same server) and show their roles, then you all communicate to travel to the instance. At least in that case you are meeting someone you will likely see again, on the same server, there is travel for possible PvP on the way etc etc.

The problem with a same-server LFG is that there simply aren't enough players to run stuff quickly on a single server. You can sit around all night and come up short on a tank or healer or whatever.

Since everyone got flying mounts, where is there the possibility of PVP while traveling to a dungeon?
 

Gvaz

Banned
border said:
The cross-server LFG and the instant travel are what let you skip the boring stuff and get to the fun.

Which is why I like it, for the exact same reasons you say in your post.
 
I watched some of that gunstringer gameplay and am wondering is the combat always have the time bar for skills? None of it is real-time? like you can't plainly fire your gun at an enemy or swing your lightsabre, you have to aggro them first
 

Gvaz

Banned
Heavy said:
I watched some of that gunstringer gameplay and am wondering is the combat always have the time bar for skills? None of it is real-time? like you can't plainly fire your gun at an enemy or swing your lightsabre, you have to aggro them first
The time bar you're talking about is only for "channeled" attacks where you're stationary.

Don't know what you mean by the second part though.
 

Deadly

Member
Heavy said:
I watched some of that gunstringer gameplay and am wondering is the combat always have the time bar for skills? None of it is real-time? like you can't plainly fire your gun at an enemy or swing your lightsabre, you have to aggro them first
There are instant skills yes. And there is basic attack skills but in terms of "real time" 1:1 lightsaber/shooting action no. It's a turn base MMORPG.
 

Thoraxes

Member
Heavy said:
I watched some of that gunstringer gameplay and am wondering is the combat always have the time bar for skills? None of it is real-time? like you can't plainly fire your gun at an enemy or swing your lightsabre, you have to aggro them first
No, they are abilities that you activate, that have global cooldowns. It is real time, but there's a limit to how many activated abilities you can use in a specific amount of time. (Like 1.5 seconds between using abilities). Channeled spells are ones you stand still to use and deal damage over time.

As for auto-hit, you have a button that you have to press as I think there isn't any. There's a normal attack that is basically that.
 

Emitan

Member
Heavy said:
I watched some of that gunstringer gameplay and am wondering is the combat always have the time bar for skills? None of it is real-time? like you can't plainly fire your gun at an enemy or swing your lightsabre, you have to aggro them first
oh nooooo

this game is star wars kinect
 
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