I'm not always into the look of TOR, but the number of unique art assets at play is way ahead of any other MMO. I wish those assets were of a higher quality, but it's impressive nonetheless.RIFT is much better than TOR. At the very least, the early game stuff is much better. And TOR does not look good for an MMO. It looks decent at best all around. TERA looks good for an MMO and it is close to a year old already.
No wonder. You played Jedi Consular? They are literally the most boring class in the game, both ability wise and story wise. Play a Sith and it will be night and day.
So people have to be forced into certain classes they don't even want to play perhaps, just to have fun? Pretty poor design.
Rift excels its MMORPG contemporaries in numerous ways. Since most of TOR seems based off of TBC-era MMO mechanics Rift pulls very far ahead of TOR in these aspects. Rift has one of the best user interfaces in the business, meanwhile, TOR's UI shifts between obtuse and perfunctory (the inability to turn off smart cam is just...yeah). This judgement may be premature because of my inexperience with TOR's flashpoints, but they certainly don't seem to be on a track that speaks to any sort of craft or quality. It is also rather absurd for any MMO in 2011 to not have a dungeon finding system that assembles groups, so TOR gets docked even further in that area.
In terms of content Rifts also made for a much more interesting overworld that promoted the right kind of group play, and only showed up when there were the people around capable of doing it. The zone design in Rift was also very far ahead of TOR. TOR zones have rather abysmal back and forth flow, needlessly sending players through dangers zones, places they've been before, and creating needlessly long routes to and from quest hubs. TOR buildings are massive, cavernous, mazelike monstrosities that require map navigation, and zones lock players out from exploration, and present barriers and road blocks that repeatedly send players down paths they've already traveled time and time again.
Then there's the combat, which generally feels more responsive in Rift, and going hand in hand with that the class design is leagues ahead of TOR. The eight-spec system where players can swap between radically different roles is loads of fun, and it makes the locked in, copy and paste class system in TOR look prehistoric. And of course the actual talent trees in TOR are abysmal. Many of the available upgrades are demeaningly incremental and meaningless. They are quite frankly some of the most boring talent trees I've ever seen. Rift has very strong talent trees with loads of variety in specs to support much more engaging and well designed classes.
Rift feels rushed from an art, story, and technical perspective, and there's no hiding that the game was pushed out rather quickly. Still, it's well constructed and thought out on a mechanical level, which is the most important thing to me. TOR seems to be running on a system of, "Is it not completely broken? Alright leave it and keep working on other stuff to get this out as fast as possible." It is mechanically unsound in every respect. Entire classes seemed to be based around mechanics that are impractical and poorly implemented (like cover) that make play overly complicated, and others sit on the opposite end of the spectrum and let players faceroll their way to victory. There is just so much TOR could learn from Rift to become a better game.
No wonder. You played Jedi Consular? They are literally the most boring class in the game, both ability wise and story wise. Play a Sith and it will be night and day.
No, but if you don't like 1 class, you shouldn't assume the whole game was like that. Not saying some people wouldn't like Jedi Consular, but it's pretty much the general consensus that they have the worse story.
It is also rather absurd for any MMO in 2011 to not have a dungeon finding system that assembles groups, so TOR gets docked even further in that area.
Yes, maybe the class isn't for you but creating a downright boring class, with a dead duck story and nothing to spruce up your time with the character is still a poor design. Every class should have their own niche and interesting marks - You can already see that people keep recommending the same 2-3 classes for people to start with to have some basic "fun". Then again, I tried these so-called "fun" classes and still wanted to jab my eyes out - Game is pretty bad.
No, but if you don't like 1 class, you shouldn't assume the whole game was like that. Not saying some people wouldn't like Jedi Consular, but it's pretty much the general consensus that they have the worse story.
Hmm. I hate rifts art style/engine >.< thats my main problem with the game. Also leveling up takes too long >.> I kinda hate how in mmos lvling up takes up so long, but then end game 'is the real game' idea, and who end game and lvling up are nothing alike, for one thing end game is all group play basically, yet you can solo to max level in every mmo now, indeed its usually alot faster to lvl up if you do it on your lonesome.
At least you have choices. In WoW or RIFT, you will go through the exact same quest no matter what class, besides a few faction based quest. The actual story in SWTOR makes each class differ much more besides class abilities.
Let's not forget that TOR is aimed at more casual players in which case any kind group finding system would be more than welcome.I hope this is a joke
At least in WoW, no class has some advantage. Like, I wanted to play a Warrior but then I'd have to put up with some boring ass zone, with some super dry story. Then say, the priest, a class I would never play would have tons of awesome quests, awesome story and everything would be a breeze. Fine they want to do a story per class and mix things up, points for that but you can't go and have this kind of imbalance in it all. Get some QA up in that bitch. I'd rather have the exact same quests as everyone else than knowing I have to wade through some boring quests, just because I wanted to play X class
Let's not forget that TOR is aimed at more casual players in which case any kind group finding system would be more than welcome.
At least in WoW, no class has some advantage. Like, I wanted to play a Warrior but then I'd have to put up with some boring ass zone, with some super dry story. Then say, the priest, a class I would never play would have tons of awesome quests, awesome story and everything would be a breeze. Fine they want to do a story per class and mix things up, points for that but you can't go and have this kind of imbalance in it all. Get some QA up in that bitch.
If you want to play a class that's like the consular but didn't want the story, you could play a sith inquisitor. Exact same playstyle, different story. Classes also have more variety in this game than WoW. Consular/Sith Inquisitor can play like a mage, priest, rogue, or tank.
If you want to play a class that's like the consular but didn't want the story, you could play a sith inquisitor. Exact same playstyle, different story. Classes also have more variety in this game than WoW. Consular/Sith Inquisitor can play like a mage, priest, rogue, or tank.
I don't really think there's an imbalance. Everyone has an opinion on what story and class they like more, it's not like it's set in concrete what is more fun to people.
At least in WoW, no class has some advantage. Like, I wanted to play a Warrior but then I'd have to put up with some boring ass zone, with some super dry story. Then say, the priest, a class I would never play would have tons of awesome quests, awesome story and everything would be a breeze. Fine they want to do a story per class and mix things up, points for that but you can't go and have this kind of imbalance in it all. Get some QA up in that bitch. I'd rather have the exact same quests as everyone else than knowing I have to wade through some boring quests, just because I wanted to play X class
I know all that, but look at the problem from the point of view of the company. The main selling point of the game (aside from being SW) is the story. By focusing and advertising this part, they want as many people as possible to progress it without downtimes, which looking for groups may cause.No, it wouldn't.
Dungeon finder pros and cons
+ saves time (not that it takes long to get a group on populated servers or if you're in a good guild)
- promotes laziness and less social interaction
- destroys any sense of community
- removes people from actually being out in the world, instead they just stand in cities and use menus to access everything
Just look what it did to WoW. Fuck dungeon finders and everything they stand for. The day Bioware implements it is the day I will stop playing.
But why do people keep recommending the same 2-3 classes over and over and over again, for people to have fun with? And majority have already agreed there's some classes on some sides that are just downright boring.
There's a very clear imbalance already, some of the people behind certain stories and zones didn't really come through.
Probably not the best example as you just described a druid.
So I'd have to change sides now? C'mon, are you really trying to defend shitty stories and boring zones for certain classes?
Druid is also the only class with that much variety in WoW. Most classes in SWTOR can do most roles.
Again, just because you don't like it doesn't mean everyone wont. There is actually variety in the stories and that's a good thing. It's better to have only one class you don't like because of the quest than every class because the quest are all the same.
Rift excels its MMORPG contemporaries in numerous ways. Since most of TOR seems based off of TBC-era MMO mechanics Rift pulls very far ahead of TOR in these aspects. Rift has one of the best user interfaces in the business, meanwhile, TOR's UI shifts between obtuse and perfunctory (the inability to turn off smart cam is just...yeah). This judgement may be premature because of my inexperience with TOR's flashpoints, but they certainly don't seem to be on a track that speaks to any sort of craft or quality. It is also rather absurd for any MMO in 2011 to not have a dungeon finding system that assembles groups, so TOR gets docked even further in that area.
In terms of content Rifts also made for a much more interesting overworld that promoted the right kind of group play, and only showed up when there were the people around capable of doing it. The zone design in Rift was also very far ahead of TOR. TOR zones have rather abysmal back and forth flow, needlessly sending players through dangers zones, places they've been before, and creating needlessly long routes to and from quest hubs. TOR buildings are massive, cavernous, mazelike monstrosities that require map navigation, and zones lock players out from exploration, and present barriers and road blocks that repeatedly send players down paths they've already traveled time and time again.
Then there's the combat, which generally feels more responsive in Rift, and going hand in hand with that the class design is leagues ahead of TOR. The eight-spec system where players can swap between radically different roles is loads of fun, and it makes the locked in, copy and paste class system in TOR look prehistoric. And of course the actual talent trees in TOR are abysmal. Many of the available upgrades are demeaningly incremental and meaningless. They are quite frankly some of the most boring talent trees I've ever seen. Rift has very strong talent trees with loads of variety in specs to support much more engaging and well designed classes.
Rift feels rushed from an art, story, and technical perspective, and there's no hiding that the game was pushed out rather quickly. Still, it's well constructed and thought out on a mechanical level, which is the most important thing to me. TOR seems to be running on a system of, "Is it not completely broken? Alright leave it and keep working on other stuff to get this out as fast as possible." It is mechanically unsound in every respect. Entire classes seemed to be based around mechanics that are impractical and poorly implemented (like cover) that make play overly complicated, and others sit on the opposite end of the spectrum and let players faceroll their way to victory. There is just so much TOR could learn from Rift to become a better game.
No they cant >.< you essentially pick a role at lvl 10 and are restricted completely in what you do, no class can do all 3 I dont think.
This game isnt a copy of any MMO...
You are pretty much playing KOTOR, Mass Effect or Dragon Age 2 but with a monthly fee
I've been all the weekend playing this game and I think that is the best mmo that I've tested. It's something like WoW 2 meets Mass Effect, it's excellent. The story is amazing, the quests are not ever the same, the instances are fun and the ost is incredible. Before the beta I didn't have preordered the game, but now, is one of my most anticipated games. The day one I'll be inside playing like a jedi guardian. See u guys.
If only every game had such variety in quest. In this one, I killed 15 twi'lek and took a left to talk to a person/computer/rock with carvings in it. In the next, I took a RIGHT after killing 15 flesh raiders to talk to the next person/computer/rock with carvings in it.
I didn't any quest like these, when I had quests with these objectives were bonus quests. The main quests for the jedis are very diferents.
lol@ bonus objectives in this shit as well
"Kill 12 Flesh Raiders". The flesh raiders HAVE to be killed, they are on the damn walkway leading to this guy I have to talk to. Terrible. No, killing the enemies is not part of the quest. They are however in the way, and you have to kill them.
lol@ bonus objectives in this shit as well
"Kill 12 Flesh Raiders". The flesh raiders HAVE to be killed, they are on the damn walkway leading to this guy I have to talk to. Terrible. No, killing the enemies is not part of the quest. They are however in the way, and you have to kill them.
lol@ bonus objectives in this shit as well
"Kill 12 Flesh Raiders". The flesh raiders HAVE to be killed, they are on the damn walkway leading to this guy I have to talk to. Terrible. No, killing the enemies is not part of the quest. They are however in the way, and you have to kill them.
No, they don't have to be killed. That's why It's called BONUS quest. They are in the area and you can kill them if you want to for a little extra xp, but you don't have to at all. In the hundreds of hours I've played this game, I don't remember one time where a BONUS quest was actually required.
lol@ bonus objectives in this shit as well
"Kill 12 Flesh Raiders". The flesh raiders HAVE to be killed, they are on the damn walkway leading to this guy I have to talk to. Terrible. No, killing the enemies is not part of the quest. They are however in the way, and you have to kill them.