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

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syoaran

Member
CcrooK said:
So should I expect pre-order stuff for Origin soon? Pre order now, get into beta, blah? Cause to me, that make perfect sense to get people on board with Origin.

I'm fairly certain that early access weekend for digital pre-orders might be the way to go. But they did say that the only way to download the client was though origin, so that in itself is sort of an incentive.

I do hope they have a collectors edition tho, as I like grabbing them for MMO's
 

Rflagg

Member
Blackface said:
Aweome stuff
Damn it man I might have to put you on ignore if you get raising the hype level the crazy high.;) The wait just got a lot worse hopefully it won't be too much longer.

Take your time and get it working well Bioware, I don't expect prefection just please let it work well.
 

Fonds

Member
Saige said:
No? I wrote that since you made it seem that guns/health bars were integral to was an fps is, much like you seem to think that the tank/dps/healer roles are integral to what a mmo is.

I do not believe that this is the case. A mmo should be about player interactions and the community that forms in game. This to me is the biggest strength of the genre, and simply sticking to the tried and true trinity seems to make all mmo’s feel far too similar. “looking for X (tank/dps/healer) for Y (instance/quest)”.

I don’t want to derail the thread, I was simply asking if ToR was going to be the game that changes this structure since i honestly didn’t know. I got my answer, and I did not mean to bash the game in any way.

K, i might have started off a bit aggressive there. Guess we just have different views on the whole genre thing.
I just don't see the need to reinvent something that works, but I understand that you would appreciate innovation on the trinity aspect of mmos.
 

Jira

Member
Saige said:
No? I wrote that since you made it seem that guns/health bars were integral to was an fps is, much like you seem to think that the tank/dps/healer roles are integral to what a mmo is.

I do not believe that this is the case. A mmo should be about player interactions and the community that forms in game. This to me is the biggest strength of the genre, and simply sticking to the tried and true trinity seems to make all mmo’s feel far too similar. “looking for X (tank/dps/healer) for Y (instance/quest)”.

I don’t want to derail the thread, I was simply asking if ToR was going to be the game that changes this structure since i honestly didn’t know. I got my answer, and I did not mean to bash the game in any way.

http://www.guildwars2.com/en/

The holy trinity is dead, questing is dead, xp leeching is dead, exponential time to level is dead. :D
 

pelican

Member
got an email from EA last week to register for the Euro beta.

I never have luck getting into those things so I doubt that will change this time. Fingers crossed as I am eager to check it out.
 
The Lamonster said:
I would be a little apprehensive about playing any MMO in it's first few months after launch. You just know there will be tons of unbalanced factors and bugs.


thats why i'm buying a lifetime sub the moment it gets available and play BF3 until patch 9.5 is out

who the hell am I kidding
 

Blackface

Banned
Fonds said:
Well comparing wow to swtor, the switch has been made then. You could play a trooper and have bullets and rockets instead of magic fireballs.

Problem fixed?

The Trooper and a Mage are nothing alike.

I want to stress this again. Don't look at the main class for what you want to pick. Look at the advance classes. Advanced classes are basically the equivalent of a full class in any other game.
 

Mulligan

Banned
CcrooK said:
Which can be either a good or bad thing.
Oh it's 100% a good thing, I have absolutely no doubt in my mind GW2 will be the best MMO to date when released. Swtor will fill the gap til it's release though i'm sure.
 

Blackface

Banned
Jira said:
http://www.guildwars2.com/en/

The holy trinity is dead, questing is dead, xp leeching is dead, exponential time to level is dead. :D

GW2's questing sounds awesome, but I want to see it in action. I don't see how it will work without major phasing putting you and your friends into different instances of the game, until you all reach max level. The World can't change for everyone because John did quest X, otherwise only one person would experience this. Meaning they have to do extensive instancing, and phasing, which people fucking despise.

Also, they showed a video where they walked up to someone with an exclamation mark over their head, and took a quest. Maybe they removed that, but it's in the same (not a bad thing).

I also think "hearing" about quests via the game world can get a bid awkward. Some people can't fucking hear, and others listen to music while they play. I have a big feeling it will just end up like bonus quests, public quests and Rifts.
 

Jira

Member
Blackface said:
GW2's questing sounds awesome, but I want to see it in action. I don't see how it will work without major phasing putting you and your friends into different instances of the game, until you all reach max level. The World can't change for everyone because John did quest X, otherwise only one person would experience this. Meaning they have to do extensive instancing, and phasing, which people fucking despise.

Also, they showed a video where they walked up to someone with an exclamation mark over their head, and took a quest. Maybe they removed that, but it's in the same (not a bad thing).

I also think "hearing" about quests via the game world can get a bid awkward. Some people can't fucking hear, and others listen to music while they play. I have a big feeling it will just end up like bonus quests, public quests and Rifts.

There are no talk to this npc and fetch 10 pelts quests that player 1 did and player 2 did just before you. GW2 is not a themepark MMO. The game runs entirely off of a dynamic event system where your action AND inaction has a direct effect on the world around you. These choices that you make or don't make directly affect everyone, not just you and/or your group.

Those quests aren't your typical quests you see in an MMO, those ones are specific to your personal story and not something just anyone can grab.

http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/ give this a read, it explains it a hell of a lot better than I can since it's already written.

Oh and just so we're clear, this isn't me trying to be biased against TOR because I've already defended TOR on another forum against the types of people who call it a WoW clone because it has hotbars and a minimap.
 
Jira said:
There are no talk to this npc and fetch 10 pelts quests that player 1 did and player 2 did just before you. GW2 is not a themepark MMO. The game runs entirely off of a dynamic event system where your action AND inaction has a direct effect on the world around you. These choices that you make or don't make directly affect everyone, not just you and/or your group.

Those quests aren't your typical quests you see in an MMO, those ones are specific to your personal story and not something just anyone can grab.

http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/ give this a read, it explains it a hell of a lot better than I can since it's already written.

Oh and just so we're clear, this isn't me trying to be biased against TOR because I've already defended TOR on another forum against the types of people who call it a WoW clone because it has hotbars and a minimap.

I think GW2 can be one of the greatest things if it pans out, I just am very leery about the whole thing with how little of the actual game has really been shown, and really for the most part it feels like a ton of promises of how great it's going to be at everything, that it seems almost too good to be true. Skipping E3 didn't help imho. The videos so far of it didn't exactly blow my mind with anything particularly new or revolutionary. GW1 also was full of hype and promises which to me didn't pan out either, but at the same time with no sub needed, GW2 will draw in many if it's pretty decent, and worth a try.
 

Blackface

Banned
Jira said:
There are no talk to this npc and fetch 10 pelts quests that player 1 did and player 2 did just before you. GW2 is not a themepark MMO. The game runs entirely off of a dynamic event system where your action AND inaction has a direct effect on the world around you. These choices that you make or don't make directly affect everyone, not just you and/or your group.

Those quests aren't your typical quests you see in an MMO, those ones are specific to your personal story and not something just anyone can grab.

http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/ give this a read, it explains it a hell of a lot better than I can since it's already written.

Oh and just so we're clear, this isn't me trying to be biased against TOR because I've already defended TOR on another forum against the types of people who call it a WoW clone because it has hotbars and a minimap.

I know all about GW2, like many up coming MMO's. My questions were directly related to the article you link.

In theory it sounds amazing, and will be very very fun for those not interested in a themepark style MMO. (I am going to try it, without a doubt). That being said, my concerns I wrote above still stands.
 
Giolon said:
Some of these other beta testers have been posting things that I am pretty sure is outside the permission of the NDA (though given how positive they are, Bioware/EA may not mind so much).

The only things we're expressly allowed to say are

1) That there is a beta
2) That we're in the beta.

I would love to give my opinions and impressions and comment on what others are saying - but I don't want to do anything to risk my involvement in the program. Given that Bioware/EA hangs around here, I'd suggest you all review the NDA to ensure you don't do something you regret.
Given that some of those Bioware guys have replied to my posts I don't think they mind. For my part, I've been very careful about not discussing specifics or anything not already mentioned in existing PR material.
 

Cyrillus

Member
The Lamonster said:
I would be a little apprehensive about playing any MMO in it's first few months after launch. You just know there will be tons of unbalanced factors and bugs.

I know this is nostalgia talking, but I kind of miss some of the old bugs and certain broken quest items and unbalanced classes (so much better now :p) of WoW pre-1.6, and I swear it's not just that I main'ed a Warlock.

As for this game, I can't be more hyped than I am. I want so badly to get a beta invite, and yet no beta invite will come :-(
 

Cyrillus

Member
Jira said:
There are no talk to this npc and fetch 10 pelts quests that player 1 did and player 2 did just before you. GW2 is not a themepark MMO. The game runs entirely off of a dynamic event system where your action AND inaction has a direct effect on the world around you. These choices that you make or don't make directly affect everyone, not just you and/or your group.

Seriously? I've admittedly never played GW1, but if the bolded is true I will be there day 1.

EDIT: Sorry for the double post, I realize I should've just edited this into my first post.
 

Yasae

Banned
Ignis Fatuus said:
Given that some of those Bioware guys have replied to my posts I don't think they mind. For my part, I've been very careful about not discussing specifics or anything not already mentioned in existing PR material.
Aren't you Thunder Monkey's protege? Yet so eloquent...
 

CzarTim

Member
Saige said:
No? I wrote that since you made it seem that guns/health bars were integral to was an fps is, much like you seem to think that the tank/dps/healer roles are integral to what a mmo is.

I do not believe that this is the case. A mmo should be about player interactions and the community that forms in game. This to me is the biggest strength of the genre, and simply sticking to the tried and true trinity seems to make all mmo’s feel far too similar. “looking for X (tank/dps/healer) for Y (instance/quest)”.
ALL games that want players to truly work together have the trinity in some fashion or another. Even some FPS. The fact is that in order to encourage players to interact and help each other out, you have to create a system where players need something from each other.

I'm not saying there isn't an alternative, but some of the greatest minds in the industry have tried to tackle the issue. None of them have succeeded to the extent that other developers no longer see the need to go back to the basics.
 

bjaelke

Member
CcrooK said:
So should I expect pre-order stuff for Origin soon? Pre order now, get into beta, blah? Cause to me, that make perfect sense to get people on board with Origin.
They have been hinting, that when we get the pre-order details, a release date announcement will be close. It's part of their "train" analogy. Those six weeks I quoted earlier, was apparently misquoted in the transcript. They're talking about success post launch.

Just a small update on European game testing:
European Testing has not fully started yet. We're about to invite some people from the EU, but it'll be a while longer before full EU testing begins.

When it does, we'll definitely talk about it.
 

Jarmel

Banned
bjaelke said:
They have been hinting, that when we get the pre-order details, a release date announcement will be close. It's part of their "train" analogy. Those six weeks I quoted earlier, was apparently misquoted in the transcript. They're talking about success post launch.

Just a small update on European game testing:

Yea I saw that too. It also seemed that he was knocking the large increase at the end of June too but I wasn't clear on that. We are definitely in "Closed Beta" status though, whatever that means.
 

LAUGHTREY

Modesty becomes a woman
Vigilant Walrus said:
Who are you?

No seriously, who are you? And what are you saying here that can be used for anything other than toiletpaper?



Monkey, sorry to dissapoint your conspiracy theories, but I don't dictate the media. After all I consider myself a MMORPG expert, and I bear the tag proudly, since it's self assigned.

What you say is obvious, and it's offensive that you even have to say it. I think it's pretty fair at this point to counter balance the negs with the positives.


Lastly, it's perfectly logical and valid to raise questions(or complain as you put it) about the "single player story". After all, the story is the heel hook in this game, remember. KOTOR would be pretty shit if all three of your party members were the same characters.


If I play with my friend and he is the same class as me, we have the same voice actor. How is that not immersion breaking? Seriously, WTF?

I'm surprised your tag isn't "Dolphin Lover" anymore.
 

Fonds

Member
Jira said:
http://www.guildwars2.com/en/

The holy trinity is dead, questing is dead, xp leeching is dead, exponential time to level is dead. :D

From what I've seen from the GDC gameplay videos it still looks pretty much like regular questing to me. Even those dynamic events looks very much like rinse and repeat public quests.

It might turn out to be great and a lot less predicting than Public quests and regular quests, but from what I've seen in these gameplay videos it's pretty much the same.

GDC Gameplay vid of Questing - Kill this mob, get this item, hand in at this NPC

Dynamic event Looks pretty much like a public quest to me.

I'd like it to be more, and maybe it is. But at the moment I'm just not seeing any differences.
 
I really want to see how's PvP ranged vs melee is handled. With the proliferation of ranged classes in SWTOR that is one of my main concern regarding PvP "fun".

Addressing the subject because, the last MMO I gave a try was Champion Online. I don't know if things have changed since its release but played the game extensively during beta and early release. The whole melee archetype versus ranged was a very dirty ridiculous mess.

I see that Jedi knight's and Marauders and the like have some sort of "jump" that make them go in close quarters with their foe and probably some roots but everything else is just unknown to me. Ranged classes also, have to have defenses against melee characters.



Hell, must be a nightmare to try and balance all of that.
 

bjaelke

Member
Both melee and ranged classes have different CCs to cope with that problem. I'm still looking forward to some real PvP impressions from someone who has played the sniper. The FSS was great, but it was also very limited by the first time experience and adaptation. They complained a lot about the use of cover and defending against melee enemies. But it was mainly due to the fact, that it was their first time playing the AC. Would really like to get an in-depth view into the marksmanship skill tree.
Fonds said:
For the sake of plugging our little eurogaf guild:

Republic - Fonds, Syoaran

Empire - x

?: NoLimit_SS
PvE or PvP?
 

Fonds

Member
bjaelke said:
Both melee and ranged classes have different CCs to cope with that problem. I'm still looking forward to some real PvP impressions from someone who has played the sniper. The FSS was great, but it was also very limited by the first time experience and adaptation. They complained a lot about the use of cover and defending against melee enemies. But it was mainly due to the fact, that it was their first time playing the AC. Would really like to get an in-depth view into the marksmanship skill tree.

PvE or PvP?

Hmm good point, since there hasn't really been word on servertypes I'll just guess there will be pvp and pve servers.

I'd like to give PvP servers a try. I've always played on PvE servers. What about you guys? As far as focus goes, I'd like to combine both. PvP on off-raid days and PvE on set nights. Something like that.
 
The_Squirrel_Menace said:
I really want to see how's PvP ranged vs melee is handled. With the proliferation of ranged classes in SWTOR that is one of my main concern regarding PvP "fun".

Addressing the subject because, the last MMO I gave a try was Champion Online. I don't know if things have changed since its release but played the game extensively during beta and early release. The whole melee archetype versus ranged was a very dirty ridiculous mess.

I see that Jedi knight's and Marauders and the like have some sort of "jump" that make them go in close quarters with their foe and probably some roots but everything else is just unknown to me. Ranged classes also, have to have defenses against melee characters.



Hell, must be a nightmare to try and balance all of that.

Unless there is a penalty to shoot in close combat like there was ni SWG, I doubt it's going to make much difference as the melee classes all seem to have abilities that let them close in quickly. The concern I have seen most is that of the few classes that make heavy use of cover in combat and how it's going to work out for them in a MMO style game.
 

syoaran

Member
Fonds said:
Hmm good point, since there hasn't really been word on servertypes I'll just guess there will be pvp and pve servers.

I'd like to give PvP servers a try. I've always played on PvE servers. What about you guys? As far as focus goes, I'd like to combine both. PvP on off-raid days and PvE on set nights. Something like that.

Don't mind, but I gravitate more to PvE than PvP due to always picking a healing ~
 
I assume one can be an effective healer and still perform another role? I can see healers not being as much of an importance in this game as a role simply because healing is available to soo many. 6 of the 8 classes have healing abilities.
 

Stuart444

Member
Fonds said:
From what I've seen from the GDC gameplay videos it still looks pretty much like regular questing to me. Even those dynamic events looks very much like rinse and repeat public quests.

It might turn out to be great and a lot less predicting than Public quests and regular quests, but from what I've seen in these gameplay videos it's pretty much the same.

GDC Gameplay vid of Questing - Kill this mob, get this item, hand in at this NPC

Dynamic event Looks pretty much like a public quest to me.

I'd like it to be more, and maybe it is. But at the moment I'm just not seeing any differences.

I suggest looking at the Gamescom vid (http://www.youtube.com/watch?v=XoICk5E9X7g). That shows most things (more than the GDC demo did imo) including Divinity's Reach, dynamic events (no text boxes that you don't bother reading), the atmosphere in towns (with people talking all around you) and a mid level dynamic event as a Charr (The Shatterer).
 

syoaran

Member
BattleMonkey said:
I assume one can be an effective healer and still perform another role? I can see healers not being as much of an importance in this game as a role simply because healing is available to soo many. 6 of the 8 classes have healing abilities.

I was worried about this, but in high end content who to heal and how to do it are very important. My issue is, something like the Jedi Sage seems like an ideal "priest" class with warlock style dps abilities in the Flashpoint video, but her dps seemed to be quite low compared to the jedi knight even though she was on full dps duty.

so really, I have no idea what class to pick. Which is both exciting and frustrating.
 

Fonds

Member
Stuart444 said:
I suggest looking at the Gamescom vid (http://www.youtube.com/watch?v=XoICk5E9X7g). That shows most things (more than the GDC demo did imo) including Divinity's Reach, dynamic events (no text boxes that you don't bother reading), the atmosphere in towns (with people talking all around you) and a mid level dynamic event as a Charr (The Shatterer).

Damn that's quite a sit you're putting me through.

/popcorn

Edit

Just watched most of the thing. Before I'm turning this into a Guild Wars 2 discussion i'll just add a few things and then leave it at that.
As far as I can tell this is still go to area X, kill this much of mob Y and get reward. I do have to credit the devs on really streamlining the questing process a lot. But I truly can't see more beyond that.
You walk into a zone and get a quest, that's what Warhammer online did with public questing. The first part where the female hunter came into the world had rescue 3 villagers as a quest requirement. Then move to the next area and talk to this person.
That all seems pretty familiar. Sure the way the quests are offered to you is a pretty big difference and I see the innovation in that. I can't fathom these events being non repetitive ever though, that just seems impossible. In that respect they're not really dynamic, but more like random public quests.
On another note, conversations with questgivers looked horrible. I can't believe how a game can look that good and then fail on that part so horribly.

To get this thing back on topic;

-Are there public quests in TOR? I really liked that innovation from Warhammer online and kind of hope there is a simmilar system implemented in TOR.
- Can players return to lower lvl areas?
- Can you travel to any planet as any class/ faction or are there restrictions there?

Gaf Guild:

PvE it is then? I'm really impartial as far as that is concerned. As long as there are BG's and stuff you can get pvp whenever you want anyways.
Seems we need to find a way to attract more people though :p
 

nataku

Member
I wasn't going to post anything since this is a SWOTR thread but since you guys are still talking about GW2 I'll chip in a bit. Dynamic events aren't really about changing what you do in a quest. You're gonna have tons of things that remind you of quests in old games. So if you're expecting kill quests and collect quests to disappear you'll be extremely disappointed. The big draw of the system is when it chains multiple events together to give the world a sense of being alive, instead of just the static quest text that says upon completion "Thanks for clearing out those zombies!" and then when you turn around they'll all respawned. Yes, events loop eventually, that's unavoidable when the system doesn't phase people and has everyone in the same world. A few simple example events are at the bottom of the GW2 wiki.

Some people also seem to be getting confused about how they work for multiple players. From what I've read people seem to be under the assumption that the events are how you'll level up in the game, and because of that the system won't work for multiple players without phasing or instancing of some kind, but that isn't the case. Like GW1 the story missions are what will earn you the vast majority of you experience. You could probably go through almost the entire game without every touching a dynamic event that isn't related to you personal story missions.

Sorry to derail this thread even more. There is a thread for GW2, so ask away if you have questions on the game.

Anyway uh, looking forward to SWTOR a lot. I really hoping to get into the beta if they ever expand it beyond the small pool they have now. I ended up joined the Republic guild because everyone knows Republic > Empire.
 

Angry Fork

Member
Never played an MMO before but after all these impressions, and the fact that I like Star Wars a lot, is really making me interested. I'm not hardcore enough to read Star Wars novels or anything like that but I do love the original trilogy, generally dislike the prequel trilogy, and loved Jedi Outcast/Academy on PC. I tried KOTOR once but didn't like the combat. I like RPGs but I just didn't "get" Kotor's combat, maybe I didn't try it long enough.
 
Angry Fork said:
Never played an MMO before but after all these impressions, and the fact that I like Star Wars a lot, is really making me interested. I'm not hardcore enough to read Star Wars novels or anything like that but I do love the original trilogy, generally dislike the prequel trilogy, and loved Jedi Outcast/Academy on PC. I tried KOTOR once but didn't like the combat. I like RPGs but I just didn't "get" Kotor's combat, maybe I didn't try it long enough.

TOR system is fairly different from KOTOR. KOTOR used a queue system that you pretty much just choose abilities and let the game play out, while TOR uses a hot bar that you have to actively press.

Also TOR has not auto attack or queue for abilities like some people are assuming
 
Liquid_Bike said:
Without auto attack how much do you have to click? Is it like torchlight with constant clicking to attack?

Not as muchclicking as torchlight which is similar to diablo, as it's much slower paced in TOR. All abilities have a cool down period or global cool downs which don't let you just click fast to perform attack or abilities. Some abilities have long cool downs or special lengthy animations for example, there is a trooper ability where they actually stop and reload their weapon with an animaiton in which you can't do anything.

It shouldn't be hugely different from other similar MMO's as you generally will always be trying to use your hotbar abilities majority of the time and not depend on auto attacks.
 

bjaelke

Member
Fonds said:
To get this thing back on topic;

-Are there public quests in TOR? I really liked that innovation from Warhammer online and kind of hope there is a simmilar system implemented in TOR.
- Can players return to lower lvl areas?
- Can you travel to any planet as any class/ faction or are there restrictions there?
-They've only talked about world bosses and group quests. My bad - there appears to be world quests as well.
-Yes.
-Origin planets and capital cities are restricted to the respective factions.
Fonds said:
Gaf Guild:

PvE it is then? I'm really impartial as far as that is concerned. As long as there are BG's and stuff you can get pvp whenever you want anyways.
Seems we need to find a way to attract more people though :p
I'm okay with either choice tbh. Maybe use the beta to test the PvP *crosses fingers*
Liquid_Bike said:
Without auto attack how much do you have to click? Is it like torchlight with constant clicking to attack?
There are a lot of cool downs, so you can't just click-spam one ability. You have to mix it up. They have talked about adding macros after launch, so you can queue up attacks/abilities, but it will not be in at launch.
 

PaNaMa

Banned
Ignis Fatuus said:
Given that some of those Bioware guys have replied to my posts I don't think they mind. For my part, I've been very careful about not discussing specifics or anything not already mentioned in existing PR material.

Speaking of Bioware guys, I wonder who they are cheering for tonight. Canucks or Bruins?
And If I said I'm cheering for the Bruins, would that exclude me from a beta invite? =p
 
bjaelke said:
There are a lot of cool downs, so you can't just click-spam one ability. You have to mix it up. They have talked about adding macros after launch, so you can queue up attacks/abilities, but it will not be in at launch.

It sounds like there are only specific abilities that you use(with cool downs ect). Is there a default swing your saber/shoot gun attack too or is it more substantial abilities used periodically between cool downs? i.e. a rotation in WOW but without auto attacks interspersed between abilities in favor of more substantial abilities.
 

Fonds

Member
So Swtor gaf guild EU:

Allegiance: Republic
Server: Probably PvE (we can let PvP beta testing decide how that turns out)
Members: wizard341, bjaelke, syoaran, fonds...

Any ideas for a name? Reply or send me a PM if you wanna be part of eurogaf's guild :)
 

bjaelke

Member
Liquid_Bike said:
Do you know if you click to attack each time or do you select a target with the mouse and use a hotkey to attack?
There is auto select when the enemies engage you. It will select the nearest one, but you can tab through them. Otherwise you have to select them with the mouse. It then keeps the enemy selected until one of you dies. Correct me if this has changed.

Liquid_Bike said:
It sounds like there are only specific abilities that you use(with cool downs ect). Is there a default swing your saber/shoot gun attack too or is it more substantial abilities used periodically between cool downs? i.e. a rotation in WOW but without auto attacks interspersed between abilities in favor of more substantial abilities.
Rotation later on although you have a "standard" attack. I found this article at Darthhater that explains it from a Bounty Hunter's perspective:
A typical early Bounty Hunter rotation includes closing range to open up with the Flame Thrower, and this is crowd controls the lower tier enemies so it is easy to follow up with Missile Blast as a close range area of effect. It comes down to several Rigid Shots to finish off the rest after that. A few more perfectly paired abilities open up later on: Electro Dart and Rail Shot. The Bounty Hunter's Rocket Punch ability also becomes available shortly after. When you start seeing a few higher tier enemies in the world, Electro Dart (gained at Level 4) comes in handy, as it is your single target crowd control that works on the higher tier enemies since Flame Thrower isn't as effective on that mob type. Once you gain access to Rail Shot at Level 6, the real point to having that extra crowd control really becomes apparent.

At about the peak of the origin world, the rotation of the Bounty Hunter's abilities becomes apparent. Flame Thrower functions as an opener because the ability's damage is too low for use strictly as damage. The only exception to this is for Rail Shot if other abilities are on cooldown. While the enemies are on fire, Missile Blast can take advantage of a pack that is close together and cannot move. The use of Electro Dart is crucial if a higher tier enemy is inside the group which then can allow you to use Rail Shot on to inflict a massive blast. I typically finished up with Rocket Punch for the remaining enemy, as it did not require nearly as much heat as a Missile Blast. All of these abilities work and pair off of each other quite brilliantly; I felt like I was in a fighting game trying to set the enemy up for a spree of rage. The Rocket Punch, or as I would call it, Tiger Uppercut, also helped in this. It all worked well, and nothing felt like it poorly designed or not thought out. Everything had a purpose. Once you figured that out as a player, the games combat really opened up.
 

Blackface

Banned
Tatoonie is fucking HUGE!!!!!!!!. (I can say this I assume, dev's said as much at E3.

There is one section of it (of multiple sections), that alone has to be the size of all of barrens + all of razorhill + orc newb zone + islands + OG. Maybe bigger.
 

Giolon

Member
Blackface said:
Tatoonie is fucking HUGE!!!!!!!!. (I can say this I assume, dev's said as much at E3.

There is one section of it (of multiple sections), that alone has to be the size of all of barrens + all of razorhill + orc newb zone + islands + OG. Maybe bigger.

The devs did say that Tatooine was the size of all of Dragon Age in a Gametrailers interview....so yeah....HUGE. I just hope we'll all have speeders to ride by the time we get there. They had one in the video, but it didn't look all that speedy.
 

Fonds

Member
Giolon said:
The devs did say that Tatooine was the size of all of Dragon Age in a Gametrailers interview....so yeah....HUGE. I just hope we'll all have speeders to ride by the time we get there. They had one in the video, but it didn't look all that speedy.

I'm actually glad that it wasn't that speedy. The way transport works in WoW (and most other MMO's atm) sucks. You get wherever you need to be way too fast or instantly.

Traveling around a huge planet and taking time to explore the zones actually makes up the biggest part of an MMO experience for me.
I realised a few months ago that's why I hate WoW so much now. Just insta travel everywhere. There's no immersion or bond with the world anymore. I just sat around SW and portalled everywhere.
 
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