Star Wars TOR: My beta experience
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Star Wars TOR: My beta experience
Have been playing this game for a few days now. I initially started as an Imperial Agent and specialized into an Operative at 10. I don't have hours and hours to commit to games anymore so I won't be levelling to max during the beta or anything, but so far my experience as been mostly positive.
The game plays like you probably already expect to play like. Although a lot of people say it is a mix of a Bioware RPG and World of Warcraft, I think it is a lot more like City of Heroes/Villains than WoW as far as combat mechanics go. There's no auto-attack. You have a ton of abilities to press and no auto-attack. If you don't press any buttons your dude doesn't do anything. You have little attacks with little or no recharge and big attacks that have cooldowns.
Where the game really differentiates itself is with the quest system. When you talk to a quest NPC the game takes you out of the world and you go through a fully voiced cutscene with conversation options (your character remains in the world with a little chat bubble over their head to indicate they are in a cutscene). You can't see anyone else but what's in the cutscene. If you've ever played Bioware's Star Wars games or Mass Effect it is the same thing with your dialogue options rewarding you with either light or dark alignment points. Alignment can effect what quests you can take later in the game, some equipment has alignment requirements and your looks can change (if you go mad darkside you start to look like a Sith). If you are in a party and doing a group quest, everyone in the group has a chance to participate in the conversation but you can only change your alignment with your own options. If someone chooses a darkside conversation option to shoot and NPC for pissing him off, the whole group doesn't get the alignment shift.
It is a pretty crazy way to go because adding new content will be a nightmare if they have to fully voice everything all the time, but whatever; it's not my game. I'm sure they will make unlimited money with this title.
You also get NPC party members in your group while you're questing. These NPC's participate in conversations and you can interact with them, equip them with items, make them go to town and sell off all your loot you don't want. They will even gather resources and do tradeskills for you. They are a permanent part of your character and level up with you and can gain or lose affinity towards you based on your dialogue options when they are around. My operation is a sassy bitch and my NPC cohort seems to like me most of the time. I'm not sure how they interact with you in PVE when you do group quests and raids because I haven't gotten there yet, but they will fight with you and tank or heal for you etc. and their contribution to the fights can be roughly equal to your own, at least at low levels.
The combat can be pretty fun with lots of loud star wars sound effects and the laser guns are fun to shoot. I'm not super happy with how the operative plays. It seems clunky because their best attacks seem to be range attacks but two of their combat trees are dedicated to melee combat. I only have two melee attacks right now (three if you count my stun on a 1 min cooldown) and I can't really use cover at all if I melee. If I stealth up to a guy and backstab him it does an okay amount of damage, but not much more than if I hid behind a crate and sniped him, so as a result I'm right in his face and not behind cover. This matters when I'm fighting harder stuff that can own me pretty fast. The whole way the operative plays seems awkward. I'll try a different character and see if they are any more fun.
If you have any questions go ahead and ask!
The game plays like you probably already expect to play like. Although a lot of people say it is a mix of a Bioware RPG and World of Warcraft, I think it is a lot more like City of Heroes/Villains than WoW as far as combat mechanics go. There's no auto-attack. You have a ton of abilities to press and no auto-attack. If you don't press any buttons your dude doesn't do anything. You have little attacks with little or no recharge and big attacks that have cooldowns.
Where the game really differentiates itself is with the quest system. When you talk to a quest NPC the game takes you out of the world and you go through a fully voiced cutscene with conversation options (your character remains in the world with a little chat bubble over their head to indicate they are in a cutscene). You can't see anyone else but what's in the cutscene. If you've ever played Bioware's Star Wars games or Mass Effect it is the same thing with your dialogue options rewarding you with either light or dark alignment points. Alignment can effect what quests you can take later in the game, some equipment has alignment requirements and your looks can change (if you go mad darkside you start to look like a Sith). If you are in a party and doing a group quest, everyone in the group has a chance to participate in the conversation but you can only change your alignment with your own options. If someone chooses a darkside conversation option to shoot and NPC for pissing him off, the whole group doesn't get the alignment shift.
It is a pretty crazy way to go because adding new content will be a nightmare if they have to fully voice everything all the time, but whatever; it's not my game. I'm sure they will make unlimited money with this title.
You also get NPC party members in your group while you're questing. These NPC's participate in conversations and you can interact with them, equip them with items, make them go to town and sell off all your loot you don't want. They will even gather resources and do tradeskills for you. They are a permanent part of your character and level up with you and can gain or lose affinity towards you based on your dialogue options when they are around. My operation is a sassy bitch and my NPC cohort seems to like me most of the time. I'm not sure how they interact with you in PVE when you do group quests and raids because I haven't gotten there yet, but they will fight with you and tank or heal for you etc. and their contribution to the fights can be roughly equal to your own, at least at low levels.
The combat can be pretty fun with lots of loud star wars sound effects and the laser guns are fun to shoot. I'm not super happy with how the operative plays. It seems clunky because their best attacks seem to be range attacks but two of their combat trees are dedicated to melee combat. I only have two melee attacks right now (three if you count my stun on a 1 min cooldown) and I can't really use cover at all if I melee. If I stealth up to a guy and backstab him it does an okay amount of damage, but not much more than if I hid behind a crate and sniped him, so as a result I'm right in his face and not behind cover. This matters when I'm fighting harder stuff that can own me pretty fast. The whole way the operative plays seems awkward. I'll try a different character and see if they are any more fun.
If you have any questions go ahead and ask!
Re: Star Wars TOR: My beta experience
Did Greedo shoot first?
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Re: Star Wars TOR: My beta experience
What type of settings are you running? Are there graphic options for multiple monitors or huge resolutions? Does it have voice chat built in?
Re: Star Wars TOR: My beta experience
It's beta so graphic options are limited to basic stuff like complex or simple shadows and view distance. I doubt it'll get more complex than that. My monitor's native res is 1920x1200 and I don't remember seeing anything higher than that. No built in voice chat and I don't think there's anything for multiple monitors. I'm not sure why you'd need that for a MMORPG.
Re: Star Wars TOR: My beta experience
Still waiting to get into the beta. Maybe I'll get an email tomorrow.
Here's a nice skill tree calculator for all classes:
http://cakeculator.forums-betacake.net/
48 skill trees in total. 3 per class (16 classes. 8 per side)
Nice to hear the game plays more like City of Heroes than WoW.
Here's a nice skill tree calculator for all classes:
http://cakeculator.forums-betacake.net/
48 skill trees in total. 3 per class (16 classes. 8 per side)
Nice to hear the game plays more like City of Heroes than WoW.
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Re: Star Wars TOR: My beta experience
Could have sworn I heard about some major class revamps being mentioned at PAX...been wondering what would come of that.
Re: Star Wars TOR: My beta experience
Good god, some lamer on the SWTOR forums is saying beta invites should go out to East Coasters this weekend to keep their minds off of the 911 anniversary.
Re: Star Wars TOR: My beta experience
This game will do just fine. No way it fails. Everything is familiar enough to a wow player, but different enough, and its star wars, that this thing will be a success. Now, if they could just figure out the end game so they could release this thing...
Re: Star Wars TOR: My beta experience
It's being released in November whether they've given an exact date/confirmed or not (it's been speculated that release is for Nov 20th).Kluden wrote:This game will do just fine. No way it fails. Everything is familiar enough to a wow player, but different enough, and its star wars, that this thing will be a success. Now, if they could just figure out the end game so they could release this thing...
The major players in the MMO market have already rescheduled their games for early 2012 to avoid the SWTOR monster.
It's been announced that Tera and Secret World will be released April 2012. Guild Wars 2 hasn't said anything yet regarding release and still haven't started their beta but of all the games, they seem to be the farthest along in development.
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Re: Star Wars TOR: My beta experience
Winnow wrote:It's being released in November whether they've given an exact date/confirmed or not (it's been speculated that release is for Nov 20th).
Uh, who the hell would speculate that the game would release the Sunday before Thanksgiving?
Re: Star Wars TOR: My beta experience
I know they *want* to release preholiday...but it is what it is. The current state of the game is not release ready. Yes, its 2.5 months away from the date you mention, and they can make it, but they have a lot of work to do, and I would estimate at least 2 more builds worth of testing to do. that's a lot in 2.5 months.
Re: Star Wars TOR: My beta experience
Speculators!Boogahz wrote:
Uh, who the hell would speculate that the game would release the Sunday before Thanksgiving?
Re: Star Wars TOR: My beta experience
I don't really seeing it as being ready before Christmas. EA and Bioware are very conscious about having a smooth launch and I'm sure they will sit on it if they have to. They know that they have to draw WOW players away and keep them after in order to maintain a playerbase the size that they want.
It's definitely not ready for launch. The classes are a total mess. Agents and Smugglers are not very fun to play and melee is not balanced with ranged. The leveling curve to 50 needs a ton of work. A lot of the class mechanics seem like they were very amateurishly designed and will need a passover by experienced MMORPG developers. Trade skills are not fun at all (take that with a grain of salt from me though and I have never come even remotely close to a game with trade skills that I enjoy).
It is still an awesome game though, and the first real contender to become a straight up WOW-killer.
It's definitely not ready for launch. The classes are a total mess. Agents and Smugglers are not very fun to play and melee is not balanced with ranged. The leveling curve to 50 needs a ton of work. A lot of the class mechanics seem like they were very amateurishly designed and will need a passover by experienced MMORPG developers. Trade skills are not fun at all (take that with a grain of salt from me though and I have never come even remotely close to a game with trade skills that I enjoy).
It is still an awesome game though, and the first real contender to become a straight up WOW-killer.
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Re: Star Wars TOR: My beta experience
Well, as long as they steer way the fuck off the WoW-trail, they have a chance. Rift had some promise, and was actually quite fun....for a while. Still, it was WoW + world events. And the graphics were tight. I think Rift got way too ahead of itself with its soul/class system....and copying like a whole lot of WoW shit!
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Re: Star Wars TOR: My beta experience
I'll stick with the November release time frame whether it's ready or not. MMORPGs are never ready. It just has to be good enough to hook players for multiple months...more than the single month that comes with the game. These AAA MMOs take years to develop. Guild Wars 2 is already 4-5 years in development (2006) and they could probably go another 4-5 years and not have all the bugs worked out although as it stands, it's already better than everything out there, including SWTOR.
Aion is an MMO I still play a little of. Over the past year, the improvements in that game have made it the best MMO out there although I doubt many would care to give it another go. They improved the game play to catch up to the extremely high quality graphics of the game, which also got a complete overhaul, making them even better, along with great UI improvements. It's still a grindfest and failing enchantments and manastone socketing, which not only fail but end up creating an item less powerful than when you started doesn't sit well with me. I don't mind failing on percentage chance shit but when you spend millions of currency earned in game that took you a week to get and end up weaker than you started, it's just a fucked up system. Aion, and some other Asian (mostly Korean) games are king of rage quits for players. How can any game developer can think it's a good thing to have your players spend tons of time in your game and end up not just the same, but weaker is beyond me. Game makers need to balance their greed and grind tactics to keep you playing also realizing that busting your ass all week in a game should at the very least leave you no worse than when you started.
Also for SWTOR, and any other new MMO coming out, people have already had their "WoW" or "EQ" experience where everything about MMOs is new and addicting. It's harder and harder to keep the interest of players who have already been burned out on previous MMORPGs.
SWTOR's best window of opportunity is in November to collect the most subscribers. WoW lost one million subscribers over the past year and is in decline. I'm shocked that a game that uses textures comparable to the original Duke Nuk'em game survives at all. The general overall MMO player base has a lower attention span than the EQ years where there weren't a bazillion F2P games out. Tera, Secret World and mostly Guild Wars 2 will steal subs from SWTOR soon enough in the Spring of 2012. SWTOR has the MMORPG "fresh game" world to itself for 4-5 months if it releases in November, giving it a chance to hook players over more than a month's time as there's no other significant MMORPGs set to release. Tera is waiting an entire year to release in the North America (mostly because it failed hard in Korea). The more I experience of Secret World, the more hyped it seems with less substance which saddens me. Their treatment of the beta program has been horrible. I'm still holding out hope for that game. Good or not, they'll still pull subscribers and Guild Wars 2 is good enough to keep them. The Star Wars name will help but GW2 isn't something I'd want to go head to head with. I know I'd choose GW2 without blinking if they were released the same day. The biggest loser would be GW2 if it was a same day release with SWTOR. A staggered release helps both games.
Besides Rift, which was solid but blah, there's been a huge drought in AAA MMORPGS. A lot of the WoW lamers are waiting for anything decent to pull them away from the horror of WoW''s 60x60 textures. SWTOR will suck players out of WoW like WoW sucked players out of EQ. Of course, this means it has to be easy enough for WoW dumb asses and have optional graphics settings low enough for the Wal Mart working, budget-PC-bought-5-years ago crowd to play.
I fucking hate WoW. "No talent ass clown" should be the ultimate achievement in that game after you manage to squeeze your 50th mod into the UI, allowing you to defeat the end boss with less than 3 key strokes, freeing you up to say more stupid shit in vent/teamspeak to your guildies that think they've accomplishing something amazing using their mecha UIs.
Sorry, I don't mean to fuck up this thread. Looking forward to SWTOR and hope to play though multiple classes. The four man raids look like a blast.
Aion is an MMO I still play a little of. Over the past year, the improvements in that game have made it the best MMO out there although I doubt many would care to give it another go. They improved the game play to catch up to the extremely high quality graphics of the game, which also got a complete overhaul, making them even better, along with great UI improvements. It's still a grindfest and failing enchantments and manastone socketing, which not only fail but end up creating an item less powerful than when you started doesn't sit well with me. I don't mind failing on percentage chance shit but when you spend millions of currency earned in game that took you a week to get and end up weaker than you started, it's just a fucked up system. Aion, and some other Asian (mostly Korean) games are king of rage quits for players. How can any game developer can think it's a good thing to have your players spend tons of time in your game and end up not just the same, but weaker is beyond me. Game makers need to balance their greed and grind tactics to keep you playing also realizing that busting your ass all week in a game should at the very least leave you no worse than when you started.
Also for SWTOR, and any other new MMO coming out, people have already had their "WoW" or "EQ" experience where everything about MMOs is new and addicting. It's harder and harder to keep the interest of players who have already been burned out on previous MMORPGs.
SWTOR's best window of opportunity is in November to collect the most subscribers. WoW lost one million subscribers over the past year and is in decline. I'm shocked that a game that uses textures comparable to the original Duke Nuk'em game survives at all. The general overall MMO player base has a lower attention span than the EQ years where there weren't a bazillion F2P games out. Tera, Secret World and mostly Guild Wars 2 will steal subs from SWTOR soon enough in the Spring of 2012. SWTOR has the MMORPG "fresh game" world to itself for 4-5 months if it releases in November, giving it a chance to hook players over more than a month's time as there's no other significant MMORPGs set to release. Tera is waiting an entire year to release in the North America (mostly because it failed hard in Korea). The more I experience of Secret World, the more hyped it seems with less substance which saddens me. Their treatment of the beta program has been horrible. I'm still holding out hope for that game. Good or not, they'll still pull subscribers and Guild Wars 2 is good enough to keep them. The Star Wars name will help but GW2 isn't something I'd want to go head to head with. I know I'd choose GW2 without blinking if they were released the same day. The biggest loser would be GW2 if it was a same day release with SWTOR. A staggered release helps both games.
Besides Rift, which was solid but blah, there's been a huge drought in AAA MMORPGS. A lot of the WoW lamers are waiting for anything decent to pull them away from the horror of WoW''s 60x60 textures. SWTOR will suck players out of WoW like WoW sucked players out of EQ. Of course, this means it has to be easy enough for WoW dumb asses and have optional graphics settings low enough for the Wal Mart working, budget-PC-bought-5-years ago crowd to play.
I fucking hate WoW. "No talent ass clown" should be the ultimate achievement in that game after you manage to squeeze your 50th mod into the UI, allowing you to defeat the end boss with less than 3 key strokes, freeing you up to say more stupid shit in vent/teamspeak to your guildies that think they've accomplishing something amazing using their mecha UIs.
Sorry, I don't mean to fuck up this thread. Looking forward to SWTOR and hope to play though multiple classes. The four man raids look like a blast.
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Re: Star Wars TOR: My beta experience
Kyo!
Where have you been!
It's been ages since you posted!
Missed you!
Up for trying a Bounty-Hunter -> Mercenary?
Where have you been!
It's been ages since you posted!
Missed you!
Up for trying a Bounty-Hunter -> Mercenary?
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Re: Star Wars TOR: My beta experience
If you're listening to those speculators, you're a bigger idiot than they are.Winnow wrote:Speculators!Boogahz wrote:
Uh, who the hell would speculate that the game would release the Sunday before Thanksgiving?
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Re: Star Wars TOR: My beta experience
I've been loving SWTOR beta so far. I've only played my Sith Inquisitor (specced to assassin dps) to 28 so far, but servers are going down tomorrow to prep for a new build, so going to either try a Sith Warrior or Imperial Agent next.
I love both Dragon Age games, so I am loving the conversations in the quests so far, and the combat is pretty fluid when I'm not lagging. Honestly, it feels like November is too soon to see a release atm...they haven't even tested much of the high end content, and very few of the flashpoints. The space combat seems cool at first, but its really boring after that because of the rail system, and it is hard to aim and control your ship because your mouse is used for both at the same time.
Will know more when the new build comes up. Maybe it will polish a lot of the game and add more in to ease my feelings toward November.
I love both Dragon Age games, so I am loving the conversations in the quests so far, and the combat is pretty fluid when I'm not lagging. Honestly, it feels like November is too soon to see a release atm...they haven't even tested much of the high end content, and very few of the flashpoints. The space combat seems cool at first, but its really boring after that because of the rail system, and it is hard to aim and control your ship because your mouse is used for both at the same time.
Will know more when the new build comes up. Maybe it will polish a lot of the game and add more in to ease my feelings toward November.
Re: Star Wars TOR: My beta experience
SWTOR Ship Guide:
http://youtu.be/4GLOn6nZblo?hd=1
Ship combat looks kind of goofy but otherwise interesting.
http://youtu.be/4GLOn6nZblo?hd=1
Ship combat looks kind of goofy but otherwise interesting.
Re: Star Wars TOR: My beta experience
Well, new build this week. It better be one hell of a leap forward for a november release to happen for the end game stuff. damn resets though, so have to level em up again, that's kinda wonky.
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Re: Star Wars TOR: My beta experience
Ash, how long did it take you to get to that level? This wasn't just over a weekend was it? I'd hate to see the leveling speed be overly fast like it was with RIFT.
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Re: Star Wars TOR: My beta experience
Level 28 probably took me around 40-50 hours in game, maybe more. There is no /played that I can find. It is a bit quick at 5-20, but slows after that. I could have leveled much faster, but I spent a lot of time on tradeskills, selling items on the market, and listened to all the dialogue in every quest.
Each new planet seems to have a bit of a jump at first in exp then slows as well (but each new planet is for higher levels, so makes more sense to get better exp off lvl 20-25 quests at lvl 20 than off of lvl 15-20 quests).
If the exp rate stays around what it is at 28, or goes slightly slower, it will take a decent amount of time to hit 50, but won't feel like an EQ-style endless grind.
Each new planet seems to have a bit of a jump at first in exp then slows as well (but each new planet is for higher levels, so makes more sense to get better exp off lvl 20-25 quests at lvl 20 than off of lvl 15-20 quests).
If the exp rate stays around what it is at 28, or goes slightly slower, it will take a decent amount of time to hit 50, but won't feel like an EQ-style endless grind.
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Re: Star Wars TOR: My beta experience
The stress test 2 weekends past seemed to come with a lot more issues that they were expecting. Depending on how the next revision goes, and how fast they're able to push out the next stress test, they very well could still make November.
I'm assuming they can code, QA, and push out patches semi-weekly, as the leveling curve for normal people will allow them around a month before the bulk of serious casual players start hitting max level. If they're going to take the glacial patch cycle of WoW, then they need to push this shit back into Q2 2012.
I'm assuming they can code, QA, and push out patches semi-weekly, as the leveling curve for normal people will allow them around a month before the bulk of serious casual players start hitting max level. If they're going to take the glacial patch cycle of WoW, then they need to push this shit back into Q2 2012.
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Re: Star Wars TOR: My beta experience
I would agree with that. They can make November if they polish the low-mid end and pump out fixes and patches nonstop for the first few months. But, I think the better route may be actually pushing it to March \ April of 2012 to begin with and just expecting to release then.masteen wrote:The stress test 2 weekends past seemed to come with a lot more issues that they were expecting. Depending on how the next revision goes, and how fast they're able to push out the next stress test, they very well could still make November.
I'm assuming they can code, QA, and push out patches semi-weekly, as the leveling curve for normal people will allow them around a month before the bulk of serious casual players start hitting max level. If they're going to take the glacial patch cycle of WoW, then they need to push this shit back into Q2 2012.
We will see when the servers go back up with this new build.
Re: Star Wars TOR: My beta experience
Well, I'm thinking they will be releasing this build and adding some 40's to everyone's account like they tried to do this past week. They need to get that 40+ content tested. This build will address all those "nuisance" bugs for the lower level stuff I'm sure, and some of those graphical glitches during conversations. That's my guess. I'm glad they wiped those 40's and hopefully will give new ones...I didn't like the two they gave me ;p
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Re: Star Wars TOR: My beta experience
Kluden wrote:Well, I'm thinking they will be releasing this build and adding some 40's to everyone's account like they tried to do this past week. They need to get that 40+ content tested. This build will address all those "nuisance" bugs for the lower level stuff I'm sure, and some of those graphical glitches during conversations. That's my guess. I'm glad they wiped those 40's and hopefully will give new ones...I didn't like the two they gave me ;p
I didn't get any 40s so I am hoping they do this. I wanted to play around with the high end, and I'm willing to try whatever classes they throw at me.
Re: Star Wars TOR: My beta experience
Yeah, they were in the middle of passing out two or more 40's to everyone, when they made the call to go to the next build, so it got a little fubared. I had a female trooper and a male sith inquisitor guy...didn't get to play him before the wipe. You get mad companions by 40 though, that's for sure.
They will do it again, or make leveling super easy, to get folks to upper levels.
They will do it again, or make leveling super easy, to get folks to upper levels.
Re: Star Wars TOR: My beta experience
Have numbers shown that it's actually better to release a mmo before the holiday's? Just doesn't seem like this game would be affected if they decided to tighten it up.
Doesn't realy matter to me anyway I guess, had no intention of ever playing it and still don't
Doesn't realy matter to me anyway I guess, had no intention of ever playing it and still don't
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Re: Star Wars TOR: My beta experience
I'm afraid I'll lose interest if it doesn't release before Christmas. I've mmo-less for over a month now and I am finally getting over the withdrawals. Pretty soon they won't appeal to me at all. Not sure if that is a good or bad thing.
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Re: Star Wars TOR: My beta experience
I hadn't played an MMO for over six months before the SWTOR beta weekend. It's like riding a bike. A bike that mainlines heroin directly into your brainstem.
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Re: Star Wars TOR: My beta experience
Looking forward to November 2!
Re: Star Wars TOR: My beta experience
Interesting video about companions in SWTOR
http://youtu.be/rWXODqFo3Z0?hd=1
Looks like they'll be pretty useful.
http://youtu.be/rWXODqFo3Z0?hd=1
Looks like they'll be pretty useful.
Re: Star Wars TOR: My beta experience
Monster patch notes for latest build:
Suuposedly new beta invites as well as re-invites from last weekend test are going out over the next week.
12/20/2011 release date announces. This year as predicted. A little close to Xmas though.
Suuposedly new beta invites as well as re-invites from last weekend test are going out over the next week.
12/20/2011 release date announces. This year as predicted. A little close to Xmas though.
Re: Star Wars TOR: My beta experience
A lot of those changes look pretty good. I'm fairly worried about the amount of buttons we'll have to press. Even at low levels, my operative felt like I had a lot of abilities I wasn't using mostly because it's inconvenient to be pressing buttons way far away from where my fingers are. Now it looks like every class is getting a bunch more to hit, as well as lots of reactives for two or three different scenarios. You're going to have to really pay attention for reactive abilities lighting up so you can use them effectively. Hopefully they will implement a UI for reactives like Rift has where an icon appears right on the middle of your screen when a reactive lights up that you can just click on.
Also, Jawa companion is the best companion.
Also, Jawa companion is the best companion.
- masteen
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Re: Star Wars TOR: My beta experience
I dunno, electrocuting the twilek slave girl every other conversation is pretty awesome.kyoukan wrote:Also, Jawa companion is the best companion.
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Re: Star Wars TOR: My beta experience
I gave up trying to play MMOs on a standard keyboard a long time ago.
Above is the lower right part of my screen in Aion. It's an end game setup. You can get by with less for most of the game but in the max level zones, I need all five of my taunts, three shields, bodyguard, etc to get through them as a tank class. Aion does have the icons that pop up on your screen for chained attack skills.
Been using this since the tail end of EQ. It looks goofy but it's a huge help. Logitech has a huge controller out but even with my hands, which aren't small, it's too big to reach everything, the keys are all in rows with no spacing or way to tell where your fingers are, which defeats the purpose of a controller. It takes some getting used to. I use third party programming software called Pinnacle Profiler to set it up. With the Saitek, you can easily feel where the keys are. The very top row is angled up toward you, the spacing between the far left row of keys helps to identify where your finger placement is. The little joystick rocks. Very sensitive with barely any pressure required to move it. I map it to WASD, making running around, jumping, as well as all skills, executable using one hand, freeing up the mouse for camera roaming, and in my case, marking mobs for CC etc.
I use the Logitech G700 for my mouse. Again, it's ergonomics which make it better than the competition (the other mouse out there that has 12 buttons in 4 rows stuck to the side of the mouse seems like a poor design). The G700works great with your thumb below the buttons and when not using them, the design is outstanding, allowing you to rest your thumb in between the four buttons and just barely put pressure up/down/back/forward to activate the buttons. The top three buttons are also curved, making it easy to feel where your fingers are in relation to them.
The problem with controllers is that there's an excellent chance you might hate them. I've tried others but come back to this setup and even then, I bought third party programming software to get the most out of the saitek...and Logitech drivers suck ass so you need to fiddle with those as well on the mouse.
Above is the lower right part of my screen in Aion. It's an end game setup. You can get by with less for most of the game but in the max level zones, I need all five of my taunts, three shields, bodyguard, etc to get through them as a tank class. Aion does have the icons that pop up on your screen for chained attack skills.
Been using this since the tail end of EQ. It looks goofy but it's a huge help. Logitech has a huge controller out but even with my hands, which aren't small, it's too big to reach everything, the keys are all in rows with no spacing or way to tell where your fingers are, which defeats the purpose of a controller. It takes some getting used to. I use third party programming software called Pinnacle Profiler to set it up. With the Saitek, you can easily feel where the keys are. The very top row is angled up toward you, the spacing between the far left row of keys helps to identify where your finger placement is. The little joystick rocks. Very sensitive with barely any pressure required to move it. I map it to WASD, making running around, jumping, as well as all skills, executable using one hand, freeing up the mouse for camera roaming, and in my case, marking mobs for CC etc.
I use the Logitech G700 for my mouse. Again, it's ergonomics which make it better than the competition (the other mouse out there that has 12 buttons in 4 rows stuck to the side of the mouse seems like a poor design). The G700works great with your thumb below the buttons and when not using them, the design is outstanding, allowing you to rest your thumb in between the four buttons and just barely put pressure up/down/back/forward to activate the buttons. The top three buttons are also curved, making it easy to feel where your fingers are in relation to them.
The problem with controllers is that there's an excellent chance you might hate them. I've tried others but come back to this setup and even then, I bought third party programming software to get the most out of the saitek...and Logitech drivers suck ass so you need to fiddle with those as well on the mouse.
Re: Star Wars TOR: My beta experience
If a game has too many buttons that must be immediately accessed with using more than the left half the keyboard and a 3-4 button mouse, then their UI is too clumsy and their game mechanics are inelegant.
Re: Star Wars TOR: My beta experience
Perhaps there's a way for the 4 button pushers to play SWTOR while giving others that want to take the time to dive a little deeper into things the opportunity to do so. I haven't read up, but are there no macro capabilities in SWTOR?
Guild Wars 2 has a nice system where the buttons adjust automatically depending on the weapon and environment you're in. It looks like there will be 5 buttons that adapt to your weapon/environment and 5 buttons that are static.
Either way, the standard keyboard wasn't designed for MMORPGs or gaming in general. It sucked back in the EQ days and nothing's changed to make the standard keyboard any better these days. Game controllers, gaming keyboards, and gaming mice are a good thing. Moving around using a mini thumb joystick is worth it alone over arrow/wasd or point and click movement. Tera and some other combat oriented MMOs can use Xbox style controllers.
Guild Wars 2 has a nice system where the buttons adjust automatically depending on the weapon and environment you're in. It looks like there will be 5 buttons that adapt to your weapon/environment and 5 buttons that are static.
Either way, the standard keyboard wasn't designed for MMORPGs or gaming in general. It sucked back in the EQ days and nothing's changed to make the standard keyboard any better these days. Game controllers, gaming keyboards, and gaming mice are a good thing. Moving around using a mini thumb joystick is worth it alone over arrow/wasd or point and click movement. Tera and some other combat oriented MMOs can use Xbox style controllers.
Re: Star Wars TOR: My beta experience
Part of good game design is to conform your game to the limitations of the default control mechanism.
There is no macro system in TOR yet; I would fall over dead of shock if they did not implement one before launch. RIft had an excellent priority based macro system where you could list reactionaries and cooldown abilities first in the macro and they would fire off if they were ready and ignore them if they weren't. The downside to that however is just putting all your abilities in 1-2 macros and just beating on one button to fight.
There is no macro system in TOR yet; I would fall over dead of shock if they did not implement one before launch. RIft had an excellent priority based macro system where you could list reactionaries and cooldown abilities first in the macro and they would fire off if they were ready and ignore them if they weren't. The downside to that however is just putting all your abilities in 1-2 macros and just beating on one button to fight.
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Re: Star Wars TOR: My beta experience
That is what I didn't like about Rift. I prefer a bit more customization and programmability. Spamming gets old! Eq2 wasn't so hot, but at least you could chain two spells or combat arts. I like the adaptive UI idea for stances or modes or whatever.
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