General SWTOR
And they lived happily ever after – A first glance into end-game content
0“You have taken your first step into a larger world.”
-Obi-wan, Episode IV – A New Hope
Of late, my toon has been racing across the galaxy, conversing with thousands of citizens of the Republic approaching him for help. He has killed countless enemies, gathered, destroyed, pillaged, escorted…and generally had a blast doing it all.
At the pinnacle of it all was his own defining story, a truly epic and heroic tale, of which he was the center of a major conspiracy which drove straight through the heart of the Republic. Not only did he survive the entire ordeal, but in the end he emerged from the ashes of conflict as a true hero of the Republic, and all the glory she stands for.
Then, the unthinkable happened.
Dodd hit level 50. His class story wrapped up shortly thereafter.
As a SWTOR player, this changes the context and psyche of the game considerably. Dodd is still very much the carefree flyboy with a heart of gold that I had intended him to be, however…the class quests and xp grind have both come to a fairly abrupt end. And also, the class story is done. No more Voidwolf chasing me around the galaxy. No more big schemes to thwart. The loading screen, which constantly provided me with an updated SW-themed scroll with Act I, Act II, Act III now reads…”Interlude”.
I found myself quickly asking…ok, what now?
I’m fairly sure as a n00b level 50, others have asked themselves this question, as well as those within the guild who will be getting there shortly. I owe big Props to Dashl for grouping up through several planets, and Jeezbus for running us through several flashpoints. I also freely acknowledge that I devoured this game content in relatively short time and found myself slightly ahead of the leveling curve in comparison to my Alvian guildmates. This was done consciously, for personal reasons I won’t get into here.
So I’m taking the time to document my research on life after level 50, and present it to you, spoiler-free. I’m sure this entry will not necessarily be complete, and perhaps might even become outdated by the time you read this. But here is my best attempt. Here is how to gear up and get ready for Alvis Operations. I admit, we may be getting slightly ahead of ourselves on this one, since they might be a ways off. But it doesn’t hurt to be prepared ahead of time…
Things to remember as a level 50 n00b:
1) You don’t need regular XP anymore, but you will be continuing to gain legacy XP. Keep this in mind if you’re still on Corellia at level 50, on a bonus quest and somehow thinking you still need to kill n mobs of x in total. Bonus quests provide a nice xp boost, but you don’t need xp anymore. So unless you think there is a hint of getting additional credits or commendations from the bonus, ask yourself if this grind bonus quest is worth it for legacy xp, or if it will help you move your character forward in any way. If the answer lies somewhere in the negative, or if you’re uncertain, or just plain bored, you may wish to discontinue the bonus quest and just focus on the overall quest objective.
2) All quests still provide you gear, credits and legacy xp. Average payouts for most Corellian quests are decent in the 6K+ range/quest. So they’re worth doing.
3) Continue to earn as much money as you can. If you go with Speeder 3 training, you’ll need about 500K or so for class training AND speeder 3 training when you hit 50. I was flat broke afterwards and could barely afford fuel costs when I was done on the Republic fleet. Sure, the 1.5 mill speeder which you can buy from vendors might look enticing, but keep in mind this is a vanity item, an expensive one at that, and might take time to grind that kind of cash. For now, speeder 3 and a nice Aratech Dagger will get the job done at 110% speed, quite adequately.
4) This is an MMO. MMO endgames usually involve the eternal quest for better gear until the level cap is raised and more content is added. SWTOR continues to deliver story and purpose to this MMO grind, but overall, the goal as compared to every other MMO remains the same. Get more gear!
5) According to Devs…more moddable endgame gear is on the way. This is a complaint on the forums I’m reading. The best thing about an MMO is that it is ever evolving, patching, ever improving. We’ve only just begun with SWTOR, folks. If there’s something you don’t like about the game…sit tight…chances are the Devs have noticed and are already working on it.
Things to experience at level 50, while your guild is getting ready for Operations:
1) First things first. Help other guildies, to the best of your ability. Class quests and Heroics aren’t always easy, having an extra blaster or saber at their sides will help (not to mention a level 50), and while you won’t earn XP anymore and you’ll be potentially gimping their XP gain for killing the mobs, you will nevertheless earn good karma xp. I’ve had the good fortune of Jeezbus running us through several Flashpoints, and I would say that I am extremely grateful for his assistance. Not only this, but consider the more people hit 50 in Alvis, the more available help you’ll have for some of the more difficult content, just as daily heroics and flashpoints (see below). So help out others and enjoy the content this game has to offer.
2) Gear up, and get ready for endgame PVE content. Here are the known current ways of getting started…
- PVE Repeatable Daily Quests. Without story spoiling, if you’re really stuck…Go back to the Republic Fleet. A Twi’lek located in the Cantina will point you to Belsavis, where you will eventually unlock around 8 repeatable daily quests on that planet, in a level 50 zone. These quests, unlike other regular quests, will provide PVE Commendations (along with credits) which can be traded for PVE items on the fleet. Each quest (there are at least 7) earn 1 commendation and 7150 credits.
- Hard mode flashpoints. Group up and try some of the higher-end flashpoints (Directive 7, The Battle of Illum, or The False Emperor), or redo some of the original content on hard, and nightmare modes. The way these work is that the bosses up to the final boss will drop epic gear, and the final boss will drop a class token. All bosses will also drop Tionese Crystals, which are used in conjunction with other commendations to purchase epic PvE gear from the Tionese vendor on the Fleet. The main disadvantage here is that the gear drops are random, and from what I hear, Bioware still has some patching to do to ensure equal distribution amongst classes. As of today, the endgame loot bags we were promised while the game was in development aren’t there yet.
- Flashpoint Dailies and Weeklies. These are straightforward and gotten from the Fleet. Complete 1/day and 3/week on Hard Mode to get the max reward. Basically you’ll just be doing Esseles to complete this quest.
4) Gear up, and get ready through endgame PVP content. So – yeah. The PVP item purchasing system is a little confusing at first. But it’s pretty straightforward once you get the hang of it. For this, you’ll mainly do PVP Warzones. Lots of them. I’m guessing premades will help a lot in winning if you can find a good group of people who communicate and work well together. Otherwise, be prepared to swallow your pride and lose…repeatedly. I’ve been in about two dozen battlegrounds so far with Dodd and haven’t won one yet. I keep hearing that Republic isn’t that bad, and I’ve probably just experienced a string of bad luck. You might win a bit in the process, and develop l33t skills, pwn teh nub (then go to iHop).
- Grind Warzone Commendations through warzones, and trade them in for Mercenary Commendations at the PVP vendor (at a 3:1 Conversion Rate). Essentially, once you’ve accumulated 800 Warzone Commendations (specifically, 200 Warzone Commendations and 200 Mercenary Commendations), you can start buying Champion and eventually Battlemaster bags once your valor rating is 60. If you’re serious about this grind, you’ll basically want to set aside your tokens until you hit 60 valor so you’re skipping the Champion bags altogether (Rating 140 versus 136). These bags have (at the time of this article) a one in ten chance of dropping random epic items, as well as Champion / Battlemaster tokens which you trade in on the fleet for gear.
- Daily and Weekly PvP Warzone Wins – These two quests are picked up on the Fleet. Win 3 matches a day, and 9 a week. Daily gets you 1 Champion Gear bag, and the weekly gets you 3.
- PVP Dailies – Similar to Belsavis PVE quests, you will also get a quest to head to Illum, and there are daily quests there which also give rewards for completing specific objectives within a PVP zone. The slicing there is excellent, also…incidentally.
5) Crafting. At the time of this article, there aren’t a whole lot of schematics worth crafting for endgame, from the research I’ve done. Nevertheless, it’s still worth investigating and ensuring both you and your companions have the best crafted gear available.
6) Have you discovered all the holocrons and looked at Matrix Cubes yet? If you’re anything like me…you probably rushed through and never bothered. But they will give you a slight extra edge, so look them up on swtor-spy, and get cracking!
7) Do your companions love you, or hate you? Do you care? Do you want them to open up to you more? Romance, and possibly marry them? Try building your relationship with them by offering them gifts, and questing some more with them.
Roll an alt! Same server toons earn shared Legacy XP and it’s easy to run some PVE/PVP dailies on your main to get a couple mods and ship some credits to your new toon and blast through crafting much faster.
9) Social Points, titles, space content…there’s so much more the game has to offer.
I might have missed some stuff here, or there may be some clarifications required. Again, I’m still a newbie level 50, and I’m still putting the pieces together. But I hope this helps you, fellow Alvian, to quickly find your way in the universe after you’ve completed the leveling grind.
May the force be with you.
Basic Healing Theory
1This is not about healing in SWTOR, this is a very very broad overview of healing in MMO’s in general.
Healing is all about “just enough.” With DPS, you want to do as much as possible, period. With tanking, if you have extra threat, so what? With healing, you are constantly balancing health versus your force/energy/ammo bar.
HPM versus HPS
Oh noes, scary letters! Breathe. Let me explain.
HPM = Heal Per Mana. In our case, it’s force/energy/ammo and totally not mana, because that’s so “WoW”, right? This means what is the heal going to COST you. After all, a healer who is out of mana is a useless healer and people start croaking.
HPS = Heal Per Second. This means how much health you’re delivering in a given amount of time. How fast are you filling up those health bars.
Each healer of every class has hard-hitting expensive heals (High HPS, Low HPM), and slow-ass cheap heals (Low HPS, High HPM). Your job as a healer is to judge incoming damage and balance between HPS and HPM.
That’s it. Really. If the tank is taking slow damage, you can use cheapie heals. If the tank is dropping fast, you use the big fat mana-hoggy heal-bombs and hope that you will have time later to use cheapie heals and build up your resource pool again.
It’s Probably Not Your Fault
Sure, if you ONLY use your big fat hoggy heals and run yourself out of mana early and the whole group dies, maybe you’re doing it wrong. However, could you have used anything smaller at any point? Did you need to spam those huge heals to keep people from croaking? If so, it’s not your problem. Someone ELSE was effing up. Maybe the encounter was too hard. Maybe morons were standing in the fire. Maybe the tank overpulled. Maybe the tank forgot he had cooldowns that he could have used to mitigate the damage. Maybe there was crowd control fail.
Not every death is your fault. In fact, most of them are NOT. Remember that. And if someone dares to blame you, come down with the fury of Alvis and smite his sorry ass.
Practice Healing
I know, this is DUH, but bear with me. It is FAR easier to level as DPS and switch to healing later, and that’s fine. But before you throw yourself hyperventilating into a flashpoint, why don’t you do some heroic quests with your buddies? Maybe it’s “too easy” but it’s the laboratory where you can learn.
How much of the health bar does the heal fill? How much of my mana bar does it consume? Often you’ll be eyeballing the health bars and soon you’ll know exactly the right heal for 1/4 a bar.
It’s a good way to get comfortable with the slow-ass cheapie heals. Often when you get into your first flashpoint, you kinda panic and go “zomg everyone’s gonna DIEEEE” and start throwing out the heal-bombs and next thing you’re out of mana. Practicing can give you the confidence to say “this will take care of the damage, nobody will die in the next 3 seconds, I CAN afford to be cheap.”
And finally… where your buttons are. You do not want to be FUMBLING later. Half of this is muscle memory. I am a total dork for about a day after I move any keybinds.
Attitude
The last thing you should take away is that you are super-important. You are more important than anyone else in your group. The tank may feel important, but he’s a loser. You are the backbone of the group. They will die without you.
It is totally ok to let someone die on purpose. You won’t get dark side points. Don’t do it just to be mean. Ok, you can do it to be mean, but not too often. If they can’t get their asses out of the fire, they need to learn the hard way. There are times where you are skilled enough to pull out the miracles to save someone who is about to die. Whether you choose to go to those extreme lengths is up to you.
If you are out of mana (or whatever) you can (and should) stop the entire group and tell them STOP AND I HAVE TO REGENERATE. If they wander off anyway, they are just asking to die.
DPS are a dime a dozen. You are a superstar. They need you. Never forget that.
Flashpoint Group Play: A Primer
0
In recent conversation with a guildmate who hasn’t played an MMO in earnest since Galaxies, he confessed he was afraid that his lack of Warcraft experience would hinder him as he went higher in level. This prompted me to want to write a primer for how group play in MMOs like SWTOR generally work. This is intended to help close the knowledge gap between the WoW vets and the people who skipped that. Some of the information may seem obvious or elementary, but it is all building to more complicated concepts later.
Basic Group Theory: Division of Labor
In group play there are three main roles that people play. Either you are designed to take damage, heal damage, or deal damage. We commonly refer to these roles as Tanks, Healers, and DPS respectively. Unlike in single player games, where at some point you become a god, MMOs divide up the jobs over different classes so people specialize in something and have only moderate abilities if any in the other areas. Tanks for example have talents and equipment designed to reduce that 1,000 point hit down to 750 or even 500 points. They tend to focus on having more health than other roles as well. But the cost to those abilities is they can’t heal themselves and their damage is mediocre compared to a character designed for DPS. Let’s take a look at what the roles do.
Tanking in a Nutshell
If MMO combat was a dance, the Tank would be the one leading. They often plan how the enemies will be pulled, they designate which ones will be crowd controlled, and they decide the kill order. But a tank’s main goals are two fold really:
- Stay Alive
- Keep enemies hitting them and no one else
The staying alive is partly up to the healer who we will cover later, but also up to the tank. Tanking in general is a very equipment focused role. Your gear directly influences your health pool, armor rating, and your ability to dodge, parry, deflect, or absorb attacks.
In addition to the gear, they also have talents designed to increase their survivability. It may be a talent that adds a debuff limiting the damage output of an opponent. Or it may be a talent that massively reduces incoming damage. Some will be passive requiring now work at all, while others will be something you want to use in special circumstances.
The final part of the staying alive job is knowing when to use your cooldowns. Cooldowns refer to special abilities that cannot be used more than once a minute. These tend to have big effects and should be used judiciously. Warding Call for a Jedi Guardian is an example. It reduces incoming damage by 40%, but can only be used once every three minutes. You would want to save this for when you need it and not just use it every time you can.
Keeping enemies hitting you is the second job a tank must master. Think of enemies (or mobs as they are often called) as having little lists of who they hate most. They will generally always attack the one they perceive as being the biggest threat. If the enemies were rational they would realize that the healer should die first, then the DPS and save the tank for last. But mobs are not terribly rational and we have tools to make them think the low damage guy in heavy armor is way more of a threat to them than the sneaky smuggler who just two shot his friend. Having the mobs attacking you is often referred to as having threat or aggro. One of the key skills a tank must master is when to use his taunt. A taunt forces the mob to switch who it is attacking towards the tank. This is really useful when an enemy is pummeling your healer and you want to redirect it to yourself.
Healing in a Nutshell
Healing is key to any advanced encounter. A good healer can keep bad tanks standing and dumb DPS alive through some rough patches, but a bad healer can let the tank die from simple neglect, wiping the group. The key to healing is knowing your priorities. A healer’s first job is to stay alive. A dead healer does no healing. A common ‘ailment’ of healers is tunnel vision. They get so focused on keeping everyone else alive and watching health bars they neglect to notice they are standing in the fire. The second job is to keep the tank up. Remember tanks are so much better at taking hits than anyone else that in many fights a good tank and healer can finish a fight long after the DPS has died. It may be close, but barring a fight mechanic like an enrage timer or the healer running our of resources (force power, ammo, energy etc), the tank and the healer can often finish the fight. That said keeping your DPS alive really does help.
The key to being a good healer is knowing how much to heal and when. Some fights are just a steady trickle of damage which can be responded with a regular heal. Other fights have large spikes of damage, but they are less frequent. Those might require a large powerful heal to respond, after which the healer goes easy in order to restore the resource pool for healing. Each healing class has strengths and weaknesses. Some are good at AoE heals (an area of effect heal that can heal multiple targets at the same time), others specialize in heals over time (HoTs) which are good for keeping people topped off. Some have really good single target heals but might not be as strong in other areas. It is important to learn the playstyle for your healing class and knowing which heal is the right way to respond to a given situation.
DPS in a Nutshell
DPS gets the reputation of being the easy job. People will rag on you as being a dime a dozen and easily replaceable. And while there are a lot of DPS players out there, the difference between a good DPS player and a bad DPS player is huge. A good DPS player will stand out for the small things they do that help a group out. The fundamentals of being a good DPS player are as follows:
- Minimize unnecessary the damage you take
- Crowd Control wisely
- Focus Fire on the right target
The first thing to know about being DPS is minimizing your incoming damage. If you are the Jedi Knight who insists on standing in the lava for some reason, you are going to irritate your healer who will have to choose between throwing heals at the tank or you. In that case you will lose and you just made the rest of the group’s job harder. Now you can’t always avoid damage. There are plenty of reasons you might take damage. Grenades have splash damage, things fall form cave roofs, and you might have to off-tank something for a second until the tank can pick it off you. Put the important thing is to try and keep it to a minimum.
The second fundamental is mastering your crowd control abilities. The tank may think they are indestructible, but I guarantee you that if enough enemies are hitting him, they will die. Crowd control makes this easier. Before a pull the tank might mark up mobs and tell you to crowd control (force lift, cryo grenade or something else) a particular mob. That essentially reduces your number of enemies everyone is fighting for some period of time. The tank is happy because they have one less thing to worry about, the healer is happy because that is one less source of damage. Keep your target crowd controlled as best you can until the tank turns the groups attention to it. Which leads us to…
Focus fire on the right target. The thing about mobs is they do the same damage output usually whether they are at 100% health or 1% health. The most efficient way to get rid of them is crowd control up some of them and then focus fire one mob at a time until it is dead. Sometimes with many weak mobs it might make more sense to just use area of effect abilities, but when dealing with strong, elite, or champion level mobs, focus firing is the best way to go. Make sure you stay on the right target, and don’t break someone else’s crowd control.
If you do those three things you will get a reputation as being a good DPS player and people won’t think of you as easily replaceable.
Final Note on Kill Order
It seems like Bioware likes to mix the difficult of mobs in flashpoints and heroic quest zones. A strong mob might be surrounded by a few regular mobs. An elite or champion may have a few strong mobs surrounding it. It has been my experience that the best approach towards killing them is to work from weakest to strongest. Crowd control elite mobs and strong mobs if you can and focus on the regulars first wiping them out quickly. As soon as you cannot crowd control the strongest mobs in the pull, have the tank focus on that. A DPS can easily offtank regular mobs since it is just a few seconds of incoming damage before they drop. Stong and elite mobs however generally need a proper tank to absorb the damage.
I hope this helps lay a foundation for group play for players who are new to mmorpgs and want to make an impact in group play in SWTOR.
The Church of Alvis defeats SD-0 and Other Doings of Early Access
Early game access has been with us for about a week and guild chat has been filled with comments like “Hey guys I just saw….”. Here are a few highlights of my week in early access.
Celebrity Sighting
We are on Juyo and one of the guilds on our server is named Porkins Pigs. I don’t know if this guy is aiming to join them, but quite frankly his look was well done and I wanted to give him props.
Lieutenant Porkins if you ever read this, I salute you for all your hard work and dedication to the Republic.
Alvis Defeats SD-0
Thursday night I was questing on Coruscant when I stumbled upon a world boss known as SD-0. Being the guild spammer I am I said “Hey guys I found a world boss.” I didn’t expect anyone to act on it since people were focusing on leveling at the moment. But to my surprise Jeezbus offered to come and tank it. The team of Jeezbus (level 33 tank), Dashl (Level 18 dps), Bulwark (level 17 dps who was healing), and myself (level 12 tag along) gave it a shot. It took us a few times to master it, but once we got the fight mechanic we got it down.
The key for us was me calling out who had the linking debuff and directing them where to run to minimize damage.
Crafting is Fun
I’ve played SWG and WoW and crafting has always been somewhat tedious to me. The reason I have figured out was I hated gathering things. When I’m out in the field I want to be shooting and looting, not looking for flowers and rocks. In SWG the resources you needed required a lot of work to get and quality mattered. In WoW my problem was the people I were shooting were always surrounded by materials I couldn’t gather yet. SWTOR has succeeded in helping me enjoy gathering crafts. Namely by allowing me to outsource.
Being a GM I find often I have to take time away from the action to get involved in helping guild members. The SWTOR crafting minigame allows me to truly do both with competence.
Guild Launch Alliance Offer
The implementation of the guild launch program has assigned The Church of Alvis to the Juyo server. Unfortunately we did not have nearly as many guilds coming along with us as we would have hoped. As a result members of the following guilds are being extended an offer to relocate.
For those guilds we want very much for you to locate on Juyo from your assigned server and play with the Church of Alvis. We are prepared to give your members temporary use of our guild to coordinate until such time that you can form your own guild. And that is not all we are prepared to help raise funds for your guild charter as well.
Please be part of the growing Juyo server culture and take us up on our offer. Use our forums to coordinate the transition or the comments on this post.
An Important Imperial PSA
With Beta Closing I went to Nar Shaddaa and picked up the Slave Girl Social gear for Mako for the picture of her below in a cut scene. The idea popped in my head to make a WW2 style anti-VD ad and this is what I came up with.
Remember every time you sleep with your companion you are sleeping with everyone they slept with and since there were 2 million people in Beta that is a lot of people.
Ghosts From MMOs Past
Games always get compared to other games. Checkers and chess get compared since both are played on board with 64 squares of alternating colors. Hearts, Bridge, and Spades get compared to each other as they are four player card games involving tricks. So it is natural that Star Wars the Old Republic is going to be compared to other MMOS. For SWTOR there are two that will linger around for comparison for a long while after launch. First is Star Wars Galaxies and the second it World of Warcraft. The interesting thing to speculate on is what lessons Bioware has taken from these two games.
Lessons from Star Wars Galaxies
The comparisons are easy to draw. Both are part of the same universe. Both are MMORPGs. Both have huge expectations at launch about their ability to change the genre. But Galaxies has plenty of lessons I hope Bioware has taken to heart and employed in their game. First is that having a finished product matters. Talk to anyone who played SWG at launch and they can no doubt tell you stories about having to find work-arounds for various issues of gameplay that weren’t fully tested and fixed before launched. For crafting a common one was having to be very careful with how much money you put in your harvesters because if you screwed up you could lose a lot of credits or your harvester. It was a very careful game of balance. In combat things that targeted the mind bar were generally viewed as the best so there was a whole slew of flavor of the month templates all focusing on getting the biggest bang for your buck on attacking the mind pool stat of mobs and other players.
But after the bugs and the slow pace by which SOE fixed them, there is a lesson about content. SWG was a great game for sandbox type players, and as far as a player driven economy there are few that are in the same league as SWG. But there were a lot of Star Wars fans who came in expecting a story, and were disappointed in the lack of things to provide the Star Wars experience. MMOs tend to plot somewhere on the spectrum of pure sandbox to pure theme park. Sandbox is about world building and interaction while theme park is go see the sights everyone else has seen, get your digital “I slayed the rancor at Jabba’s Palace and all I got was this lousy t-shirt” badge. I think SWG was too sandbox for many Star Wars fans who were used to games providing a story for them. The question that pops up for me is whether an MMO with an established lore from another source (movie or book) can really be a sandbox MMO? I’d venture to guess they have to err on the side of themepark, or you get the fan base, that came to you because they love the source, disappointed at the lack of things to do.
Finally the last major lesson from SWG is the importance of community. SWG veterans wear that fact like a badge of pride. They look at less buggy games and think, “They don’t know the horrors I’ve seen.” Despite the lack of content, or maybe because of it, the players of SWG bonded and formed a real and honest to goodness online community. The fact that Alvis is still together after 8 years is a testament to that. And we are just one of many SWG guilds reforming for SWTOR. But with the development of a solid community, you also have to communicate and work with that community. Many SWG vets left at the launch of the NGE in 2005 because they saw the NGE as a betrayal of the trust the community had put into the developers. I sometimes wonder if the NGE had been the game that was there at launch if people would have liked it better. Ultimately we don’t know, but we do know that players who had invested time and effort into their characters over two and a half years felt like they suddenly didn’t have the same game anymore. And the developers lack of communication leading up to it was a major scandal.
So to sum up Star Wars Galaxies shows Bioware that you have to have a mostly bug free game at launch, you have to have things for people to do to get their immersion, and you have to work with your community.
Lessons from World of Warcraft
For as much as people think that Star Wars should be compared to Galaxies, it is going to be compared more to World of Warcraft. Since its rocky launch in 2004 WoW has grown into the 8 ton gorilla in the MMO market. In fact WoW’s success has had some industry commentators muse that they crowd out other games to the detriment of the genre as a whole. I don’t know if that is true or not, but I can say that they definitely raised the bar of what players expect from an MMO.
Customer Service is important. The rocky launch had some people not able to play for days or even weeks at a time. Blizzard responded to their screw ups with, you missed playtime we’ll give you playtime. That was something that wasn’t exactly common back in 2004. But since then the Blizzard customer service has been rather good, even accommodating to players. When accounts were hacked by gold farmers, Blizzard generally was pretty quick to get the player “whole” again. My wife’s account got hacked, and she missed a raid, but overall it was a decent experience. People who were hacked multiple times, refusing to get an authenticator, were still made whole time and time again despite the stern lecture on account security from customer service.
Polish goes a long way. Personally I started playing WoW one year into its life span. So I don’t know first hand about the rocky experiences, but I do know that in November 2005 when I started playing I was blown away by the fact you never had to find a workaround for doing what should be routine activities for your class or profession. Since then the polish has gotten better with each expansion to the point where looking back at Vanilla WoW I’m amazed that we put up with some of the dumb quests we had to put up with. QA clearly matters and if you don’t have serious or widespread problems with a patch or an expansion people tend to be more patient about waiting for the next bit.
You will have casual and hardcore players and you can’t ignore either. Blizzard for all of their polish has not been without fault in their run. The original raids were a nightmare to organize with forty people and the number of people who saw Naxrxamas in Vanilla was a tiny portion of the population. Their initial solution to that was to make raids smaller and so the Burning Crusade was more accessible for the first tier, but the higher level dungeons weren’t seen by many people either so their expansions chief bad guy most people hadn’t seen at all. Wrath of the Lich King seemed to find the solution by making the villain pop up all over the place and it was widely regarded as a pretty great expansion. It took time, but Blizzard seems to have found a way to give casuals a way to see almost all the content made, but still giving the hardcore the ability to get shiny toys for their accomplishments.
Will Bioware Learn These Lessons?
It is impossible for me to know for sure if Bioware has learned the right lessons from their MMO ancestors, but we have a lot of reason to suspect that they have.
Bioware enjoys a reputation among game developers that is top notch. When you ask most gamers what Bioware, Blizzard, and Valve have in common, the response is usually something to the effect of “They will not release a product until it is ready”. It is amazing what kind of leeway gamers will give developers with that kind of reputation. Most of Alvis is very very eager to get their hands onto this game. We read about it, we obsess over the latest tidbit said at a con or a Friday update. But almost everyone I’ve talked to has said something to the effect of “I’d rather wait for a finished game, than pay to beta test a broken game.” Bioware has been very clear that they want to make sure that launch goes smoothly, that the game is complete, that it runs well, and that the bugs are gone before 12/20/2011. Their reputation is on the line and they know it.
The second main lesson revolves around content. Since they announced the game they have gone on and on about how they are really giving “story” the center stage in this mmorpg. If they needed a tag line it would be something to the effect of “SWTOR: Putting the RPG back in MMORPG”. Podcasters have joked “I don’t know if you’ve heard, but apparently this game has story.” If they pull this off it will be a new bar for the genre in a significant way. I’ve been playing WoW for almost 6 years and despite killing the Lich King, and seeing most end game content for years now, I never really knew why we were doing any of the things we were doing. I mean I guess that guy in that castle/cave/palace is a bad person, and he needs to be stopped, but I was in it for the game play not the story. If Bioware has succeeded it will add a whole depth to my game playing experience in that, not only will I do things because I like the game play, but I genuinely care about solving story problems. That has the potential to up the genre bar the same way WoW did.
The final lesson is about community and communication with the segments of your player base, and this is the part we can’t know for sure for a while. Ideally Bioware has gotten the resources lined up and the ability to help customers feel like the company values their subscription. And hopefully Bioware has fun activities for the whole spectrum of players. PvPers, raiders, crafters, socialites, and altaholics. If they do, then the player base can settle as a solid community. There are many promising indications this is already happening. Devs are very interactive already with players. They work with fansites, blogs ,and podcasts on a regular basis. They seem to get that people are excited, and that working with the community goes a long way towards having a lasting community.
Bioware has had lots of tests thrown its way. It has to prove it can be a viable game and succeed where a whole list of other MMOs have failed. They have the potential, they seem to be learning from other people’s mistakes. If they live up to their own expectations they could emerge out of SWG and WoW’s shadows and become a giant of their own.
The Case for Surnames
At Comic-Con the following exchange took place during a Q&A:
jorussher asks: Will our characters be able to have surnames?
James Ohlen: No answer at this time.
This comes from this thread.
I personally believe Bioware should allow players to have Surnames. I hope to make the convincing case here.
Bioware has bet on and doubled down about their intent on making story matter. They have bolstered this with voiced acting to all quests, drawing us away from skip reading go find my rats to kill. They have released three cinematic trailers tracing a major character over significant parts of his life. Clearly they care about story and immersion.
They have also wanted to make your story feel epic and like it belongs in the Star Wars universe. They have made eight class quests guiding you from level one to level fifty providing plot elements and twists along the way. They have promoted this with eight class trailers.
With all this focus on creating an epic Star Wars story, they need to touch on one of the simplest tools at their disposal, the creation of a Star Wars name.
When you ask people to name who the characters are in Star Wars some of the names that come to mind quickly are Luke Skywalker, Anakin Skywalker, Princess Leia Organa, Han Solo, Obi Wan Kenobi, Lando Calrissian, and Boba Fett. Something you will notice is each and every one of them has a Surname. While I will quickly concede that there are those without surnames such as Chewbacca, Wicket, Yoda, Palpatine, R2D2, C3PO, or Jabba the Hutt, it should be noted that most characters have family names, and those surnames can be very important for their stories.
The main story of the original trilogy follows the rise of Luke Skywalker on his journey to become a Jedi Knight like his father before him. He also learns about his relationship to Leia. Family clearly matters.
In the prequels family matter again with Anakin dealing with the loss of his mother Shimi Skywalker. Also he has to deal with his secret marriage to Padme. In addition we see a subplot where Jango Fett has a clone made to be his son, and we see young Boba dealing with the loss of his father to the Jedi forging his path in the future. In the novella Boba Fett: A Practical Man you see this loss really does a mental number on Boba Fett.
So clearly in Star Wars, families matter. They matter a great deal. So Bioware in wanting to create an epic story for players that meets the Star Wars ought to allow players to have that tool to expand and develop their characters. Family dynamics can allow for some really fun role play opportunities. For example in SWG players were allowed to have surnames and I chose to make an alt who was my main’s father. Jounville Blackferne was young, charismatic, and generally optimistic. Arillius Blackferne by contrast was old, balding, had wrinkles, and was generally grizzled.
Not all players will take the surname option. Arrican and Furiel both were single named players who were fine with that. Others just used the last name for a little flair but nothing else.
I hope Bioware makes the smart decision and allows players to have a surname as part of character creation. It fits the lore, it helps make the stories players create better, and can be a lot of fun all around.
Star Wars the Old Republic: Deceived Book Review
The key figure in the three cinematic trailers they have released for the game has been Darth Malgus. From the first time we saw him in the Deceived trailer we realized he is a force to be reckoned with.
What the novel does is flush him out more than just a force of rage slaughtering Jedi left and right.
For anyone yet to read the book
and wanting to avoid spoilers
please stop reading now.
Everyone else follow past the
break.
(more…)
Not All Troopers Are the Same
By now there is a good chance you’ve seen the Trooper Armor Progression Video:
Over the weekend Furiel and I were talking about it as we both intend to play troopers. What struck me as amazing was they showed four different models of advanced class troopers in the 2:34 clip and Furiel and I were really excited about different ones. Furiel was really excited about the Trooper shown from 1:10-1:28 or so. A man with a large gun mowing down droids and blowing stuff up. Maybe not the cliche glass cannon so much as a cannon of cannons. For me the excitement really started at 1:30 and lasted the rest of the video while they showed two different kinds of Vanguards (Trooper Tanks).
The take away here for me is that Bioware is doing a really good job of signalling to players that there is diversity within a class. When you compare Furiel’s dream Trooper versus mine, they play very differently. Furiel’s is about big explosions and doing damage, while my dreamy Trooper is much more about securing location and maintaining control (key aspects of tanking), and to think both play styles originate with the same basic class is pretty cool.
We still have a long way until a launch date, but I will applaud Bioware for amping up the excitement and finding tidbits of information to tantalize the fanboy/fangirl in each of us.












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