*****Official Star Wars: The Old Republic Thread*****

Don't get me wrong, there are very good aspects to TOR. Like I said, the voice acting is supreme and the fact that each class has a meaningful story is something that works very well. There is just A LOT of work to do at the moment.

Take character creation for example - I do not like the fact TOR limits classes based on race. To make matters worse, there is a cyborg class for the Imperials!?! What a waste of a race slot! There are so many better races from the Star Wars universe that could have been used. If they wanted humans with little robot bits, just allow humans to have a robot selection bar in character creation, you don't need a whole race dedicated to it. Hopefully this is just a temporary race to fill the slot.

I will be gathering shots over the next few weeks. Hopefully the other areas look better than the starting areas (when I say better, I mean the textures, the environment designs so far have been excellent). The fresh install that I had to do fixed the missing characters, but the textures are the same.

I realise this is a relatively early beta, but that excuse has been used sooooo many times in the past.
 
The whole point of this "test" isn't even to report bugs.

We were told to playthrough normally and fill in a survey each day rating different aspects of the game and stating how likely we are to buy it.

There are areas of the game that are very polished, but there are plenty of areas that aren't. Of course, a large proportion of the testers seem to "not see" the negative aspects of the game - something that could hurt it long term.

While the Imperial sith are much more fun, for the next few weeks I am going to playthrough as a Jedi Knight :)
 
Some of you might be interested in reading this. It is a summary from one of the play testers and I more or less agree with most of it tbh. Even though it is in beta stages, I suspect a lot of this will stay the same.

As I'm going to be away for the weekend, I figured this would be a good time to scribble down my impressions so far.

I'm going to come right out and say it - while I've played all kinds of different MMOs over the years, I tend to prefer sandbox games. Or at least games with a huge amount of customization and complexity. With that in mind, I know I'm not exactly the target audience here. However, the task is to respond as if the game were launched, so let's give this a shot.

Remember: these are all my responses. It's ok if you don't agree.

Overall: What TOR does well, it does very well. The rest of the stuff is either average or seriously sub-par.

The storytelling is, for the most part, outstanding. The writing is usually in the strong side, the smuggler can make you chuckle and the bounty hunter has machismo down. There's a few weird plot points and cliches, but hey - I'm playing in a stylized space opera, so those fit nicely.

Style wise, the game is pretty solid. Not all of it's to my taste, but it's got to look star warsy. The cartoony element works well with the game design. The worlds I've seen so far are beautiful. the armor looks like serious, used armor. The clothing looks like something someone might actually wear.

I would LOVE to see a system that would let me recolor my clothes/armor. Seriously. Running around in bounty armor is fine, but when the colors are burgandy, teal and yellow I feel like I destroy the set so that I never have to look at it again.

I really, really dislike the character creation process. The UI feels unresponsive, the options available to me make me feel hampered and it takes me too long to make something I'd even consider passable. Could we get "cyborg" as an accessory option rather than a race? Could we remove the races being specific to professions? The sliders are fiddly, too few of the options feel like they make any kind of reasonable difference and the vast majority of the time the only reason I know who someone is is because of their name plate.

The companion system's a nice touch. Being able to set them to do things while you run missions is neat. Getting rid of that wouldn't be the end of the world, but it's neat.

The crafting system could do with some serious love. I LOVE deep, involved crafting in MMOs. I don't love this system. After making a bunch of belts, I was able to make a different kind of belt. Made a few of those and then got another belt to make. I was hoping I'd at least be able to pick the colors on the belts, but no luck. After a while I got bored with the whole thing and decided to just use loot and pretend there was no crafting.

the item modification system looks cool, but I'll be honest, after a few attempts I found that everything I could modify with was inferior to what was in there. So I decided to leave that alone.

Ships: Very cool, love the design and realization. I'm puzzled where people eat, shower and all that, but whatever. I'd love the ability to make some decoration choices, use the chairs etc, but fair enough. I'm not a huge fan of the galaxy map, but after a couple of minutes I got used to it.

Space combat... meh. It's fun, but it feels like the kind of game I might play on my phone or on newgrounds. the rewards I've seen are a title and some things to make space easier. Frankly, if this was removed from the game I'm not sure I'd feel there was anything worthwhile lost.

Grouping and multiplayer mechanics work well. The times I've run with someone else we managed to work with each other's strengths. I would LOVE to see what my group mate's saying in his class quests.

Combat. A mixed bag. The animations and effects are gorgeous. The mechanics themselves feel kind of dated. Tab and press a couple of buttons gets a little dull, but it's functional. The cover system ranges from fun to irritating and back.

Leveling up is just frustrating. I just can't get on board with "run back to the hub and see the trainer and then run back". Those times when I do and then find I don't have the money to level are the kind of things that make me log out and play something else for a while.

I took a look at the auction system then switched it off. I haven't yet found a need for it.

I am starting to get very frustrated with the amount of running around I have to do. Taxi points feel very far away, especially when I'm doing a quest that requires that I run half way across the map, back to where I started then back out again. Speeders at lower levels would be AWESOME. I've yet to come to terms with being allowed a ship before I'm allowed a speeder.

Speaking of which - maps need a lot more information on them. Where the vendors are, trainers are and so on should all be on city maps. I managed to get to level 17 on my first character before stumbling on an NPC that could have taught my crew skills 7 levels ago.

TLDR version: It's a polished game, but I'm not sure it's MY polished game. There are too many things that frustrate me too much to get on board the fanboy train, and honestly I'm shifting from "I'll see how it goes" to "I don't think I can pay to be this frustrated". I'm enjoying the stories, but as an MMO I think I might be better served elsewhere.

I'll keep playing for the month - give it a chance, give honest feedback and so on. As it stands though, I'm going to have to pass on this when it comes out.
 
Another review from a tester:

So, I've made it half way, (at least level wise), Its been a fun trip so far with a few bumps in the road. But i would like to take a few moments to post my Trooper half way review.

The Trooper:

Tanking:
I picked the trooper because i love tanking in most MMO's I play, its a fun aspect for me and i love learning new fights and the mechanics of bosses ect. So naturally when i heard the words ranged and tank in the same sentence i said umm ***? So i went with the Vanguard aka Specialist.I said to me self, how can you have a tank who is naturally in someones face beating them by the normal definition of most MMo's, be at range? Well, you can't from the one flash point that i have encountered so far and all of the group questing ect..., if something is a ranged mob, which shoots with blasters, it will generally stay at range, which is fine but then what you get is me standing there shooting the Mob and him shooting back and in that situation i am a ranged tank. However when you get a melee mob, it's not stupid it wants to of course coming running at me. Now the sticky grenade and the explosive grenade will *normally* stop most non-elite mobs, however the elite mobs (either the silver tag or gold tab ) don't really seem to care that there's a grenade on their chest or that they were supposed to get knocked back from the explosion. So with melee mobs what end up happening is i end up standing face too face with them and shooting them. There is no dead zone for Troopers and i don't think there needs to be one, however it takes away from the immersion that I'm standing there face to face with someone and there hitting me with a sword and I'm shooting them in the face. I don't have (at this level) any sort of slow effect that i can put on a melee mob where i could sort of kite them like i had imagined doing. I really expected the trooper to be soft of a tank/ranged mix, where maybe i couldn't take the boss on face to face like a melee tank could but instead i had slows and such where i could kite the boss around, sadly this is not the case. Maybe the devs an give me a "stomp on their foot" ability that slows the mob or something, but i don't feel like i can kite very well i need a slowing effect and not just a stun effect.

The Story!:
The Trooper story is absolutely amazing up to this point, i wont give out any spoilers, but I'm loving the quest line, personally i hate General Garza and i love ****ing her off and doing the right thing and not what she orders me to do. My companions are great, as a tank i end up not really using M1 4x (though his voice overs make me laugh) or Jorgan, I mainly stick to using Dorne as shes my heal bot and she actually seems to be one of the most complex characters yet in terms of back story. I cant realy go into much detail with out giving away aspects of the story so ill keep this section brief, A++++++ trooper story nothing needs to be changed.

Aesthetics:
So up until getting to Tatooine and the later part of Nar Shaddaa, i really felt like i was wearing a t shirt that had some armor printed on it like a graphic tshirt, almost like those tuxedo t shirts. The armor made me feel like i wasn't really a trooper and i honestly didn't think i looked like one much. Finally on Nar Shaddaa i got a pair of pants that had bulky looking leg armor and a helm, which looked absolutely ridiculous, but i loved it because i got to get rid of the stupid speeder helm, and i was finally looking like a trooper. Once on tatooine i got another new helm that looks more like a helm from the clone wars trooper and some updated looking chest armor.

Additional Misc Stuff:
So i don't like being stuck being a tank 24/7 i would really like the ability to have a dual spec where i can change over to a commando and doing dps.

There is an extreme lack of need for tanks up to lvl 25, The first flash point doesn't really require a tank or a healer, 4 dps can do it fine. This makes me feel useless and like i picked a tanking class which there's no need for tanks, and now I'm running around doing less dps then a commando for what maybe so i can be useful at 50? There needs to be atleast 1 if not 2 flash points added between lvl 10 and lvl 25 i would be fine with one at about lvl 15-18 and another at lvl 25 would do quite well also. Possibly putting one on Taris and Tatooine (republic). i know this is a TALL almost unreasonable request at this point because it requires you to come up with all of the voice overs, all of the environment, all of the story and do it 4x over because you need 2 for each side, unless you can come up with a faction neutral one. But then again I'm a customer and I'm supposed to make unreasonable requests and demands.

Markers! In the +2 and +4 group quests (and the flash point) i have been unable to mark any targets, i dont have the ability to put a star or a 1 2 3 ect.. over the head of anything... please add this asap, i don't think this is unreasonable and hopefully its easy to do.

Target of target, sometimes i cant tell which mobs i have and i don't, i need to see target of target.

Way points/Marks on the map. I'm going to go out on a ledge here and say that in Aion and in Rift, in a group you can make a way-point on a map so that the other group members can see it. In Aion you can actually link that in chat so that you don't even need to be in group with the person. So lets say for a minute noob player 1 is lost and says can someone tell me where the trainer is? someone can actually click their map and link it in chat like you would a piece of armor or something in let say wow. this add that way-point to the persons map. This is extremely helpful! and i would love to see it in the game since this game is so massive!

There is a list of about 100 other things I'd like to see added to the game but I'm trying to keep this Trooper/Tank oriented.

and another one on why it doesn't feel like an MMO:
Ok, I just did my daily survey, and I figured I'd post my "feelings" here, to see what the rest of you think.

For reference, my chars are; 30 Sorcerer, 16 Powertech

WTB: Freedom

The one thing an MMO, to me, really needs is the feeling of freedom. By that I mean that you have an open world in front of you, free to do whatever you want with. Maybe that is killing mobs. Maybe it's traveling around exploring stuff. Maybe it's fishing for some super-rare mount that only drops every full moon. The point is; in an MMO, I just want to exist. I don't want a script. I don't necessarily want a purpose. I don't want a world created with one thing in mind.

SWTOR doesn't give me that. Every planet I've seen so far, takes my by the hand and leads me through the story. And yes, the story is amazing. But there's no freedom. I can't explore areas, because there's mobs everywhere, and even gray mobs will dismount me and put me into (yet another) trash pack.

Not to mention, the planets are really small. I know we've been told that they are huge, and maybe there is some function math that allows them to claim that, but let's compare Tatooine in SWTOR to Tatooine in SWG. The first, it has two cities, and some outside areas that are all used in some way for questing. Look at SWG; it feels like a planet. You have numerous cities spread around it. You have miles and miles of open land between each city.

I use Tatooine as an example since that is a planet larger number of people have started getting to. So, fellow TOR'ers, explain to me; what could I possibly do on Tatooine other than story / character progression?

Because I don't see a single thing that planet is useful for beyond that. And that, my friends, isn't an MMO to me.

As I've said before, I am still amazed at how great this game is. I just don't see what there is to do in this game, other than your character's story.
 
Not the most promising selection of quotes there CaptainRave, does kind of come across as something that a person might play through once to see the story and then knock it on the head as theres no more reason to pay a monthly sub.

Potentially there are 8 very good storylines, so a good bit of scope with regards to alt characters. I am interested to see what the endgame is.
 
I'm not so sure, apparently there is around 200 hours worth of gameplay per character.

So even if you rush through it will still probs take several days of continuous playing.

There is certainly great potential for people who like alt characters - 8 characters with very interesting stories.

I still wish this had been a single player KOTOR 3. I just don't get what the MMO features really add to it.

Will probably pick it up on release, but doubt I will sub for very long, if at all.

Still, over 3 weeks of play more :) - will probably role a few more characters to see what they are like.
 
Another player review for you guys -

This really is quite a long post, and can be read in 3 sections, (it might even have been better as 3 separate posts :/)

I mentioned some of this in General chat to get some idea if I am alone on these thoughts, but I look at some mechanics (which are not very well explained at all in the game, I should add) and just don't get the point, or... don't like the implementation.

I should mention, I am a mechanics guy, I am looking at the bare bones, not really looking at story or feel in any of this, just how it affects my gameplay.

3 Areas:

Social Points/Level.
Warzones/Commendations.
Advanced Class Choices.

Social Points/Level.

It took me a while to get the jist of how this works, and after a number of discussions and trying things out I think I finally worked it out. Upon this, I decided I just don't like it, sorry .

Let me explain what they are, for people that don't know yet:

You get social points for winning MP conversation rolls (8 in a full group)
You need 150 points for rank 1, (Planet 1 requires rank 1.)
With Social Rank you can equip certain gear from certain vendors, they cost money to buy and are generally blue con items with a pretty large range of choice.


Firstly: I don't get the point, I don't understand the need to encourage multiplayer conversations even more than what MMO's already emphasize with grouping up. (I play MMO's in a group myself, I am not really a soloist at all). When playing the game as a group there are already so many plus sides; You play as a group for flash points (Commendations = gear), you play as a group for an easier time through areas (Group areas = better loot), you play as a group with your friends because that's how you enjoy the game. These methods provide better loot than other styles of play already. Putting too much emphasis on the grouping actually makes you feel you are being even more limited by soloing. But I digress...

Secondly: You only get them when you 'win' a conversation, being there in the first place is social... is this a bug? I would personally believe this is a bug... and hope it's a bug.

Thirdly: As it stands this is a huge grind. In the first area you need 150 Social Points, you get 8 per conversation win with 4 people, 6 points with 3 people, and 4 points with 2 people. The gear on the first planet is basically unobtainable unless you somehow manage to win every conversation >.>. Then you move on to the 2nd planet which requires social rank 2, which means a lot of grinding, (especially if you haven't multi-convo'd up to that point.)

THEN on Tatooine you need Social Rank 5... this is basically a bit too stretched out, there is no way this is easily obtainable whilst leveling unless you really 'really' want to grind and focus on it.

With them points noted, let me say what 'my' real problem with it is;

Unless you group for the entire game, you are going to be perpetually behind. It basically limits you more on what gear you choose from. If you go up to the end game solo (which is EASILY doable in this game), you have to then grind up all social ranks before you can get stuff of your level/planet/tier.

I honestly feel like this is a brand new un-tested mechanic that needs to either be refined in a major fashion or just removed from the game, when I see it I do believe this is probably the truth of the matter, and it's only recently been put in. Which is 100% fine I should add!

Suggestions: (not all of these at once):

Make it so social rank earns you titles/cosmetic gear or new emotes, not advancement gear. (My preference overall)
Make it so every planet has it's own social rank, rather than being a rank 1-10 thing (assuming 10 is max)
Reduce the grind dramatically, the first planet should only really require 1 multiplayer conversation, (since some planets only have 1 real group quest with a conversation.) Then realllly tone down the requirement for the later ranks.
Gain social points whenever you take part in a MP convo, not just on a win.


Warzones/Commendations.

I actually really like the idea behind these, (For those that don't know, you can go to the scoreboard in a Warzone and award a commendation to a single person on your team during a match.)

My main question is more about the ease of abuse:

If I go in with 3 other players, could 3 of us give the 4th member of our party the commendations, or are they locked out of my choice?

I will admit I am not 100% sure on what a commendation gets you 'exactly' it's something I noticed and was intrigued/alarmed by. I am sure as more details are found I will have more questions about it.


Advanced Class Choices.

A lot of people right now have read way ahead on what the advanced classes are and know what they want to chose, but in-game the documentation is close to non-existant. So, if you are brand new to the game and not done any research, you are hit pretty hard when you get to level 10.

You also get locked out right away and have no idea what you are getting yourself in for, if you choose the wrong thing for yourself because you can't see the trees... you restart the character and replay through the story you just did.

If the advanced class system that is in is going to stay, I would suggest allowing a player to change from one advanced class to the other until they have spent a single point in any tree, at that point they are locked. This allows them to atleast take a look at what they can get in the future. Obviously skills you can purchase at 10 for an advanced class would have to be locked until a decision is made.

When it comes right down to the core, other MMO's have used this method and it has eventually been wiped out and replaced for good reasons, 2 examples from major MMO's:

DAoC; you would level up to 5? or 10? then choose your advanced class... this was changed, now you just choose your class right at the beginning and go from there.
EQ2 used it in an even larger manner. You would choose your base class (1 of 4) which then lead to an advanced class (1 of 2), then you would again choose another advanced class a bit later. Example being... Priest > Druid > Fury. This was eventually removed and all 16 classes can now be chosen at level 1.


There are a few reasons for this:

The player can now choose their class and see exactly where they are heading, the abilities they are getting, and plan out as they play... not have to check it all in advance outside of the game.
Ease of use. You choose your class, you decide if you like where it's going and restart if you don't like it, not have to get to a certain level first, and replay everything you just did.
You know your role.


I honestly believe that TOR would be better off just doing this from the get go. OR allowing respec of advanced class for a large fee (the higher you are the more it costs).

Essentially TOR has 8 classes per side, each with 3 trees in their talent choices.

As a player I would prefer:

At level 1 I choose my class from 8 (per faction), and I can see the talent trees right away as I log in. There is no need to change any abilities, players are fine up to 10 as it is... A sage and shadow for example could use the same abilities up to 10 and have the same story. This also allows a greater level of description on creation and far more planning from within the game.

Currently it feels somewhat like... different stuff was planned, then this all came together and decisions were made to leave it as is, it just feels extremely... clunky/unfinished.

In the end, the only difference between choosing your class at 1 and at 10, is that the player learns their class as they play from the beginning rather than get to level 10 and then adjust things, gameplay wise and mechanics wise, nothing else really needs to change.

Either that, or like I said above, allow respeccing of advanced classes, there are 4 major story arcs per faction anyway, if I wanted a Jedi Sage and Shadow at 50 I would have to play through the story twice... which is fine to me, I would do it if I have to, but I am not sure that's what the majority would like to do.

I really should mention, that I really do enjoy the game a lot, sorry if this post seems really negative, it's not meant to be. I just finished my burst for the day and will be heading out for some sleep. I do have a few other gripes but these are the major ones I see right now.

Maybe I am the only one with this opinion... but please say it isn't so. No doubt it's been discussed in many many other posts! There are probably a ton of mistakes too, I am pretty tired :P
 
The storyline is excellent and the dialogue is very well written and voiced over. I am apparently playing one of the "weaker" storylines too.

I just completed my first "flashpoint", and I completely agree with everyone else on the beta forum, they are absolutely brilliant! They need a few more checkpoints along the way for when you die, but that is my only criticism. It took 1h 30 to complete, a little longer than it should have since I lacked a full group. I won't spoil it for anyone, but I can't wait for the next one! I hope the endgame raids are similar - if they are, Bioware should do well holding onto subscribers.

In regard to "winning conversations" - basically, you enter a conversation with your group. You then choose what you want to say, and as far as I can tell, you get a dice roll as to whether your choice gets accepted. It works surprisingly well.

Those are my thoughts from today :)
 
Isn't that a bit **** though if you are, for example, wanting to be evil sith dude but every random roll drops you a "good guy" storyline thus gimping a story you are attempting to create?

Or have I misunderstood? :p

In the scheme of things it has very little impact on you. I think I have been lucky that the people I have been teaming with keep selecting the evil options :). Saying that, I have seen no good options selected so far from the "multiplayer conversations", so maybe there are none? I really have no idea.

The feedback on these conversations certainly seems very mixed at the moment, mainly in that people don't want them to appear in any endgame raids.
 
New player review:

Thoughts and a critique on various aspects of the game world.

Item Enhancement

Top marks for this one Bioware, it's an ingenious mechanic. Rather than having to get whole new items you can swap out components to keep them up to date with your level, it's a great system.

Story

Everyone knows, it works, it's unique, it rocks your socks off.

Combat

Feels very like KOTOR, which is a good thing. Loving the marauder’s sheer brutality at this point. I feel powerful, but as I level up I don't feel like I'm getting more powerful. The tools I'm being given allow me to cope with numbers of enemies that I was taking down at level 5, rather than allowing me to take out multiple strongs or larger groups. Which leads me to my first issue with SWTOR thus far:

Difficulty scaling and enemy variety

This is one thing that is really beginning to get to me in SWTOR. All the enemies are the same. They shoot, or they swing with a melee weapon....that's about it. Almost none of them have grenades, stuns/debuffs/DoT's/knockdowns/heals. The only truly unique fight I've had so far was the Padawan on the Black Talon flashpoint, and it was only one ability, a PBAoE that you had to run away from.

Difficulty scaling should not be limited to making enemies hit harder and have more health, there needs to be an upgrade to the tools that mobs have at their disposal. The most obvious example of this is on the Nar Shaddaa 4 man group quests. Lots of mobs, all with stupid amount of health that you have to chip down while they swing and shoot at you like every other mob encountered thus far. It's not fun, it's not exciting, it's tedious and that's a great shame. They're powerful jedi for goodness sake! These should be dynamic fights that require tactics and adaptation, not the ability to withstand 4 minutes of repetitive combat per encounter.

Social Points

Swing and a miss with this one I feel. Requires huge amounts of points for one level. They aren't farmable as there are a finite amount of conversations to be had and group quests usually only have one at the end, which involves one person getting a whopping 4-8 points. It's entirely down to luck, and as the LFG system is lacking and the group quests are tedious, the motivation to group for anything other than flashpoints is low.

Token/Commendation system

Hit and miss with this one. Probably more along the lines that social points could be. At the end of the area you can choose some powerful rewards for the tokens, so you go into the next area nice and strong. For regular mission areas I think this works well.

Where it doesn't work well is flashpoints. At the end of the Black Talon FP, I had 4 commendations, and the useful items were all about 7-9 tokens a piece. Make it so every member gets one token per boss kill, not one token that everyone has to roll on.

Easily balanced and I'm sure it will be, it was just such a glaring error I felt it warranted comment.

Economy

Seems to fairly balanced at this point, you have to judge what you invest in. You have ample money, but not so much you can gobble up every upgrade you see at every opportunity. Auction House system is a bit dead, but that's to be expected on a testing basis when no one has any idea what anything is worth, or what their items are used for.

Companions

Another superbly implemented system that makes SWTOR unique. Really makes this a Bioware game, and is much better for it. Being able to send companions off to gather and loot for you is a revelation.

Crafting

As a synthweaver I feel the actual equipment crafting/reverse engineering system is a bit off, but can easily be tweaked by including more purchasable recipes and by tweaking their material cost/skill up speed.

My crew have treasure hunting and I'm absolutely in love with. Coming back with cases of cash, loot and companion items for me at the click of the button. Fantastic idea.

Ships

Would be a KOTOR game without them. It's a huge moment when you get your very own ship and robot crafting wench as well as the freedom to roam the galaxy at will, another massive tick in SWTOR's favour, however....

Ship Combat and upgrade

Oh good lord, no. Bad Bioware, that's a very bad Bioware. To have been the first MMO to nearly eradicate traditional MMO level grinding, you then reintroduce it with ship combat. The combat itself is actually quite fun, and makes a refreshing change of pace to the man to man lightsaber swinging. Where it all falls to pieces is in the absolute necessity of upgrades. Without them, anything but the first mission is impossible, so you have to grind that mission out a good 20 times to get some upgrades that allow the other missions to become remotely doable. I appreciate making ship combat difficult, but don't make grinding for upgrades the only way to overcome that difficulty. Terribly disappointing, here's hoping it's fixed pronto.

Lag and technical issues

Has been noticeable, but not awful, and my god I've certainly known worse for MMO's at this stage or development. Nar Shaddaa was a bit of a culprit here, serious clipping and pathing issues; enemies evading or getting knocked out of existence. My companion was getting stuck, lost or randomly killed constantly.

For a story driven MMO, immersion is key, so these issues are more jarring than they perhaps would be in another game. It's something that is sure to be addressed and it certainly isn't so bad as to render the game unplayable.

Warzones and PvP

This is where the lag and frame rate issues we've all been experiencing really hit home. At times it really is unplayable. You engage an opponent, try to keep them pinned and in range as a melee only to have them bounce around the screen or be out of range despite the fact the avatars might as well be dry humping. Other times you'll be engaged by 3 people, attempt to react only to be frozen in place with none of the buttons doing anything and be dead by the time the latency catches up.

Balance wise, most people are lightsaber users, who didn't see that coming? I feel strong, but not too strong. I can defeat my jedi counterparts, and If I can catch a ranged unawares then I'll hammer them down. If I'm caught in the open and they're in cover or my force charge is down, then I'm in trouble. What's good is that there are no quick deaths unless you're engaged by 2-3+ people at once, no one has the power of 3 second kill here, it just doesn't happen. In a 1v1 situation you always have time to react. Ranged players might disagree on the balance issues, I can only speak for my own experience.
CC seems to be the big issue here, no diminishing returns, things like whirlwind that last for ages aren't broken by damage, I person can be held in place by 2-3 people and be unable to do a damn thing but watch their health deplete.

The warzones themselves are on the whole a success, but with one crashing failure. Huttball is atrocious, it might be the lag issues or the fact that most people don't quite understand the mechanics, but nonetheless, it's not a fun game.

The alderaan objective control is a pretty standard affair, but it's well designed and it works, when the lag is calm, it can be a lot of fun. Team work wins the day.

The attack/defend ship invasion is a real winner. Great to see this in an MMO, I'm sure it will be a huge favourite on official release.

Graphics and art

I quite like the art style, wish there was a little more variety in facial types among the various humanoids, everyone looks rather similar, and character creation is pretty bare bones. The graphics themselves are clearly unoptimised, but a bit of polish could see the art really come into its own with a few bells and whistles implemented.




That's all I can come up with for now. Overall I am hugely impressed, despite the many negatives, I see the majority of them as fixable before release. Should these issues be fixed, I can certainly see Bioware receiving my monthly subscription.

The devs have said say in the flahspoint they've shown you want to kill the captain but your do gooder friend doesn't and he/she wins the roll, you'll get darkside points for your choice and they'll get lightside for theirs regardless of what happens.

Thanks for the clarification :)

Edit: Another player review (most seem to say the same things now) -
Having been playing quite a bit since the test opened up, here are my observations so far. Note that as I have primarily been playing a Sith Inquisitor/Sorceror, I don't have a lot to add on the cover system, ranged combat, or other classes as yet.
Good:

1) Combat: On a basic level, the combat is a lot of fun. The whole idea around fighting multiple weaker enemies really channels the Star Wars dynamic and keeps things moving and interesting more than other MMOs I have played where it's all about pulling and taking down one enemy at a time. The sound effects and action are great. I love tabbing around and throwing multilple spells down on different targets, then rushing over to finish someone off with my lightsaber.

2) Story: No surprise here, best story ever in an MMO. Almost equivelent to playing something like KOTOR or Mass Effect in a massive setting. The side missions are also considerably fun. One thing I'd like to see are some story arcs that can be resolved without combat at all, with multiple outcomes dependent on choices made.

3) Voiceovers & conversation system: Looks like not all voiceovers are done, but man, it really makes a difference. I really like the conversation system, though I do think more of your choices should have a real effect on the outcome (For example it would be cool if you could unlock different bonus missions via choices in conversations).

4) Dark Side / Light Side: This is the first time in an MMO where it has actually pushed me to play a 'role'. Trying to get my dark side points as high as possible has resulted in me playing a much more evil character than I normally do, since the nice choice would have negative consequences.

5) Atmosphere: It feels like KOTOR era Star Wars.

6) Codex: I loved this in Mass Effect. Would be cool of some of the entries had video though.

7) Grouping: I like how the roles are more flexible than trad MMOs. I can do a lot of different things with my sorceror and not feel like I am hurting the group.

8) Flashpoints: Only done Dark Talon (or whatever it was called) so far, but it was a blast.

Downsides:

1) Skill/Character differentiation: This is probably the biggest downside for me so far. The lack of ability to customize your character, both from an eyecandy standpoint and a leveling standpoint, is a huge drawback. The advanced skill tree really just doesn't feel like enough to make one Sith Sorceror significantly different from another. A lot more work I think needs to be done here. I have not determined if this is in the game or not, probably not, but one cool feature would be a Fable-like feature where your 'Dark' side character's appearance got progressively more evil over time, and the other way around for 'Light' characters.

2) Bland skill upgrades: I've started to notice that most of my new skills after lvl 12 or so are just really tiny upgrades over my previous one. Like an attack that did 280-316 points is now 295 - 331 points. Blech. And the new powers I am getting are super-niche skills I won't be using very often, like a skill that sacrifices %15 health for %8 force (and nerfs force regeneration!). Maybe this is just a dead spot I'm in but its disappointing. Combined with the bland advanced skill tree, it makes leveling up not all that interesting. This has the added result of making combat a bit dull after awhile, as I am using the same abilities over an over for many levels, rather than integrating new stuff into my arsenal.

3) Bland loot: Since each class has a relatively narrow range of items they can use (I can basically use vibroswords, lightsabers, and light armor), these items should have more to differentiate them than merely stat bonuses. So I can choose between a 63 armor boot that gives +11 endurance, +11 will and +11 perception, or one that has a 63 armor and +7 endurance, +15 will, and +8 perception? Whoopdeedo. Oh, also, I'm sorry, but vibroswords should NOT be as good as Light Sabers. Jedi should be the premier melee combatant in the game and their signature weapon should not be outshown in that department.

4) Crafting: I'm fine with the crafting system in general. My main issue is it seems all but impossible to make much that would be more useful than the drops and easily bought items. If I spent a considerable amount of time working on my crafting skills, I should be able to make items a little better than the average player of my level might find on standard loot drops. Otherwise there is little point.


5) Social functions: As others have mentioned, chat tools need to be improved and we need better LFG options.

6) Group mission enemies: It'd be nice if these weren't just centered around giving the enemies a bazillion hp. Maybe rather than groups of 4 super-buffed enemies, you could fight say, 8-9 with 1 super buffered one.

In all much more good than bad. My big worry is that 'bad' 1-4 are all very important for the long term retention of players. If loot and leveling is dull, people will see little reason to play long term. The good news is that they are all addressable, though I don't know if they will be.

Oh, and please fix 'Whirlwind'. I mean, it helps me ton, but come on it is so broken.
 
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Not sure if it has been posted, but this will be an Origin exclusive digital release apparently :( - looks like I will be picking up a retail copy, but was hoping to have it on Steam :(
 
Force leaping into a group of mobs, jumping up into the air and slamming into the floor knocking them all over with force sweep is really satisfying!

+1

Can't see me playing as anything other than a Sith Warrior on release. I want to play other classes in the beta, but I just can't pull myself away from my Sith Warrior character.
 
The advanced classes are marauder (DPS) and juggernaut (tank) for the Sith warrior (very similar for Jedi Knight) - since I sold all of my (blue) heavy armour about 2 minutes before realising I was about to choose my specialism, I decided to go for marauder for the DPS.

I suspect in the final release I will go for juggernaut since everytime I am in a group, people always wait for me to do my "jumping thing", then I get seriously mobbed.

DPS generally makes levelling quicker too. Plus two lightsabers always looks very cool :)

I have tried playing as a Jedi Knight/Consular a couple of times now, but I find them too "peaceful" and "good". The Imperials are much more fun :)
 
To be fair though, the old "this is a beta" line has been churned out time and time again in MMOs, only for said MMO to ship in virtually an identical state to the beta. I'm not sure the "this is a beta" excuse washes any more. Its almost become the case that you could put money down that what you see in an MMO beta now is what you will see come release.

Yup, the "beta" excuse doesn't wash anymore.

Bioware certainly have the ability to change things though and I feel like they are holding plenty back.

At the same time, however, there were lots of important changes requested by the community during closed beta that have been completely ignored.

Only time will tell how this one shapes up. It has enormous potential, so fingers crossed :)

Oddly enough I remember actually paying monies to get into the SWG beta. If I recall correctly it was £5 or something you had to pay to get in at the stage I got in.

lol, how much did people pay for the Starcraft 2 beta - even members of OcUK? I remember figures in the many hundreds of pounds!

Edit: Look at our post count Tombstone! 9,970 to 6,970! Crazy :p
 
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