SW:TOR Beta Impressions. (maybe some spoilers, but nothing huge I think)
As an old EQ vet, in addition to years in WoW, Vanguard Beta(and a month or two of release), CoH, and most recently Rift, I have had my share of MMO experiences. Some good, some bad, some godawful and others downright perplexing. It is to this last point that I look to SW:TOR.
A multibillion dollar IP with hundreds of millions of seed money pumped into it, SW:TOR was supposed to be the second coming of the MMO Messiah. Instead, what we got was a game that would have been revolutionary in 2008. But before you pick up your torches and pitchforks, let me say that I didn’t hate it.
Let me explain.
Bioware is known for their immersive story driven products. Mass Effect, Dragon Age, KOTOR, Jade Empire, etc, On this front, SW:TOR provides beautifully. The story is beautifully voice acted, compelling, and serves as a carrot for players to drive through the game. Where this falls down is in the side quests. They are all also fully voiced and cutscened. Granted, its nice to see that some thought went into the sidequests and NPC motivations for wanting us to go kill 10 rats or whatever, but after a while, it got a little tiresome for me. Then, I had somewhat of an epiphany. This isn’t an MMO, and I shouldn’t be playing it like it is. Its a MSORPG. Change out the Multi for Single... and SW:TOR works. By making that simple shift to my mental paradigm, the sidequests became less tedious and repetitive and more a part of the story. Granted, some of the Light/Dark choices are a bit boggling, but BW’s always been a little weird like that.
I played a Trooper from 1-22 or so, experiencing Ord Mantell, Coruscant, and Taris. Toward the end of Beta I flew to Corellia, and Hoth and poked my nose around a bit (but only a bit.. l47 mobs would have eaten me alive). What I saw of the environment and whatnot I generally liked. With one exception. The Running. Oh. My. God. The Running. In EQ, you had this huge, open world with few quests to deal with. Leveling was spent mostly finding a camp and pulling mobs till your eyes bled. This encouraged people to group, and play the game together. Sitting around Derv 1 in N Ro for example, you could talk to your friends and get to know people. WoW introduced leveling by questing. This enabled solo play as players ran from quest hub to quest hub, and back out into the vast wilderness to kill things and take their vitals. This could be why the WoW community is so godawful... but I digress. In SW:TOR, questing is of the WoW model, but the world feels as huge as the EQ model. Imagine your quest hub is in Kelethin, and all your quest mobs are in Unrest. Substitute Mulgore and... I dunno, Thousand Needles for you WoWers. To help alleviate this, every character gets “Sprint”, a toggled ability that gives you a 35% out of combat speed boost. At level 14. Which is about halfway through Coruscant (which is bloody huge). The problem I have with this is, once you get sprint, you never turn it off. Its a strange design decision for sure, and I’m thinking that just because WoW did it with a couple of classes, a travel boost is good for all classes @14. The reality is, running isn’t fun. Shooting things, and generally causing havoc is. In short, it takes too long to get to the dinosaurs. This is an easy fix, provide sprint at level 1, or even 5, and make it 50%. The game world is too large and too empty at times to just be mindlessly autorunning through it.
Too large and too empty? Yeah. It feels generally lifeless. Mobs stand around in small groups, waiting to be killed, NPCs stand around generally unable to be interacted with, even with some sort of comment when you click on them. When running from a quest hub on Taris to where the mobs were at, there wasn’t much going on. It felt generally lifeless. And then I got stuck.
But I’m getting WAY ahead of myself here. Lets go back to Ord Mantell. Ord Mantell is one of two starting areas for the Republic. Troopers and Smugglers start here. The Jedi all start on another world. A starter area is generally for new players to get the feel of the game, how some mechanics work, and so on. This starter zone does that. Here’s your trainer, here’s some shops, here’s a mailbox, etc. Respawn on mobs wasn’t bad, but respawn on objects was lengthy. Unless this is tweaked for release, some quests are going to be an absolute nightmare. Especially if the have as many players as they have preorders. Run through your sidequests, and your class quest progresses alongside it. You're also introduced to your first “heroic” area. In this area, mobs are all strongs and elites (The game has a mob ranking system, weak, normal, strong, elite, champion), and it was suggested 2+ members. Being somewhat antisocial, I tried to solo everything. And I found out that 2+ is just a guideline. Play smart, and its no big deal. Melee range on mobs is a bit too long which was annoying as I should be able to kite things with my assault cannon, but eh NBD really. So, to sum Ord up, its a starter zone, and it serves its purpose. From there, its off to Coruscant!
But before you leave, here’s your companion. SW:TOR has a companion system, in that every class in the game is a pet class. Its kinda neat, and they’re pretty functional, if overly annoying and chatty at times. Specifically, the smuggler companion. See, Corso Riggs thinks he’s a badass. And he’s constantly telling everyone in hearing range just how badass he is. There’s a Jedi companion that’s just as bad, but I can’t recall her name off the top of my head. I don’t mind a little verisimilitude in my games, and the chatty companion isn’t a bad thing per se, but when you’re around a dozen smugglers... Corso gets *really* grating. A simple toggle for “All”, “Mine” and “None” companion voices would go a long way. However, your companion is a nice tool to have handy. They tank, heal, and DPS for you, so that elite mobs are now soloable, and indeed, with clever play, Champion mobs are as well. 4 man instances (Flashpoints) are duoable with companions if you’re on your toes.
But why would you ever want to! Without a doubt, the Flashpoints are absolutely the best part of the game. I haven’t actually had this much fun in an MMO in a long, long time. Especially running through as a vicious, puppy murdering bastard of a trooper with three Jedi. Dialogue options are based on a roll system. Everyone puts in their choice for dialogue, and highest roll talks. Its particularly hilarious when the VPMB wins the roll, to what I’m sure are the horrified looks of the three Jedi standing about. See, there are some pretty big choices in the first couple of Flashpoints which I don’t want to spoil for anyone. I was actually paralyzed with laughter at the second huge choice our group ran into in Hammer Station (the second FP). Literally, tears in my eyes. But that’s also a function of the people I was playing with. I think this is a game for you and a few close friends to enjoy. PUGing may not provide the same experience, unfortunately.
Also unfortunate are a couple of things that really turned me off about the game. The good news is these are things that can be easily remedied. I’ll start with the UI. Remember way back, when we had EQ’s basic UI? 6 hotbuttons, a chat pane, and a smallish game window? Then EQ released the ability to skin your UI, and all was good. That evolved further to WoW’s UI with multiple hotbutton bars, minimap, group interface, etc that could all be modded with its robust LUA system to look like whatever the heck you wanted. Then, IMO, the pinnacle of UI design was reached with Rift’s fully customizable, movable, scalable out of the box UI. That is what the UI should have been. Instead, we get the UI from WoW vanilla... without the modding tools. You can’t move it, you can’t scale it, and with certain exceptions (I just saw the raidframe thing tonight, and focus mechanic, so I can’t comment *too* much on them) it is as it is in a screenshot. I hope they have mods, and UI flexibility in mind soon. Healing is more difficult than it needed to be with the group bars in the lower left, and no target of target feature. In addition to this, there is *zero* macro support available. So I can’t create an @mouseover macro for my heals. Its click, cast. Retarget, cast. Granted, the DPS and tank classes aren’t that squishy as to need immediate attention, but sometimes the poo hits the fan and once you get behind, its tough to catch back up. Not to mention, staring at health bars playing whackamole is a mechanic that needs to die. In a fire. while having acid poured on it. and then exploded.
The other thing that puzzled me as to why it wasn’t included at launch (remember this game has been in development for 5+ years and has had the benefit of seeing what worked and doesn’t work in a multitude of other MMOs.), is a dual-spec system. Granted, the ability to change AC(advanced class) isn’t on the table due to BW’s story concerns, but changing spec within that AC should be allowed. And, it is. For cost. First respec is free. Second is 200 credits. Third is 2000 and so on. Since I’m going to be playing a healer... I would really like the ability to have a DPS spec for solo questing, or if I join a group that already has a healer, I would like to be able to play with friends as DPS without incurring significant monetary or time penalties. WoW has it, Rift has it in spades, and its a shame that SW:TOR does not have it. In addition to the ginormous respec fees, inventory has the same issue. You start with 40(?) inventory slots. An additional row of 10 is 5k. The second row is 20, and the third is 50. To be fair, your companion has a button you can push that makes him go sell all your grey items. He leaves, and comes back with the cash in 60 seconds. Strangely, merchants do not provide this functionality. If you’re standing at a merchant with a bag full of grey crap, its more efficient to send your companion to sell things than having a “sell all crap” button on the merchant interface.
SW:TOR does have space combat. If you liked Starfox 64. The current implementation of space combat is an on rails tunnel shooter with generic objectives. It felt tacked on, and poorly implemented, but not completely without entertainment value. For what it is, its fairly entertaining, if shallow, and a diversion from murdering things.
Ah, the murdering of things out in the world that provide you pretty little chunks of XP and aforementioned grey items. For me, MMOs are about combat and exploration. Leveling and advancing gear and skills. So, it stands to reason that for me, an MMO has to have smooth, robust gameplay in addition to a compelling reason to be out in the wilderness, murdering things and taking their stuff. SW:TOR provides the reason very well. However, the combat system feels slow, nonresponsive, and clunky. Every ability in the game has a 1.5 second GCD. even the instant ones. In addition to this overly lengthy GCD, many skills are on a lengthier C/D of 15-60 seconds. As a trooper, 5 of my 8 main skills were on a C/D of 15 seconds or longer. Unfortunately this left me spamming my “auto attack” ability. Since the game doesn’t have auto attack, once you’re out of “ammo”, “force”, or “focus”, you have one button to push. I had a “reload” button, but it was on a 2 min C/D. Sometimes, there didn’t feel a real good connection to pressing the button, and something happening on the screen. For example, I had “Mortar Strike” which is a fairly powerful attack, on a 1M C/D. Its a 3 second channeled attack that has an animation that’s 2 seconds long. So for the first second or so your character just kinda stands there idling. It sounds a little nitpicky, but gameplay is just as important, if not more important than story. If the gameplay is not fantastic, all the story and graphics in the world aren’t going to help you once the story is complete...
True though, Beta is Beta, but not in this case. There are probably some bug fixes, and server optimization, but I believe that the game we saw this weekend is the ultimate release candidate. Stories of a Magical Rainbow Build that BW is keeping secret don’t particularly make sense. I can believe that Ultra textures and AA will be enabled @ release, sure. But I’m a little worried that its not completely done. I ran into a bugged area on Taris in which I would get stuck in the environment. No jumping, no running, stuck in one place. Used the /stuck command, died and rezzed there... stuck again. Used /stuck again, rezzed at the checkpoint, and ran on only to get stuck in a different place. Maddening. In any event, I doubt that Dual Spec, a completely revamped UI, serious combat changes and all that will be in the retail build.
So, overall, it sounds like I’m down on SW:TOR. But that’s not entirely the case. What I am with it is disappointed. Bioware has had 5+ years and hundreds of millions of dollars to deliver the next great thing in gaming history. In doing so, they seem to have followed WoW’s initial design to the letter, added a Star Wars skin and voice acting and ignored all of the quality of life advances that MMORPGs have come up with since 2008. I have still preordered the game, and I am looking forward to murdering puppies with friends in the game.
Because Flashpoints are just that good.
_________________ Holy shitsnacks!
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