Finally got to play the game. I have a favorable impression overall. The difficulty increases fairly quickly, especially with taking on multiple enemies that are higher level.
My friend and I still didn’t encounter any real problems until we stumbled across the entrance to a “heroic” area. A group of “Strong” mobs presents more of a challenge. When we saw groups of Strong mobs with an Elite mixed in we decided to come back after gaining another level or so.
We also came across an Elite wandering around by himself. We took it out and the droid companion I had at the time was the only fatality. It dropped a “blue” pair of light armor gloves.
I tripped over a piece of information while reading some of the background info for Star Wars: The Old Republic. This game is set about 3,500 years before any of the movies.
3,500 years? That’s just ridiculous. I wonder why they chose such an extreme amount of time.
Okay, setting aside whether a government can last that long — since this is supposed to be the same Republic that Palpatine eventually overthrew — the big question I have is why is the technology the same?
Oh, there are minor cosmetic changes, but the basics of starships, droids, blasters, etc. have apparently remained unchanged for 3,500 years. 3,500 years! People on Earth were hacking each other with bronze 3,500 years ago.
So is the idea that the Republic has essentially reached the pinnacle of technology and only minor improvements remain? Do the Jedi suppress any advances that might spell an end to their power?
This is going to really bug me until I find an answer.
I think they would have done better setting it … oh … about 500 years before the movies instead. Still a massive amount of time as far as technology is concerned but more reasonable. And they could have put a young(er?) Yoda into the game, just starting to train Jedi. 🙂
One of the big selling points of SWTOR is that all the quests are voice acted.
I’m still deciding exactly how much this adds to the “immersion” of the game. I do read a lot of the quests when I play World of Warcraft but at the same time it does add something to have the characters talking.
Then you walk by a Jedi master teaching some Padawans and he’s obviously speaking but there’s no sound or text at all. That sort of thing was surprisingly jarring to me and seems to almost defeat the purpose of the voice acting. At least put in some floating text for non-voiced NPCs and give them some lines.
The other “problems” with the quest system are something that you will only notice when grouped.
When a player clicks an NPC to begin a quest cutscene and the quest can be obtained by multiple group members then it will display dialog boxes to the players.
The player that began the interaction will have a dialog box showing who in the group is ready and a single button to begin the cutscene. There was much pressing of that single button before the other player was ready until we understood this dialog box.
The other players are presented with the choice to ignore the cutscene or take part (via hologram if they are too far away).
When multiple players are taking part in a cutscene and a dialogue choice is presented it will allow all the players to make a selection (there is a reasonable length timer on making a selection). The players that make a selection “roll” a random number and whoever rolls highest has their selection become the one that drives the cutscene forward. There’s also a bonus to the roll given to players that didn’t win previous rolls. So you won’t see the same player get to make a dozen decisions in a row just because the RNG is acting up.
If a player is part of the cutscene via hologram then there are times when they are not allowed to make these choices — such as when receiving or giving a physical object as part of the quest.
And we found Bug #2! The disabling of choice as described is not perfected yet. It was funny to see a hologram reach out its hand to receive a scanner needed for a quest.
Overall this is a good system but the dialog box text is a bit confusing initially.
At first the cutscenes for the class-specific quests seem very similar to the shared quests, the obvious difference being that the other players don’t have any control of the conversation, right?
Well, it’s not quite that simple.
The other players can observe the cutscene if they are close enough when it begins — sometimes. And there is no option to view it via hologram. It seems that the cutscene when receiving a class quest or doing the final turn-in can be viewed but any cutscene that take part during the quest cannot. For example I watched my friend talk to some bones at one point. He said there was a hologram but you couldn’t prove it by me. He talked to a rock a little later so I’m starting to wonder.
I don’t know if this limit on viewing other classes’ quests is an oversight or intentional.
How do you get them? By taking part in cutscenes with other players apparently. 4 points for the person who made the dialogue choice that was selected and 2 points for everyone else.
What do they do? Increases your character’s Social level.
Why do you want a higher Social level? It’s a number that you can increase. Aside from that, I don’t yet know.
During one cutscene of a Jedi council type of meeting a female NPC walks into the room. The only problem is that the NPC was scaled improperly and looked about an inch high. Bug #3 … no, I’m not calling the NPC a bug.
My friend got stuck on some terrain. I’m not considering this an actual bug because it happens in every 3D game that I’ve played. But it was still funny. He was trapped by some rocks that looked like you might be able to trip over them but they certainly wouldn’t impede you. On my screen the character was vibrating up and down. On his screen the whole world was vibrating up and down. Started a duel and whether it was one of my skills or my friend’s or the little astro droid that was following me, I don’t know, but he got unstuck.
Got to level 7 with only 1 unintentional death.