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Star Wars: The Old Republic Adding Free-To-Play Option In November

EA and BioWare announced today that Star Wars: The Old Republic will be getting a free-to-play option later this year. Players using the F2P option will be able to reach the level cap and play through the full class stories, but their access will be limited for other parts of the game; they will only be able to play a certain number of Warzones (their PvP battlegrounds), Flashpoints (their instanced dungeons), and space missions each week. Access to travel functionality and the game's auction house will be limited as well. F2P players won't be able to participate in Operations, the end-game raids. Subscribers will retain access to all of these features. There will also be cosmetic items sold through the 'Cartel Market' using a virtual currency.

88 of 135 comments (clear)

  1. Are people still playing this? by crazyjj · · Score: 5, Interesting

    I'm not being sarcastic, I really am curious. There was a HUGE amount of hype around the release (the usual "WoW killer" stuff that seems to accompany any major MMO release these days). Reviews seemed generally positive. Everyone was talking about it for a week or two after release. But then I stopped hearing anything about it. Don't think I've heard anyone mention it for a while. Considering this was supposed to be the game that finally fixed Sony's Galaxies fiasco, I expected more enthusiasm.

    I do like the free-to-play stuff, though. And this might lead me to try it out. I just hope they don't cripple it to the point where it's hard to get an idea of what the paid game looks like (like some MMO's do--some that have initials like "W.O.W.," maybe).

    --
    What political party do you join when you don't like Bible-thumpers *or* hippies?
    1. Re:Are people still playing this? by angelasmark · · Score: 4, Informative

      Enthusiasm died off because there "endgame" is pretty bad. The class story lines were the best part of the game. Did not live up to hype. SWG was a better game in some regards.

    2. Re:Are people still playing this? by Huggs · · Score: 2

      That would be because you bought into Blizz' marketing the WOW DEMO as actually being F2P...

    3. Re:Are people still playing this? by Terrasque · · Score: 1

      From what I've heard, they front loaded the content a lot, so when endgame came it was nothing to do. It also had claustrophobic maps..

      Most I have talked to agreed that it's nice game on the leveling, for the first characters. Almost like a single player game. But after that, no point continue playing.

      --
      It's The Golden Rule: "He who has the gold makes the rules."
    4. Re:Are people still playing this? by spire3661 · · Score: 2, Interesting

      The combat was not fun at all. Very clunky and missing the Blizzard polish. Mechanically, no one can beat Blizz. The depth they put in their controls is really outstanding and often over looked. Playing a wow character is like playing an instrument in some cases.

      --
      Good-bye
    5. Re:Are people still playing this? by Huggs · · Score: 1

      And I guess in some respects it IS F2P... but it's not the full game so it's a half hearted version of F2P that doesn't really count in my book. All they did was remove the time restriction on their trial.

    6. Re:Are people still playing this? by Nyder · · Score: 1

      I'm not being sarcastic, I really am curious. There was a HUGE amount of hype around the release (the usual "WoW killer" stuff that seems to accompany any major MMO release these days). Reviews seemed generally positive. Everyone was talking about it for a week or two after release. But then I stopped hearing anything about it. Don't think I've heard anyone mention it for a while. Considering this was supposed to be the game that finally fixed Sony's Galaxies fiasco, I expected more enthusiasm.

      I do like the free-to-play stuff, though. And this might lead me to try it out. I just hope they don't cripple it to the point where it's hard to get an idea of what the paid game looks like (like some MMO's do--some that have initials like "W.O.W.," maybe).

      It started having a Free Trial and I checked it out, and I don't understand what is special about it. It's sort of boring and it has way the fuck too many cutscenes. Nothing takes you out of a MMORPG like prerendered cutscenes.

      Not really that fun, 4 different classes that are lame.

      --
      Be seeing you...
    7. Re:Are people still playing this? by Sir_Sri · · Score: 5, Informative

      The end game is an was terrible. Bad balance between professions and loot drops. Bizarre itemization and gearing requirements as you move past the first tier of raiding. Buggy content (floors not spawning, interactive objects not working properly). Dailies take an excruciatingly long time to do not because the dailies themselves are bad, but because there are so many load screens etc.

      Then the population started dropping and the game became a shell. They've moved just about everyone onto about 10 or 12 mega servers, which is actually a good idea, generally, but they implemented it poorly.

      The game has a series of hard DPS checks, which is fine, but then it didn't provide tools to asses dps. Problems like that basically plague the game. You can't ask players to reach a benchmark they can't see, or understand (gearing is especially guilty of this). And the game performs badly on loading, which by itself is forgivable, except they didn't design the game to be bad at loading, (which would mean doing things like giving players free teleports to group or the like) they just... expected you to put up with it.

      It's interesting how much the 'convenience' stuff in WoW matters. Having a calendar, so you knew who was going to show up to a raid in game was a whole lot better than trying to use and outside tool. Being able to summon everyone in the group to a summoning stone, again huge improvement. WoW didn't start with those things, but they make a huge difference to how much time you can spend actually playing the game versus how much time you spend getting to the content. I think the difference is that as WoW has evolved the people who make the game want time to be able to both play the game, and have jobs and lives at the same time - so they've molded the game into something they can actually approach as adults. SWTOR didn't get that initially, and to some degree still doesn't. So it's not approachable.

      Making a game accessible doesn't necessarily mean making it easy. Hard mode Ragnaros was a fucking hard boss (in Firelands not molten core), and I never did manage to kill him with my group. But I didn't have to spend 15 minutes running between 3 or 4 loading screens to get to him. And Rag is a long run back by modern WoW standards.

    8. Re:Are people still playing this? by Mathias616 · · Score: 1

      I believe the majority of the people that have stuck with the game are huge fans of the Star Wars franchise. Most everyone else has left the game because, well, it is bad. The game does not stand on its own and if you are not a Star Wars fanboy then the negatives do not outweigh the positives. The only really great thing I continuously hear about the game is its story. However, I have played the game and was immensely bored by the story. So, again, it seems as though only those that are real fans of Star Wars enjoy this game. The mechanics and gameplay remind me a lot of how Vanguard: Saga of Heroes felt. Bad.

    9. Re:Are people still playing this? by crazyjj · · Score: 1

      Wow, excellent post. Thanks!

      --
      What political party do you join when you don't like Bible-thumpers *or* hippies?
    10. Re:Are people still playing this? by Mathias616 · · Score: 1

      That would be because you bought into Blizz' marketing the WOW DEMO as actually being F2P...

      Did you pay to play the wow demo? Then it would seem as though it WAS free to play, up to a level requirement, which was clearly posted everywhere when you download the demo.

    11. Re:Are people still playing this? by Grimbleton · · Score: 1

      Ultima Online is still far superior.

    12. Re:Are people still playing this? by mrxak · · Score: 2

      It was as single player game. They divided the world up so much that you never ran into anybody, even on the high population servers, unless you were at the main space station near a mailbox or trainer.

    13. Re:Are people still playing this? by Billly+Gates · · Score: 1

      I am.

      SWTOR is fixing many issues and has locked most of its low pop realms and added a flashpoint funder aka dungeon finder. In higher pop realms it is much better. I do not want to go back to Wow at all and think SWTOR has great potential. It is just new and half the people left because it was not as mature as WOW on opening day is silly.

      You should try it again? You can get a free account where you can play up to level 15 and you will e thrown only in a high pop realm by default now. They are adding more heroics too gradually. I love it and the storyline and the companion parts so much more than Wow and pray it doesn't die.

    14. Re:Are people still playing this? by hairyfeet · · Score: 4, Interesting

      Well my oldest was in the beta and subscribed to it for about 5 months afterward before quitting and he said by the time he quit it had become pretty badly unbalanced. He said the empire could just camp and slaughter the jedis at the spawn points. But other than that he said the same thing, front of the game was nice but once you got your character up there really wasn't much to do.

      Kinda a shame, the Star Wars mythos has enough there you could build tons of new stories out of it but I just can't believe they spent a couple of hundred million on an MMO and thought they could take on WoW. With WoW its got network effect, where many i know play it because that's where their friends are, so trying to compete with that is kinda stupid. Its like FB in that it won't go down until they seriously fuck it up, just like how MySpace got greedy and turned it into a giant ad ridden spam dump and ran everyone off. As long as they keep adding new content WoW will have the big numbers although the F2P games do seem to be slowly lowering their stats but not by much.

      With those MMOs they are such time sinks that people rarely play more than one at a time and I just can't see enough Star Wars nerds willing to shell out a monthly fee to make up a 200 million dollar development budget.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    15. Re:Are people still playing this? by mrxak · · Score: 1

      Yup. Very clunky, I noticed that in beta, and it never changed in the release game. PvP was just annoying.

      Also when are people going to understand that macros and interface add-ons are rather important?

    16. Re:Are people still playing this? by kenp2002 · · Score: 5, Interesting

      It was an embarrassment to EA to say the least. They lost over 50% of their subscription base within 90 days actually surpassing the industry's worst launch\retention Warhammer. It was a single player game with an MMO bolted on and after everyone beat it in 30 days. less then 1/2 people bothered to subscribe.

      Think of this as a resturant: 50% of the customers didn't like the food enough to come back. Doesn't sound good. Prior to Warhammer, retention at 90 days was about 80% by estimate with players usually averaging 6 months before attrition. The problem is with the market saturation the demographic changed when WoW came into the picture. The Old School MMO players (pre-WoW players) had a much longer attention span in regards to rewards. The pacing, the very core was a longer experience. A novel. WoW came along and transformed that experience into a Short Story. Both enjoyable in their own right, but with the advent of the Theme Park and Sandbox styles (rather then the Virtual World model of Everquest in contrast to say WoW or Eve respectively) and the addition of a structured tread mill. The demands to engage this new demographic are not, IMHO, sustainable via a subscription model.

      The problem with F2P is without safeguards, every troll douche and his inbred cousin can just script up and troll, ban, repeat. F2P is a recovery and long tail approach to MMOs and I see the industry needs to change.

      MMOs should be more like muds and Counter Strike servers. More intimate, targeting 200-300 people a shard and allowing people to "roll-their-own" shards much like a counter strike server. Transform the MMO industry into a hosting industry where a few of you "Roll-Your-Own" and throw in what mods you want then invite people. Open it public, set a level cap, or an age limit, customize some rules, or make it invite only. Oddly I am seeing an uptick in Muds once again courtesy of CoffeeMud and newer Diku\Merc\Rom derivatives. Maybe a second golden age of MMOs is coming, perhaps the MMO will die and the GMUD will be revived. Who knows.

      What I can say is that the original demographic of EQ players are as a majority, parents (statistically, they should all now mostly be about 35 years old) and the time commitment for old school MMOs (you know Virtual Worlds rather then Theme Park\Sandbox MMOs) means devs are left with the ADHD FPS converts that can't stand waiting more then 4 seconds before something spawns.

      --
      -=[ Who Is John Galt? ]=-
    17. Re:Are people still playing this? by steppin_razor_LA · · Score: 1

      Things were looking pretty bad for a while. They had a large number of low pop servers and it really made it feel like you were playing a single player game with a subscription model.

      A few months ago they began consolidating servers and it had a significant (beneficial) result in the game. Between that and the implementation of "Group Finder" features, the result is that you have access to a lot more players to do content with which makes for a much nicer levelling and end-game experience.

      --
      Evolution: love it or leave it
    18. Re:Are people still playing this? by jhoegl · · Score: 1

      I will Corp Por you in the face!

    19. Re:Are people still playing this? by Sable+Drakon · · Score: 1

      It's not that TOR wasn't mature on launch. It simply lacked polish and things to do after capping out. It's DCU all over again, and BioWare simply didn't think that far ahead. The first 6 months are a sign of how well an MMO will do, and TOR did badly. Very badly.

      --
      The Amarri pray for god, the Caldari pray for profit. the Gallente pray for peace, but the Minmatar pray their ships hol
    20. Re:Are people still playing this? by Billly+Gates · · Score: 1

      It beat all others but Wow. It did fairly well and attracted almost 2 million subscribers. GW and Warhammer did not even get close. They are fixing it now and my guess is the next expansion will greatly improve this. They already added 2 heroics in the past few months and with higher pop realms and a flashpoint finder it will approach wow.

    21. Re:Are people still playing this? by the_humeister · · Score: 1

      Sounds like Diablo III. Guess I can skip this one too until Guild Wars 2 comes out.

    22. Re:Are people still playing this? by Sable+Drakon · · Score: 1

      Sure, it got 2 million players, then proceeded to loose somewhere between 400,000 to 1 million subscribers by this point in it's history. They should have held it back and took into account what beta testers like myself were trying to get through to the developers. People capped out, saw the endgame, and got bored. Or dealt with how wonky gearing is and left. Or tried at PVP and quit from how broken portions of it are. All of this could have been avoided and TOR would still have a viable playerbase. But let's face it, for this game to go free is a last gasp at remaining solvent and relevant in the MMO community.

      --
      The Amarri pray for god, the Caldari pray for profit. the Gallente pray for peace, but the Minmatar pray their ships hol
    23. Re:Are people still playing this? by flimflammer · · Score: 3, Insightful

      I wish more game studios saw and understood this. There's too many games out there that feel like they should be fun but suffer in some way by control and by association, character animation. Movement in wow is precise. The character goes when you want it to, stops when you want it to, and manages to do it while looking good, as opposed to just swapping animations which is what a lot of games still do. It's also rather jarring when you play a game where a character is moving but his feet animate either too fast or too slow for the speed they're actually going and the character slides across the ground. It's one of those touches that I see often overlooked in games, but it seems so obvious when you consider it's the most common action you will ever see as a player.

    24. Re:Are people still playing this? by jxander · · Score: 3, Informative

      The one thing WoW did best was make themselves mod-friendly.

      Most of the little 'convenience' stuff wasn't originally a part of wow. The Calender, a much-improved Auction House interface, the ability to switch between specific gear-sets, the more intuitive quest interface, even the clock under the map,.** Originally provided by 3rd party tools because Blizzard didn't have them. The key is that Blizzard embraced that functionality. When you install the game, there is a folder called "AddOns" by default. And not only do they allow such additions, butthey take the good ones and run with it, including them as full-fledged features. Now, instead of having to download all those, and hoping that my clock addon is compatible with my yours, or manually adding each calendar item, we all get the standard clock, and can easily pass appointments between each other.

      ** There are a TON more, but I've been clean and WoW-free for just over a year now (after being a serious raider for many years prior) so you'll forgive if I don't recall every add-on that graduated into Feature status, or what was added when.

      --
      This signature is false.
    25. Re:Are people still playing this? by Ocker3 · · Score: 1

      I was just about to join a player-run UO shard based locally, and then they shuttered in prep for GW2 :(

    26. Re:Are people still playing this? by Grimbleton · · Score: 1

      Nany-ass babies.

    27. Re:Are people still playing this? by Grimbleton · · Score: 1

      All Kill.

      (no skill)

    28. Re:Are people still playing this? by Sir_Sri · · Score: 1

      seriously? That's messed up.

      I only ever seriously played empire, and I had a light side and dark side character and didn't have that problem.

    29. Re:Are people still playing this? by UnknownSoldier · · Score: 1

      If I'm understanding you correctly ...

      Summary: Blizzard has raised the bar so high with essential MMOs features that everybody else just half-asses it and wonders why the players aren't there ...

      WOW while having a good UI, is a bad MMO; every one else is significantly worse in both fronts. :-(

    30. Re:Are people still playing this? by Sir_Sri · · Score: 1

      Certainly true. Although I can see an argument for having an MMO without mods precisely because requiring mods to play significantly changes the game as time goes on, and is a barrier to entry for some people for whom the mods become more confusing than helpful. Think AVR, or even deadly boss mods. Mods can reduce the game to responding to little bars on the screen, and there's probably a legitimate case to have a game that doesn't even offer that. Unfortunately your designers have to understand that, and design the game assuming you don't have all of those little timers and so on.

      Which I think is the root of everything wrong with SWTOR. The people in charge of *design* (not the underlying technology, although that has some issues too) never understood what the playerbase was going to be, or how it was to spend its time. The "Ancient Pylons" encounter on hard mode was maddening because had to solve a trivial puzzle in two places (two groups one goes north, one goes south) in a specific order on hard mode. But it never told you anywhere that this was a new mechanic for hard mode or that you needed to solve it this way, or if it was just a bug. And there was no indication why it failed when it didn't work.

      Games are a series of interesting choices, and solving problems, in an MMO that's solving problems collectively of course, but you can't give someone a choice or a problem without telling them what the choice actually is, or the what the problem they're trying to solve is. And then you can't make it inconvenient to get to the problems that you do have.

      Now days I think most of us who play MMO's don't want to be stuck there 3 hours a day, I'd be happy to log in a couple of days a week even 10 hours a week for a semi serious player and 5 or 6 for a casual could be enough. But there has to be something there for me to do, that I can actually get effective use of my 1 hour today, and not spend 15 minutes on load screens, and some indication that I'm actually getting somewhere. Credit where credit is due to diablo III, within 30 seconds of the game being fully loaded you can be fighting *something*. And that game doesn't have mods - there's a place for elegant simplicity, but then you need to tell the player everything they need to know with the default UI.

    31. Re:Are people still playing this? by JoeMerchant · · Score: 1

      Sorry, I know this is just announced, but wouldn't it be more newsworthy (and useful) to ignore this for now and report it in November when it is an actionable news item?

    32. Re:Are people still playing this? by z3d4r · · Score: 1

      I am.

      ... I do not want to go back to Wow at all and think SWTOR has great potential...

      SW:ToR had great potential during the betas. what it has now is lost subscriptions.
      Bioware did not understand MMOs when it made this game. It was made like a single player RPG. Once you reached the level cap, there is nothing to keep the player interested. Even the recent legacy system showed this by encouraging players to level new characters, giving rewards for leveling every class of every race of both factions.

      When i canceled my sub, there was the ussual questionaire asking for feedback. After this is done, it suggests leveling alts as the solution to whatever the players problems are. I didnt unsub alone, those who unsubbed with me all recieved the same suggestion, regardless of feedback provided.

      After playing a few MMOs and watching all of them slowly die, i would offer this advice to any future MMO developers: Have as much endgame content as possible BEFORE launching. Dont wait for 3/6/9 months down the track to add the endgame content as "expansions". Also, dont ignore PvP. MMOs are about PLAYERS interacting with OTHER PLAYERS. The content is the means of that interaction. One of the most popular ways players like to interact with eachother is by attacking and killing eachother. If your PvP is poor, your game is doomed.

      GW2 is kinda appealing, as filler until something else comes along.
      But i'm more looking forward to the Neverwinter MMO later this year that features a toolset for players to create their own content.

      --
      You shall know him by his Sig
    33. Re:Are people still playing this? by Greyfox · · Score: 1

      Bah. It'd be tough to go back to either after playing Tera's combat system in a while. Tera had an awesome combat system and beautiful graphics. Too bad about the writing. If you could get Tera's combat system, SWTOR's leveling quests and WoW's endgame in one place, well that'd probably be the be-all and end-all of MMOs.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    34. Re:Are people still playing this? by Sir_Sri · · Score: 2

      I'm not sure WoW is a bad MMO. But it does suffer from feature bloat, multiple raid sizes for the same content is stupid, there's too much emphasis on the 'world first' community etc.

      There are a lot of things I could improve with WoW, but they have a decent product, unfortunately it's starting to suffer all of the problems any software project does after so long: Feature creep, a growth in complexity that is beyond a lot of new users, trying to contrive a reason for their existence. It's not that, for example, Pandas are particularly good or bad by themselves, it's that they seem like blizzard is really reaching to justify pandas in WoW. I think they ran out of their own story, and like an 30 minute interview in an hour long time slot, they now have to fill time. It can still be fun, but man, pet battles? With SWTOR you can clearly see where they could improve for years in the future, more space game, pod racing etc. etc. etc. And yet I'd expect them to screw up the attempt.

      You have to keep in mind, WoW is basically a 3rd generation product in the MMO business (at least graphical MMO). UO had too much pvp and was a bit too hardcore, although still going strong with 100k subs apparently. EQ came along and showed how PVE could really do well, but it was mostly aimed at kids and housewives because the time commitment required was too much. Blizzard took that niche product and said "how can I play WoW *and* keep my job and get my kids to school" and it took them a while to get there, but it meets that basically evolution well. BioWare *thought* (wrongly) that the next step in the process was to add a fleshed out story with voice acting. I'm not really sure where they got the idea that was what was wrong with the business. But they did. And it's cost them hundreds of millions of dollars to have guessed that seriously wrong.

    35. Re:Are people still playing this? by Anonymous Coward · · Score: 1

      Good point. It's one of the main reasons Mario worked so well. The walking/running/jumping was tweaked for a very long time until it was perfect.

    36. Re:Are people still playing this? by Cinder6 · · Score: 1

      I'm actually nearing the end of my free month (picked it up at Gamestop for $20; now it's actually just free to play for a month without retail purchase). I have really enjoyed the game, but now that I've hit 40 (level cap 50), I've started to become a bit bored. The class quests are still fun, but I'm finding myself with a lack of interest for whatever reason.

      I'd say it's worth checking out. As a F2P game, I'll continue playing it but not paying for it. I don't do many Flashpoints and have little interest at the moment to do Operations. It does a lot of things better than WoW, and some things worse than WoW. As for the number of players...my first server was a ghost town, and BioWare is encouraging users to transfer to higher population servers. On my current server, there are a lot of active players.

      --
      If you can't convince them, convict them.
    37. Re:Are people still playing this? by Anachragnome · · Score: 3, Interesting

      " It's one of those touches that I see often overlooked in games..."

      And it shouldn't be. Game designers should be taking "The Uncanny Valley" into account when working on such things as animations, facial expressions and such.

      http://en.wikipedia.org/wiki/Uncanny_valley

      I think the focus is more on fluidity then accuracy. I honestly don't understand why motion-capture isn't used more often then it is. Maybe someone can explain why it isn't used in 3d modeling (based on the animations I've seen in games so far), but is used often in motion picture CG. Seems to me that technology could be applied, but perhaps I am unaware of a crucial limitation inherent to 3D modeling--I don't do it for a living.

      Speaking of "The Uncanny Valley", does anyone besides me think that people that have had a lot of cosmetic surgery are back-sliding into that Valley? Some of that shit is getting a little creepy. Michael Jackson is the first thing I think of when I hear the words "uncanny valley".

    38. Re:Are people still playing this? by yodleboy · · Score: 1

      i wanted to play. Didn't get in the beta, and when it was released, there was no free trial. Even a couple of days would have been enough. I've got room in my schedule for ONE MMO, and I will not pay full retail on the unlikely chance it's going to replace WoW. Later on I believe they had trials, first where you could get invited by a friend, and now I THINK they have a free trial. Too bad. At this point after reading complaints and all the missed opportunities I think I'll pass.

    39. Re:Are people still playing this? by yodleboy · · Score: 2

      This is a good point. These new MMO's seem to be so dead set on being NOT WOW that they end up making mistakes Blizzard made years ago. If nothing else, WoW can show them what NOT to do, ever. No one expects 7 years of content like WoW at release. What's disappointing with most other MMO's is you've got 7 years of WoW to study, 7 years of failed WoW killers to study and they STILL can't get mechanics, interfaces and quality of life items right.

      It's not like they are being tasked with inventing the MMO genre from scratch. It's really a pretty well defined game type. Imagine if someone said they were building the latest wonder car and then proceeded to ignore the last 30 years or so of automotive history. Recipe for failure.

    40. Re:Are people still playing this? by 24-bit+Voxel · · Score: 2

      The problem with stopmo is that you need multiple people to pull it off.

      First, the stop mo equipment is about $60k right now for the good stuff, but it is coming down.

      So you spend 60K, and hire an actor to do the motions, then hire a technical guy to capture the data, then hire an animator to clean up the key frame data because it's too big.

      Now what's the one thing an animator doesn't want to do? That's right, fix up somebody else's shit. So they don't, most animators *hate* stop mo, and rightly so as it's basically taking food out of their mouths.

      So you're looking at about $70k for doing some basic stop mo, and it probably wouldn't have taken nearly as long or much to do it by hand.

      As to why things don't sync up? Well, blame marketing. They outsourced all the asset creation, and than at the last minute made the character go slower so the game took longer. I assure you, when the animator did the original animation, it was perfect. Either marketing/management, or the game engine itself fucked it all up.

    41. Re:Are people still playing this? by gmhowell · · Score: 1

      My son and I just started playing this. We played for a weekend during one of their freebies. We're bored waiting for the WoW expansion. This lets us fill a few hours a day. It's fun. We like the different combat. I like the class stories. But I can tell that once I hit level 50, I've got zero interest in the game.

      Of course, once I hit 90 in Wow, I likely won't have any interest.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    42. Re:Are people still playing this? by sortius_nod · · Score: 1

      The lack of of a matchmaker was really a bad idea to launch without.

    43. Re:Are people still playing this? by RogueyWon · · Score: 1

      I played for about 3 months after launch. It was quite good in some respects, but badly lacking in others. I've been tempted to go back from time to time, but Bioware keep finding new ways to put me off (of which this is one).

      The good stuff:

      - The storyline stuff was pretty nice. Some were better than others - Jedi Consular was fairly po-faced and boring, but Trooper was quite fun and quite "different" for a Star Wars setting. The game also did a good job of adding further bits of story even after you finished the 1-50 grind.

      - The instance design was decent. WoW has settled on a philosophy of "bite sized" 5-man instances, which can be completed in half an hour or less. That has some advantages, but I enjoyed the longer and more involved instances in ToR.

      - The level-up process was more challenging, and did a lot more to teach you how to play your class than the WoW equivalent. To beat some of the solo quests, you needed to get at least a basic understanding of core "WoWlike" MMO concepts such as threat, crowd control, interrupts and cooldown use. So unlike in WoW, players would hit the level cap with at least a basic idea of how to play their class. And linked to this...

      - The companion system was great. It meant that, unlike in WoW, it was perfectly viable to level as (and hence learn the mechanics of) a tank or healer.

      - The talent trees were, for the most part, interesting. Like how they used to be in WoW, before Blizzard adopted the mantra of over-simplification.

      - And finally, the crafting system was decent. While there was perhaps slightly too much of a "timesink" component, there were nevertheless some really interesting mechanics at play. And crafting felt much better integrated into the end-game, unlike in WoW, where aside from Jewelcrafting and Enchanting, it feels almost like an after-thought these days.

      But there was also quite a lot of bad stuff:

      - The servers. Bioware got this badly wrong. They horribly over-estimated both their initial number of players and the percentage of those players who would stick around. There were too many servers and their population caps were set too low. Many servers (including mine) never really got a large player-base and most of that then vanished once the free-trial period expired and the subs kicked in. Many servers became graveyards - and there was no way to transfer between them, short of starting an entirely new character.

      - Worse still, there was no group-finder tool for end-game content. I wasn't too badly positioned, as I was part of a small clique within my guild that was able to meet up at regular times to run flashpoints. But I was part of a small minority. For most players, getting a group for flashpoints could mean hours of spamming the chat channels. I gather that after I left, Bioware did add such a tool but - shockingly - it didn't have cross-server functionality. So if your server's a graveyard, you're no better off.

      - But at the same time, the 4-man limit on groups for flashpoints was too low. WoW has a 5-man limit and some older MMOs (such as FFXI) had a 6-man limit. 4 just places too many limitations on tactics.

      - The UI wasn't bad, but it really, really needed the option for third party extensions (like those which are both allowed and encouraged in WoW). Playing without proper raid-frames and without a threat-meter was just painful.

      - Travel was a pain in the backside. Azeroth is cut up into fairly large chunks - you can go an awfully long way without ever seeing a loading screen. In ToR, the world was split up into planets and getting between them was an absolute pain. Space-ports served no purpose other than to act as irritating timesinks.

      - And finally, it just didn't push itself to go beyond WoW. Those aspects in which it could have used the Star Wars franchise to be more ambitious were woefully under-developed. The best example here was the space combat - a fun diversion at first, but of very limited appeal in the long run.

    44. Re:Are people still playing this? by AmiMoJo · · Score: 2

      A friend of mine does animation for a UK based games company and they do use motion capture for some stuff. It has to be extensively cleaned up by the animators though. Once they get past the basic walking/running and so forth they tend to animate other stuff by hand. Aside from anything else it is hard to mocap someone operating an imaginary weapon they can't see or appreciate the weight of.

      The other issue is game engine limitations that, well, limit the amount of animation you can put in. You can only have so many joints, so many keyframes per character.

      Animators also have little control over how the animations are programmed into the game, so it is more up to the programmers to make sure feet don't skid over the ground and the AI or controls don't make the character look stupid or unnatural.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    45. Re:Are people still playing this? by nitehawk214 · · Score: 4, Funny

      Sorry, I know this is just announced, but wouldn't it be more newsworthy (and useful) to ignore this for now and report it in November when it is an actionable news item?

      No worries, it will be duped a couple of times before then.

      --
      I'm a good cook. I'm a fantastic eater. - Steven Brust
    46. Re:Are people still playing this? by Aerowin · · Score: 1

      I'm currently a subscriber to this game, and am an officer with a guild that is aiming to tackle the end-game operations (read: raids). So I'm pretty much stuck with this flying turd unless / until my guild moves on which may be very likely to happen soon. The biggest problem we have? Bugs. Tons upon tons of them. Some of them minor, others hilarious, but there are a few downright game-breaking.

      Best example I can think of is: There's an operation called "Eternity Vault". Beautiful place overall, Balanced fairly well and we were able to run through it so far on both Story (Easy) Mode and Hard Mode. This particular raid is practically the poster child for our guild when we talk game-breaking bugs. The final boss of this operation: Soa.

      Lemme give you a run down of how this is supposed to happen. Go in, shoot him till he puts a shield up. Everyone runs to the outer ring of this circular arena and the floor falls away. You have to platform (Yes, this is an MMO, why do you ask? Mario? Who's that?) your way down to the next level. Everyone takes damage with each fall and the platforms fall away if you aren't fast enough. Healers need to be alert and ready the whole way down for the group to survive.

      Reach the second platform; same as the first with a few changes. "Mind traps" will take one player out of action until it is destroyed. Multiple can build up. Lightning balls will damage the whole raid until the person it is targeting runs into it to make it explode. Occasionally Soa will take one person and send them flying in the air smashing against walls. This also takes one person out of the raid but is time-based more than anything. After a while, shields up, raid out, and we all put on our red plumber hats again.

      Reach the bottom, same thing as the floor above, except the boss is invincible until the tank pulls him under a floating pillar and let's it smash his shield away making him temporarily vulnerable.

      Sounds mostly fine right? Only problem is... This boss has been bugged to hell ever since release. You can only beat this operation by sheer luck.

      Sometimes Soa doesn't come down to level 2 or 3. You have to wipe the raid and re-enter.
      Sometimes the platforms don't appear correctly. The raid will be wiped for you by way of a platform falling out from beneath you and you will have to re-enter.
      Sometimes the tank is mind-trapped. Guild says this is an admitted bug, or was... More on that after, but for now, not a huge deal just have the off tank take over. What? The off tank is trapped immediately after? Probable wipe as well. Re-enter.
      This is how it has been SINCE RELEASE DAY.

      My guild was discussing this and the admitted tank-trapping bug came up. Apparently now recently, Bioware is saying this is how they meant it to happen. In other words, don't expect bug fixes for this operation *ever*. Between bugs and everyone getting burnt out, the guild is discussing moving to Blade and Soul when it arrives.

    47. Re:Are people still playing this? by Opportunist · · Score: 5, Insightful

      The "gradually" part is the problem. WoW kinda killed that possibility for MMOs now.

      WoW was terrible at launch. And I mean terrible. By today's (WoW's, ironically) standard, it would sink in less than 6 months. Days, not hours, of downtime, bad enough to convince Blizz it's maybe an idea to give people a few WEEKS of free play time. Bugs that prevented you from completing class defining quests (and quests that gave you a class defining, critical skill). Class balance that was SO shot that a single shaman could solo encounters that five paladins couldn't overcome. And while we're at paladins, their complete and utter uselessness in endgame. Couldn't heal worth jack (and there was near zero plate armor with heal stats), couldn't hold aggro and hence completely useless as a tank and his damage was so sub par that even a shadow priest (who lacked sensible damage either) could outdamage him. And let's not get started about the skill trees.

      But then again, there wasn't really that much endgame to speak of. Molten Core, Onyxia and ... well?

      Few people remember that pre-2005 WoW time. Those that do were mostly used to other MMOs, and how other MMOs were quite similar at launch. Frequent crashes, random bugs, lack of endgame content, no sensible class balance. That was the norm with the launch of a new MMO. That actually IS the norm, still, for the obvious reason: It takes a lot of time and try-and-error to find those minimal, but crippling, issues. You cannot sensibly iron out those kinks on the drawing board, these things have to be found out during testing. But what company can afford having its players play through a year of testing for free, 'til they start raiding and see the endgame? How many of them would still buy the game if they've already seen everything?

      The main issue here is now that people are used to the post-2009 WoW. A world that had over five years of development and redefinition. A world where the developers had a load of data to draw from and millennia of playtime from its players to find the problems. This is an advantage no other MMO can muster, and most certainly not at launch. Hell, not even half a year after launch.

      But we came to expect that from an MMO because we're used to it from WoW. We don't accept daily downtimes for patches anymore, we don't accept crooked class balance for a few months anymore, and we most of all don't accept buggy class quests and lack of content anymore. We don't, because we're used to the way WoW handles it.

      But such a game cannot exist at launch. Simple market rules dictate it. You cannot develop a game for 10 years, blow a billion bucks on it and offer a "finished" MMO. Yes, you could do that. But you will NEVER be able to recover that investment. Not to mention that you will most likely not find anyone willing to risk that money on a venture like this.

      This is, though, what WoW has behind its success. I would wager that a billion easily went into development so far, of course that is something WoW did easily regain.

      Repeating this seems quite impossible, though. And I guess the chances to ever see a game like WoW again surface is close to zero. WoW pretty much ruined the market, by "spoiling" the players. Measuring a new MMO against WoW will make it appear in a bad light, because it simply can NOT be as polished as WoW is.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    48. Re:Are people still playing this? by Opportunist · · Score: 2

      Well, the idea wasn't so bad. SWTOR certainly has a higher quest density than even WoW, and that was already quite a step ahead compared to earlier, more grind oriented, MMOs. What SWTOR did wrong mostly was a lack of content to keep players once they went through the story.

      BW made single player games so far, and SWTOR would have been a quite stunning Mass-Effect like single player game. Problem is, MMOs are not just games where you play through the story and then you put it aside and wait for the next incarnation. I think they expected that players want to see all 8 of the stories they created (and let's be fair here, they're all pretty well done) and that this would buy them some time, either by having people play long enough just to get through all the stories and thus spend enough money to recover that investment, or to have enough time to tack on some endgame content.

      Problem is, MMO players aren't necessarily story-driven players. You'll hear a lot of "game starts at endgame" talk from MMO enthusiasts. They see the leveling phase as some sort of nuisance to get to the "real" game.

      Of course, they were quite disappointed when they noticed there IS nothing that they would consider the "real" game.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    49. Re:Are people still playing this? by UnknownSoldier · · Score: 1

      > I'm not sure WoW is a bad MMO.

      That's because you are not viewing from a game design perspective.

      While it can be a fun toy at times, it has a lot of bad game design principles; the ONLY reason being because they want to keep customers paying and paying.

      The biggest problem with MMO's and Social Games is the total disrespect for the player.

    50. Re:Are people still playing this? by danudwary · · Score: 1

      Contrary to what everyone is posting, endgame content is not the only problem with SWTOR. (Though it is a problem.) It lost people early on, not months in when people are lacking endgame content. It failed because (IMO):
      -- It wasn't Star Wars-y enough. The aesthetics of the Old Republic are different than what most people are looking for in a Star Wars game, and there's (by design) no connection to the characters or game world we know.
      -- You're not supposed to be able to shrug off 800 blaster rounds, or cut sliced with a lightsaber and not be very dead. I've got a lightsaber - deflect that shit all the time or I'm supposed to be dead. The whole health-bar concept was wrong for Star Wars to begin with. At least fake it and call it stamina or shields or something. Took me right out of the game.
      -- Mid-game leveling is extraordinarily dull, mostly because I've fought almost everything there is to see by level 10. Granted, there's only so many ways to skin a humanoid, but there has to be some variety in terms of animations by race. Even the way they organized mob packs became extremely predictable. Even most flashpoint bosses were non-unique. Mid-game area scenery was also dull. Show me something I haven't seen already.
      -- No macros or add-ons. If you've played a very customizable game like WoW, little annoyances with the UI added up, and there was no hope that you were ever going to be able to fix them. I tried playing a healer, and without the ability to mouseover, the archaic way the UI forces you to heal was just too irritating.
      -- Very little assurance from BW that anything was going to change with any rapidity. It was hard to tell where their priorities were (and I read the forums with frequency). It's almost like it was a secret what was going to get fixed, and no acknowledgement that there were bugs or problems.

    51. Re:Are people still playing this? by VGPowerlord · · Score: 1

      SWTOR punished me greatly for this because aside from the minimally detailed class quests, all the side quests were EXACTLY the same.

      Yes, at least with WoW you could skip the cutscenes some quests had. Also, you generally had a choice of which areas you wanted to visit to level up.

      The downside is that WoW gutted the class-specific quests before Wrath of the Lich King came out.

      Having said that, I'm not currently playing WoW either, and even a new expansion coming later this month isn't going to draw me back.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    52. Re:Are people still playing this? by VGPowerlord · · Score: 1

      Travel was a pain in the backside. Azeroth is cut up into fairly large chunks - you can go an awfully long way without ever seeing a loading screen. In ToR, the world was split up into planets and getting between them was an absolute pain. Space-ports served no purpose other than to act as irritating timesinks.

      To put this into perspective: After 3 expansions, WoW has 5 continents:
      Kalimdor, Eastern Kingdoms, Outland (BC), Northrend (WotLK), and the area under the sea... Vashj'ir, I think (Cataclysm).

      Having said that, there may be portals for the areas on the map that exist in Kalimdor and Eastern Kingdoms that were added in Cataclysm, I don't recall.

      Other than that, the only load screens are instance portals.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  2. Dear Bioware by Anonymous Coward · · Score: 3, Insightful

    I didn't want yet another free-to-play mmo. Lord knows there are enough of those. I (and many others) just wanted KOTOR 3. Now that your little mmo has jumped the shark, can we haz?

    1. Re:Dear Bioware by Hatta · · Score: 3, Interesting

      That's what I came to say. Add a single player scenario, playable offline, and you'll get my money. Don't, and you won't. Simple as that.

      --
      Give me Classic Slashdot or give me death!
    2. Re:Dear Bioware by taxman_10m · · Score: 2

      I'm thinking that after all the money they sank into this that KOTOR is dead.

    3. Re:Dear Bioware by aekafan · · Score: 1

      After all the money EA sank into this game, and since Biowares top programming and writing talent have left for better things, Bioware is essentially dead. It pains me to say, but I don't ever expect a good game from them again. Hopefully the former designers will show up somewhere though

    4. Re:Dear Bioware by flitty · · Score: 1

      If this game really is fully free (no initial cost), It is very much worth playing through with at least one class to level 50 if you're looking for Kotor 3. I'm sorry you can't pause combat, but the actual story and gameplay felt very kotor3, and was awesome until you ran out of story. There was one dungeon around level 30 that should be played by every kotor fan.

      --
      Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
    5. Re:Dear Bioware by Hatta · · Score: 1

      I'm sorry you can't pause combat

      That's really egregious. The best thing about KOTOR 1 & 2 was that you could pause the combat and at least approximate a turn based RPG. Action RPGs are twitchy crap for kids.

      --
      Give me Classic Slashdot or give me death!
  3. I tried it.... by Immostlyharmless · · Score: 1

    I just wasn't impressed. I liked the voice acting, the 'universe' was alright. I just found the character development to be a bit lacking, the 'cities' to be stretched out solely for the sake of being stretched out and the architecture to be..well...boring. Cityscapes were boxes upon boxes upon boxes. Would I play it again for free with limited access...mebbe. Would I pay for it again if I got access to everything? Sure..for 5 bucks a month.

    The problem with all of these subscription based MMOs is that everyone wants you to fork over 50-60 bucks and then pay 15 bucks a month for a subscription. That's just greed. Just because it worked for WoW does not mean that it needs to be the price point for every MMO ever made. If it had only been 5 bucks a month, I'd probably still be playing it, despite some of its flaws. I might have even gotten farther into it...*shrugs*. At 5 bucks a month, I'd probably still play WoW too. 15 bucks a month isn't really a lot of money, until you consider you might want to play 3 of them, with a family of 3 or 4.

    1. Re:I tried it.... by Lithdren · · Score: 1

      I've got to agree with you on the price point.

      Myself, I didn't play this particular MMO but was a long time fan of WoW. However, life started to get in the way and I couldn't raid anymore. The Pug's and other things you can do in the game were ok, but not nearly as fun. What finally killed it for me was the freaking 15 a month.

      Even 10 a month, i'd still be playing. I wouldn't be buying the expansion for another 50 bucks however, I can tell you that much. I get they want to make money, but that 15 a month adds up after a few years. I feel the same about Eve online, i'd be subscribed right now for 5-10 a month, but 15 is simply too much anymore for me to justify it.

      Christ, I give my multiplayer Minecraft server 8.99 a month without a second thought. They have a donation tier at 14.99, but every time I think about it..just cant do it. There's something about going over 10 a month...

  4. WoW killer eh? by dc29A · · Score: 1

    Wasn't it hyped as the WoW killer?

    1. Re:WoW killer eh? by jb11 · · Score: 1

      Yes, just like every other game that was hyped as the WoW killer. Yet none have succeeded.

    2. Re:WoW killer eh? by Grygus · · Score: 2

      Barring some completely new innovative MMO, there is only one game that can kill WoW, and that is WoW. It made a fine attempt around the release of Cataclysm and lost a lot of people, but then righted itself in time. Could still happen, but it won't be "WoW done better," it'll be "WoW got worse."

    3. Re:WoW killer eh? by Greyfox · · Score: 1
      They're always hyped as a WoW killer. What was that last one, world of warhammer online or something? Everyone was like "Oh yeah that's killing WoW! I'm leaving and never coming back!" Then two weeks later they'd come skulking back. WoW's strength isn't so much the content they've amassed over the years, or the end game, or the PvP, but rather an easy social settings in which to make and hang out with friends. It's easy to make friends in WoW, and work toward common goals.

      So, exploring this hypothesis, if you played both, consider your guild activities in both games. Did you join a leveling guild early on in SWTOR? How active were they? Did you do the same sorts of things you did in your WoW guilds? How long did you stay in both games? I suspect that most people will see some correlation. The difference is that guild activity in SWTOR will die down as the game becomes a big ghost town, and all those people go back to WoW and boost the guilds there.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    4. Re:WoW killer eh? by flirno · · Score: 1

      This is also why I stopped playing Diablo 3. Despite providing friend lists and the ability to see as a list everyone you grouped with it did not provide key social tools of pretty much any kind to form meta-circles of friends. No private or custom channels. No group/guild/clan support of any kind. Diablo 3 is much diminished socially from Diablo 2. I found it easy to make friends in Diablo 2. It was even easier in WoW. Diablo 3 made it hard. SWToR was so diffuse at the time that I was playing it that it made it hard to interract socially. I played WoW, Diablo 2, muds and neverwinter nights 1 persistant worlds long after I was over the games due to social connects there. I haven't had this happen in any other games yet.

  5. My Son Loves the Game by YokimaSun · · Score: 1

    My son loves the game but no way am i paying the price they want for it, bloody extortionate in this day and age

    1. Re:My Son Loves the Game by mwvdlee · · Score: 1

      Free is too expensive?

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
  6. Some are but not many by Sycraft-fu · · Score: 4, Interesting

    Hence the whole "free to play" thing, they are trying to salvage it.

    There were multiple problems with it, but the big one is a lack of endgame. It was basically an online single player game. The questing was pretty good, and the story was way better than your normal MMO. However then you hit the top level and there was fuck-all to do. PvP was very bad, dungeons were poorly done and finding groups was problematic, there was just little reason to keep playing.

    I bought it and enjoyed leveling, I'm not sorry I spent the money on it I was entertained. However there was nothing worth staying around for. Hence it has been dying off. Well that is particularly problematic to EA given how incredibly much was spent making it.

  7. Re:This could have some chance of success by Sir_Sri · · Score: 1

    It only takes about 80 hours to level. Maybe 100 your first time through. If you do all of the group quests you'll hit 50 in the same 80-100 hours but have more leftovers to do at level cap.

    But bioware worked very hard on the first 100-200 hours of gameplay. They completely under delivered on the next 800-1800, which is what you do with a leveled character before the next expansion. They had some content, but it was just inconvenient to get to, required you know things they didn't tell you (and it wasn't always clear what was intentional or not), and full of too many load screens and a lot of 'active travel' where you have to pay attention to getting your character from wherever it is to wherever it needs to be to actually play the game.

  8. It is a reaction to mass-exodus by AlienSexist · · Score: 4, Interesting

    I've played SWTOR for a while. It is a pretty game and does a great job immersing you into the Star Wars universe. If you're really into story, the problem becomes that it really does feel like the most expensive single-player game you'll ever play. It is as if other players only exist to chat and trade with. It is very easy max out a character of each class to burn out the story lines, then there is nothing to do but grind away endgame gear for PVE or PVP. That is my biggest complaint is that levels 1..49 go by rather quickly (so quickly that it is barely worthwhile to equip properly) and all that is left is to grind and raid for prettier shineys.

    The PVP Warzones were really neat and quite frankly the best PVP activity I've yet seen in an MMO. However there is presently a rash of cheating going on that BioWare is having difficulty combating.

    The entertainment value wasn't worth the subscription price and naturally players have been leaving in droves. This exodus was exacerbated by the fact that BioWare did not have a tool to help find groups after 7 months of going live! Whereas most MMOs start with one nowadays. To make matters worse server populations were crashing and it took BioWare a considerable time to effect character transfers. The first waves of consolidation did breath new life into the game temporarily... but even those servers are in decline now.

    There was some press release or statement from BioWare a number of weeks back that described subscription levels. At launch there were something like 1.5 million and in recent months had dropped to like 700k or so. 400k was stated as the minimum to retain profitability. Since then, I imagine, subscriptions continued to plummet and now they are offering F2P. Some might consider that desperation but in fairness I'd say that the true market value of the game is being established.

    If you like Star Wars it really is worth a look. The F2P offering may actually be very attractive for Story players.

  9. DAoC by dammy · · Score: 1

    Wish EA/BioWare-Mythic would do the same for the 11 year old DAoC.

  10. Same points of failure most "WOW" killers have by Shivetya · · Score: 3, Insightful

    that being, no real diversity in where you level. It was worse in Star Wars. You could not even start a new character with a friend and play together unless you both chose the same type character, force user or non force user. Afterward you could meet up but then that is where the problem surfaces.

    TL;DR - Game was release three patches too early and seemed to excel in having every bad feature WOW discarded, if not all games discarded. As if their design document was completed ten years ago and never changed.

    Beyond the two starting worlds all progression through levels is always the same worlds, the same quests except for class specific quests. However the absolute worst part was the punitive travel. Oh I mean overly convoluted maps; especially palaces; where you had to run mostly empty areas around and around to meet a quest giver/target locked in the end of some crazed maze. For a game that provided you a star ship by level 15 they could never quite explain why you could not land where you wanted or worse, had to wait till 25 to buy a land speeder. Really? I have a star ship but no land craft?

    The game did have some good highlights. The voice acting and stories were pretty good, but many were space bar skip them as it could become tedious and if you were on your second or third alt it was a bit much. The sounds of the game were pure star wars, the ships, the npcs, about everything looked right. The companion system was good but got a bit creepy with the romancing a computer avatar bit. Far too many players would dress their female companions, if not characters, in the absolute skimpiest outfits imaginable. Serious declaration of idiocy amongst the players.

    Yet you were trapped in a world were far too many mobs were "strong" or had eight second stun attacks. Where your characters could do AWESOME moves and demonstrated AMAZING powers but only in cut scenes. I kid you not. Force users rending blast doors - only in a cut scene. By the time you were mid level you had so many abilities the game became an exercise in cool down management than playing for fun.

    The game was released three patches to early. From a woefully unpolished interface to horrid zone loading times for many. Very bad and in some ways incredibly obvious exploits that rarely if ever went unpunished to an Auction House that was nearly unusable. Even mirror classes; each class had an exact copy on the other side, the effects were different; were not truly mirrored... and early raids were bug city, as in luck let you beat them more than skill.

    A great idea saddled with poor execution and far too much investment in voice acting over content. Best of luck, but with Guild Wars 2 coming at the end of the month and WOW's next expansion in September their chance is basically over

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  11. I think what angered me most about it... by twocows · · Score: 3, Insightful

    I think what angered me most about it was that it purported to continue the KotOR storyline. Instead, it tramples all over it. Revan is a low level boss that drops pants, everyone and their mother is a Jedi or a Sith, and it pretty much retcons everything from KotOR 2 (my favorite game of all time, speaking of which the community restoration mod "The Sith Lords Restored Content Mod" went into its final release version about a week ago, definitely check that out). Maybe I was naive to expect something more along the lines of SWG in this day and age. Still, I was pretty upset.

    1. Re:I think what angered me most about it... by LateArthurDent · · Score: 1

      You and your "kind" are the reason this game went belly up.

      Hell yeah! That's awesome!

      Hopefully the phase of MMOs will finally end as people get bored with WoW and no other MMO finds success. Next step: the return of the adventure game genre.

    2. Re:I think what angered me most about it... by taxman_10m · · Score: 1

      By "kind" you mean customers? I bought and played KOTOR 1 and 2. I was looking forward to 3. I was not looking forward to playing KOTOR 3 as subscription based MMO. The lesson here is that they should have stuck with the good thing they had going.

    3. Re:I think what angered me most about it... by jamezor · · Score: 1

      then when they finally did say 'hey we've got kotor 3!' i jumped for joy then they released a trailer and everything looked like a badly rendered cartoon then it was canceled http://starwars.wikia.com/wiki/Star_Wars:_Knights_of_the_Old_Republic_3

    4. Re:I think what angered me most about it... by twocows · · Score: 1

      Good. If the game went belly-up because people didn't buy it, maybe they won't make games the fans don't want in the future. Sounds like a win-win to me.

    5. Re:I think what angered me most about it... by flirno · · Score: 1

      Market correction.

  12. It's not just the money by darkwing_bmf · · Score: 1

    SW:TOR would have been a pretty decent single player game. But I think many people are just plain tired of formulaic level based gameplay for MMOs. In single player games it's fine but when you want to play with your friends, things like levels, separate servers, separate factions all get in the way. They should make MMOs where if you know someone in real life that plays, there are no artificial barriers to grouping with them in game and having fun together.

    1. Re:It's not just the money by DMUTPeregrine · · Score: 1

      That's one of the things I like most about GW2.

      You can "guest" onto another server. While guesting you can't compete in the Server vs Server PVP, and can't join a guild on a guest server. You can, however, play. With friends. PvP or PvE. Guesting is free.

      Levels are also well handled. If you're in a zone below your current level your health, damage, etc all get scaled down to the effective level of the zone. Lvl 80 and lvl 12 friends want to play together? No problem, they'll both be about lvl 12 effective and the low level content will still be potentially challenging.

      There are no real factions.

      EVE online also does this well. There's one server (two really, the Chinese have their own due to government restrictions). There are no real factions (well, there are, but you can join any of them.) You can train to fly a tackler in about a month, if not faster. About 4 months to be well-skilled in an interceptor. And no FC is going to turn down extra inty pilots.

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      Not a sentence!
    2. Re:It's not just the money by jabelli · · Score: 1

      Yes, you can join a guild on a guest server.

    3. Re:It's not just the money by DMUTPeregrine · · Score: 1

      Aaah, sorry, I was mistaken. It's only the Server vs Server (called World vs World vs World) PvP that guests can't enter.

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      Not a sentence!
  13. The best replacement for SWG.... by DL117 · · Score: 4, Interesting

    is SWG. SWGEMU is in a playable state now, it will be perfect once they put in the faction missions.

  14. They should have just made a single player game by ildon · · Score: 1

    That's about all there is to it. Single player game with online coop. Their grandiose dreams of taking a slice of the WoW pie were about 5 years too late.

  15. F2P is a sign Bioware still doesn't get it by SmallFurryCreature · · Score: 4, Interesting

    The class story line is pretty much the only reason to play. It is a classic black and white Bioware storyline complete with all the standard plot elements and binary characters that have become the staple of recent Bioware RPG's.

    Limitted access to flashpoints? Only the first one is anything like what was shown in the teasers, a story rich, choice rich, not endlessly long instance. The rest? One moral non-voiced choice in the middle, that is it for story telling.

    Travel was never that hot to begin with, for F2P, you can make do without it.

    Fewer space missions? Oh NO! Those were like the best part of the game!!! Not! The only value they had was that for people with an insane boredom treshold, they were a way to level up with ease. Just very very boring. Mind you, there are bots for them. Anyway, since the class story is the best thing about the game and you would miss that if you just auto-levelled to 50 and there is no end-game... I can't quite see the point.

    Bioware screwed up. They already become something of a joke once they started releasing more RPG's because they all had the same story and the same support characters but that was okay in a 60 then 40 then 20 hour game. Then you can ignore that one support character gets upset if you don't kiss a kitten while saving the world, the other gets upset you don't kill said kitten while saving the world and the third says he has meaningful advice on saving the world but never actually gives it.

    This can carry a single player story but a MMO that is supposed to have infinity playing hours? Not so much. Bioware and indeed many single player RPG's already suffer from dungeon creep. The Bard's tale was extreem in this. In the beginning you get 70% story and 30% dungeon, near the end you get 1% story and 999999% dungeon. 3 fucking levels of endless monster slaying without a single story advancement for the Bard's tale.

    For SWTOR, actually getting from class story point to class story point is a very long slog. At one point I was already level 50 I was just passing all the side quests and getting really fed up with yet another dungeon crawl having to defeat mindless mobs randomly played along copy and paste hallways I had already defeated a thousand times before.

    SWTOR for story is as if someone took Kotor and increased the non-skippable fights by a factor of 10 and at the same time increasing the "didn't I meet this side character before" by three.

    Bioware has never made games with really good combat systems. This has been true since the Baldur Gates series where a wizzard has to take a nap after every fight to be of any use. Might be true to the table top game but in a computer game with endless dungeon's it just gets boring.

    MMO's typically have trash mobs who come in groups, regular mobs who can be pulled alone or come in 2-3 groups, harder mobs that usually are alone or two and elites who represent mid bosses.

    SWTOR contained far to many hard mobs. Hard isn't hard as in good AI but as in use every skill on your skill bar three times before they finally run out of hit points. THAT IS NOT FUN!

    It is Quake all over again with its shamblers requiring 3 rockets to the face. Except it ain't 3, it is 30 with a lenghty reload cycle every 5th rocket. It isn't fun, exciting or a challenge, it is WORK!

    The reason realistic military shooters are now completely dominating FPS is that other people apparently too got tired of emptying clip after clip into enemies. One shot, one kill is just more rewarding.

    For MMO's the same goes, ONE high health mid boss is a nice challenge. An entire hallway filled with them, is not.

    For me, I stopped with SWTOR when I saw yet another hallway with a ten or so single hard mobs and just didn't want to fucking do them just to get another cookie cutter story bit.

    In the days of quake, the only way to make a hard monster was to make it have lots of hit points, same with Everquest. But single player games have advanced, MMO's often haven't. Even new games like TSW a

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  16. The good, the bad and the ugly by Opportunist · · Score: 2

    SWTOR has a lot of issues, some have been solved, some will be solved and, with F2P, I guess a few will be introduced. I'm currently playing. I don't know if I will through F2P.

    What bugs me most is that they seem to have noticed the problems, but how they handle it is just so completely fucked up that it is hard to keep a straight face. Take the dwindling player numbers. The idea? Consolidate the servers. Good idea. Move the people back together on fewer servers, worked for a few others games as well.

    The way it should be done IMO? Take a look at the server populations and lump those servers together that "fit", so you get a more or less equal population all over.
    Their solution? Offer people the choice where to go. Now, let's ponder for a moment, where do people go when their main issue is a lack of others to play with? Bingo, the most populated server. Guess what happens? Right. You now have one server where you can't even complete your dailies at 4am due to people stepping on each other's toes and a few mediocre/low populated "target" servers where people feel they traded one barren desert for another one. Solution? Not really.

    Dwindling player numbers. My solution? Offer free play time to former subscribers, have them come back and see whether they like it better now. Worked for a few games out there pretty well. Their solution? F2P. There is one reason why I dread that solution: Free-2-Play very easily seduces game makers to move the game towards a pay-2-win system. And I'm not the only one who avoid playing F2P games for exactly this reason. I don't want to pay just to be "allowed" into the interesting content. A monthly sub, fine. Everyone gets the same chance for a fixed amount of money. But sitting here and knowing that I am supposed to throw money at them again and again for a shot at some content is not quite what I enjoy. It isn't really enjoyable to me to know that my "success" in the game doesn't depend on me playing it but just on how much money I am willing to throw at the company making it.

    And with EA, I kinda fear it will be P2W...

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  17. Not too surprising. by lymang · · Score: 1

    I am sad, but not surprised (after seeing how sub numbers have fallen) to hear this. I'll continue to play SWTOR till it dies, as I really enjoy it. It just seems it will die sooner rather than later, and not have as much new content as I would hope.

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    Meh.