You're misinterpreting a lot of what I said mate...
AndyFromMonday said:
I'm not the sort of guy who plays MMO's to level alts. If I wanted a story I'd have played a Single Player game, like KOTOR.
I didn't say I'm playing TOR to level alts, I said I'm not thinking about the end game "yet". In WoW, you're (or at least I was) always thinking of end game because there's nothing else really fun about the rest of it. The point is that TOR is fun for now, so instead of spending some 150+ hours grinding through to get to the fun part, I'm having fun right now. When I get to the end game, I'll be thinking about the end game, for now, I'm good.
AndyFromMonday said:
You can't exactly make excuses for the game, after all it IS in direct competition with WoW.
Not making excuses, I'm stating facts. When WoW first launched, it couldn't compete with EQ either if you compared them point by point, it was merely more accessible (kinda how TOR is with the fun starting the moment you get in, instead of some 100 hours in). It still came out as the far better game in the end.
AndyFromMonday said:
I don't particularly want to get used to instancing. I downright dislike it. It's like a server within a server.
Agreed. But you don't really have much choice. Kinda like with me and every single fucking game utilizing the GPS map system instead of the Morrowind's "follow the north road and turn right at the big stone". I like to have actual exploration and navigation, but it's just not really likely to come back due to how much more accessible the GPS system is :\
With the TOR's system, only some caves and stuff like that are walled off. I find that preferable (even enjoyable in a very small aspect) to WoW's "this whole zone invisibly transitions you into two+ worlds depending on what quests you did". I like at least knowing (quite literally), where I stand.
AndyFromMonday said:
There's always the LFG/LFR system.
With random jackasses who don't give half a shit about how they perform or act because they know they're never gonna see you again.
AndyFromMonday said:
Skipping the story in TOR would mean skipping the main selling point of the game and a huge chunk of content.
It still doesn't delete the rest of the game and if you're fine with not having a story beyond quest text in other games, you can still skip the dialogue and read your quest log. Skipping the story in TOR IS skipping one of the main selling points and a huge chunk of content, but it doesn't make it a lesser game compared to something like WoW because when you skip that, you're (quest-wise) still left with what WoW's offering you.
So it might not be better for it, but it's equal at worst to those not into dialogue, not worse.
AndyFromMonday said:
I also enjoyed the "old days" but frankly, it was big fucking pain getting a group together. I'm grateful for the LFG system since it allows me to experience all the dungeons without having to break the pace of leveling. I agree that there's to much automation since all people do nowadays is stand around a major city waiting to queue up for a dungeon.
AndyFromMonday said:
I never understood the friendship aspect of dungeons. The people I ended up hanging with in WoW I met in Goldshire or whilst leveling.
Frankly, it wasn't. I always played the most unpopular specs in WoW and still never had too much trouble getting a group together. And when I would get a group together, it'd sometimes end up with me becoming friends with that person and having someone to run dungeons with from then on. After a few such friendships, you end up having people to go with and not just random nobodies that might as well be computer-controlled, but actual people that you enjoy playing the game with.
Hell, you yourself said an MMO can't just neglect the social aspect of the game - and WoW's LFG system is the absolute worst thing to happen to the social aspect since the dawn of MMOs, it takes actual social interaction and boils it down to a Facebook-like aspect of the game, where other people are just tools you need to do your own shit.
AndyFromMonday said:
Aren't you doing the exact same thing now, minus the raiding? Every MMO has downtime. Right now, TOR is a breath of fresh content. Eventually, you'll get bored with it as well, just like with WoW.
Well that's the problem, even when WoW was a breath of fresh content, I didn't really enjoy "it". I enjoyed playing with my friends, I enjoyed playing with my guild, I enjoyed climbing the DPS meter or the sense of achievement I got from tanking/healing through a dungeon, but I never enjoyed the game itself, only what it created as a kind of side effect. Now, I'm not dissing that it managed to do that, but in TOR, I'm enjoying the same things, except I'm enjoying the game for itself as well, by which I mean the story and combat.
Speaking of combat, it's far too rarely mentioned as a plus TOR has on WoW imo. I've found its combat genuinely enjoyable, which is something that absolutely never happened in WoW. WoW had the fun of DPS meters and boss mechanics, but in TOR, I'm actually enjoying the combat itself. It's kinda hard to explain the difference, but it's something I've felt since the moment I laid my hands on the game in the pre-launch beta, something that really surprised me because I've spent the months before that trying other MMOs and realising not a single MMOs combat/controls could even remotely compare to WoW and fearing TOR would fall into the same pit. When me and my friend were sitting side by side playing the beta and both saying "holy shit, this is actually fun", I knew it wasn't just me and my wishful thinking (he wasn't too hot for TOR pre-launch [interested, but not psyched like me], he's really into WoW, is still playing it and has the same claim that no one pulls combat/fluidity/movement/controls like WoW - TOR blowing it out of the water still [though he prefers WoW's jumping a bit, for what it's worth
])
AndyFromMonday said:
The LFG system makes grouping up with other players very easy.
I don't want easy grouping, I want enjoyable grouping. It's like picking up random girls for one night stands and going for someone for a sustained relationship. Yeah, you can use the LFG/local club and get someone for the former with/for a lot less trouble. But I'd rather spend the time going for the latter and end up with someone I enjoying spending that time with, can have an actual conversation with outside the... grouping and go at it again with the same person the next night
There's also a difference in grouping for dungeons and grouping for quests out in the actual world. I was saying that I very much enjoyed (and still do) how often I group up with people on planets for group quests, not just for dungeons. Dungeons come once every few levels. Group quests (in TOR) come pretty much every level or more.
AndyFromMonday said:
I'm not attributing it to the game and that was not the point I was trying to make. I was showing you what it means to actually HAVE an active community. World Events are much more interesting when they're organized by actual players. Attempts at scripted events by developers often lack the soul that community organized events have.
Look at the corrupted blood incident. A few players managed to change the entire dynamic of the game. On a PvP server, events similar to that one happen, albeit on a smaller scale. Maybe the Horde decides to attack Stormwind or maybe a group of players decide to blockade the entrance to a certain area. My point is, when you allow the community to take charge of the mechanics as opposed to limiting their abilities the game becomes much more dynamic and fun.
I agree completely, but scripted events are what a game is. The community is separate from it and I'm not quite sure what it is that makes you think TOR doesn't/won't have an active community that could pull that same thing off. Is it the fact WoW has more players? Since server sizes are the same, that's completely irrelevant to the player, WoW just has more servers.
AndyFromMonday said:
Filler content is usually the one with the "Go to X, kill Y". For example, the Dark Brotherhood questline forces you every few missions or so to go to a certain city and kill two or three people. It's an obvious attempt at artificially inflating the duration of the quest line and I hate it.
Depends on how it's used. See TOR's bonus missions for example. TOR tells you "go deactivate the shield to secure an attack on their base", but when you get there and start killing, it tells you "oh yeah, might as well butcher 10 or 20 of them to thin their ranks". Like with Skyrim's "go get me 8 bear pelts, they're pissing me off marking their territory by mauling my trees" (see, I remember the quest, even though it's pretty much a filler one according to you), it's fine because those quests are sort of "if you get around to it", they're not the actual content, but they fill in the gaps nicely. Not in a "filler quest" way though.
See, the difference is that if TOR just said "go deactivate the shield", I'd take my Assassin, sneak through to the shield, Mind Trap (Sap) the guard and turn the shield off. With the bonus quest, while not compelled against that strategy, I'll be more inclined to experience the content they've placed there, ie. cutting through a number of guards to get to their shield. The same works for Skyrim, normally, seeing a bear makes my little stealth-focused, no-armor ranger go "fuck that shit, I'm giving him a wide berth". With the bear pelts quest though, I won't go out of my way to avoid him, instead fighting, killing and looting the bear, thus experiencing the content (world beasts) the developers put in.
It's in how you use it though. With DB quests, the final thing where you can go around killing random shit (Radiant quests that spawn at the end of questlines) is completely filler and has no point, it's utter useless crap. But if your main quest is to kill a dude, but they'd also think you're really awesome if you cut down every single one of his guard as well, that intertwines with your actual story and then it actually works.