animehermit said:
Starke said:
God, I'd forgotten about the heroics. If you're going to try to sell that game to someone, never mention those fucking things again. "Yes, lets' randomly give the mobs you've been fighting for the past hour and a half three times their normal hit points, and ramp up their damage so that they can focus fire and drop individual players faster than a team of the recommended size can drop one. That'll be wonderful.
So your main issue with heroics is that they're too hard for you? What, did you play wow too much and didn't expect any challenge? By the way, heroics are 100% optional.
I love heroics, I love how Bioware just flat out said, NO you can't solo this, you need other people, and if you try to solo it, you die. Reminds me of vanilla wow in that sense, before wow removed all of its group content from the leveling process.
Hard? No. Pointless? Yeah. Team up to do this one thing, then splinter off again? Brilliant!
As you've pointed out they're all optional, which, I guess, makes them less annoying than the group quests in LOTRO, but the thing is, there isn't a reason to do the Heroics. It's substantially more effort for a piece of gear that is about on par for the next level's missions.
animehermit said:
As to flashpoints, there's what? Six in the game per class? They're a neat idea, but my experience was people pugged them and scattered afterwards.
There's one flashpoint just about every 5 levels or so, so no, more than 6. Hell they just added another one in 1.1.
Which pegs the number at 10 or 11 per faction in the ENTIRE game. I'm sorry, if you want to pretend that they're a major part of the content, then it might help if more than 2% of your content is geared towards that.
On the whole only about 5% (AT MOST) of the PvE content is geared towards team play, the rest is just a single player RPG with rent.
animehermit said:
Which is, of course WoW, not TOR. Most MMOs, drop quest items for everyone in the party. Why WoW is still clinging to separate collection quests is anyone's guess. It certainly doesn't make TOR look any better for working on one of the glaring problems with WoW and then solving it in the least efficient means possible. You know how STO handles quest items? There are none. None, ever. If you're carrying around some doodad that's supposed to be part of a quest line it's not in your inventory. If there's ever a mission objective to destroy X ships, it's not hidden under, collect X macguffins, you're told what you'll actually need to do. Unlike, you know, TOR, which has the same, kill X Ys and take their Zs, where 1 in 3 actually has a Z, even though it's their goddamn spleen.
I went with the wow comparison because it's what I know, and it's a glaring problem with the leveling process of WoW. That's all fine and dandy for STO, it's real shame that game is fucking awful and waste of it's IP.
Nearly anything Star Trek is an awful waste of it's own IP. With a handful of exceptions there hasn't been something really. I'm not sure there's been a good Trek Video game since Raven was involved in developing them.
animehermit said:
Also: TORs drops are very close to 100% per mob, for the record. If it's something common on the enemy it'll be a common drop when you kill them.
Which again, great, they learned one thing from WoW, that doesn't mean that there aren't games from sane developers who realized cloning WoW was a bad idea. That doesn't mean there aren't
much better ways to do this.
I'm sorry, if I want to go around knocking off random mobs looking for parts to a tool kit, I'd rather be playing borderlands, at least there, there'd be some psychotic humor and some actually enjoyable combat.
animehermit said:
Which tells me one thing and makes me suspect another, first you don't play many MMOs, and I'm seriously starting to doubt you ever played WoW, or if you did you never figured out how to actually play the game.
I played wow for the better part of 4 years. I quit after cata dropped because it wasn't what blizzard said it would be.
if you're doubting me:
http://www.wow-heroes.com/character/us/Anvilmar/Gallant/
that's my main from the end of BC through all of Wrath.
Which of course tells me you're persistent, not that you're skilled. Funny thing, even bits like /played don't really tell you how good a player is, anyone who's gotten into an endgame raid with a pug in ANY MMO can tell you that.
animehermit said:
As to the class quests? If the point is to generate diversity in your party, it fails pretty egregiously. What it does is actively discourage forming large persistent parties. It effectively caps the party size at 2 for the two starting planets, if you have three friends and you're going through one of the opening planets, someone's shit out of luck. If you're on a later planet and you have only one player who actually has a jedi at level, you're shit out of luck. If you do go with your buddy, you're subjected to a passive cutscene where you can't do anything and the best you can do is go to the kitchen to make a sandwich, and hope your buddy isn't doing the exact same thing.
you could roll with more than two people, there's nothing stopping you from doing so, just do the story parts of turning in and picking up quests alone, then pop out and do them with the rest of the group, nothing stopping you. Or alternatively, have that 3rd person roll something in a different starting zone and at level 10 group up to do a flashpoint, it doesn't take that long. I leveled with a smuggler on my Jedi Knight through all of Coruscant and she got to see my story and I got to see hers, it was actually a lot of fun as I got to got to see a preview of the smuggler story and she got to see the knight's. Inspired me to roll a smuggler and her to roll a knight later on.
That's great for you. The problem is, and think about this, I know it hurts, but try think about this: If you're in a group with players you don't know. Going into an instance where they
cannot follow you, is effectively leaving the group. This is particularly true of instances, like with the Jedi Council scene where the player flat out vanishes from the game for the duration of the cutscene. What's more, with PUGs, you're basically assured that the PUG cannot survive the class quests. Players splinter off to do their own thing. And they
can come back together, but they're less likely to. This is where the game sabotages team play. When I was gaming with my GF, we were in the same room, so that's not a normal situation, and I could hear and see the stuff going on on her screen. But if a member of the team vanishes into one of these instances and
no one else can see what's going on in there, it does fracture a group.
Again, the focus is
not on team play. You want to find an MMO focused around team play, look at games where the classes cannot fill multiple roles at once. Where as with TOR, the party dynamics are... well, strange.
animehermit said:
TOR takes everything we've learned from the last decade of MMOs, and chucks all of it in favor of being another single player RPG from Bioware that you have to pay rent on.
A single player RPG with more multiplayer content than the leading MMORPG, with a better community than the leading MMORPG(in game not on the troll forums). I'm starting to think you haven't played a lot of MMOs if you think TOR is step backwards. It most definitely isn't. The inclusion of personal story, character and overall plot is a serious leap forward for the genre. The fact that you can't seem to see past your own myopic hatred for the game is your own fault I guess.
Considering you're only holding up WoW as the entire MMO market? Yeah, that's helping your credibility. No, WoW is not the most innovative game, something you should know. If you played other MMOs you'd know, probably have noticed, though, apparently not, that other MMOs have taken things which WoW did wrong and tried to fix them. Tried alternate approaches. Tried to figure out some alternative to the old formula. You know what we've learned? Don't copy WoW. You won't be able to survive in the market.
I do play a lot of MMOs, ironically. I don't play a lot to endgame, and I don't maintain active subscriptions to most of them, but I have played a lot of them over the years. TOR isn't anything new. And as Sixcess noted, this isn't a game for MMO players. Any actual MMO player who comes to TOR will immediately see a mediocre game with a Bioware story bolted onto the side of it. It's the people who don't really understand what they're looking at, and don't really like MMOs that are flocking to this. I'm not sure if that's really just the Bioware fans.
Even this review you're responding to kept forgetting it wasn't a single player game. As a single player RPG, maybe it's okay, but as an MMO it's a colossal failure for many reasons.