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Been there, done that basically. It's exactly like wow, but with a more single player feel.
The game felt nothing like wow to me. Grouped with my friend all weekend and had a blast. We duo'd the first flashpoint with our companions. Can't wait for release!!!
Been there, done that basically. It's exactly like wow, but with a more single player feel.
Haters going to hate. I've played wow and I did not see any elfs, druids or anything else wow has in it in swtor. Wow has boring text quests that you just accept and pickup while swtor had a story that can pull you in. The companion system adds another level to me. Just my opinion.
Don't worry, you'll be spacebar'ing the voiceovers by level 20-25 if that and never want to listen again. A skin of spaceships does not mean it isn't boring WOW-esque gameplay. Companions are glorified pets... /care. I've been a tester since a mid-2010 beta phase and then full-time since mid-year 2011.
1. How different can they make the MMO?
A ton of people are expecting all these new mmos to be different, what difference are you really going to make at this point? I'm all for innovation and new gameplay mechanics but its an MMORPG. There will be grinding, quests, instances (flashpoints), repetition, etc. You can try to do what EVE or Planetside 2 are doing in terms of leveling and such I suppose. You could try a MMOFPS like Tabula Rasa I guess, that went well....
2. If you're a developer, trying to make it in this world why try something risky when you've got a proven successful formula to make money?
1. How different can they make the MMO?
A ton of people are expecting all these new mmos to be different, what difference are you really going to make at this point? I'm all for innovation and new gameplay mechanics but its an MMORPG. There will be grinding, quests, instances (flashpoints), repetition, etc. You can try to do what EVE or Planetside 2 are doing in terms of leveling and such I suppose. You could try a MMOFPS like Tabula Rasa I guess, that went well....
2. If you're a developer, trying to make it in this world why try something risky when you've got a proven successful formula to make money?
"Why not just be a gaming idealist? Be different it for the sake of gaming!"
I'm sure their investors would be all over that. The WoW formula is successful no matter how much we all hate it. It worked. If you're making a game today and tell your investors that you're going into the MMO market to compete with WoW and you want to try to do something "different" they will probably ask you, "Well how has different gone in the past in this market" at which point you run from the room laughing hysterically.
If GW2 is crazy different and successful I'll be as happy as the rest of you. Rewind a year though and see how similar the hopes were for SWTOR. Just throwing it out there.
Don't worry, you'll be spacebar'ing the voiceovers by level 20-25 if that and never want to listen again. A skin of spaceships does not mean it isn't boring WOW-esque gameplay. Companions are glorified pets... /care. I've been a tester since a mid-2010 beta phase and then full-time since mid-year 2011.
DAOC, Shadowbane, EQ1, etc. were much more in-depth and different than these modern themeparks and quite successful for their times
Coudl you imagine a Star Wars mmo that featured melee combat at least on part with Jedi Knight, if not better (IE severance style melee combat), fps combat that feels as fluid/well done as Battlefield 3, with vehicles that are as well done as Rogue squadron and the X-wing series with full space battles an dthings?
That is a Star wars game that people would have played for the gameplay alone, on top of Bioware being able to put in their Mass Effect style character depth, story, voice acting, etc.
Instead of taking what THEY themselves have learned with single player rpgs, they instead just said "It's an mmo, lets take the same basic generic EQ formula like WoW did and just run with it."
It's just not fun to play a Jedi Knight, and be STATIONARY spamming away your special abilities over and over with no ability to be dodging, blocking attacks, throwing your lightsaber (and actually having to AIM where you want it to hit), etc.
I've been in since April and I love it. I think it's the best MMO I've ever played and I think it feels very Star Warsy.
I assume ppl who say WoW in Space are simply tired of the genre as a whole, because complaining that an MMO has MMO gameplay is pretty silly.
For their times.
Back before people realized it isn't okay for everything to be contested and require 80 people to kill.
Those days of MMO gameplay are gone and they are never going to return. The audience is different now and they won't put up with games where you can't progress without a handbuilt holy trinity group around you 24/7.
Also I wouldn't really call Shadowbane or DAoC successful tbh, they didn't last near as long as EQ, EQ2 and WoW have lasted.
Um, no.
Battlefield servers can barely handle 64v64 and you're talking about a MMO with Battlefield gameplay with thousands of people in a persistent world and then on top of that you also want to tack on a full rogue squadron/x-wing type space combat sim?
As if.
I'm talking about actual combat and fludity. It's VERY possible to have an mmo fps. WWII online, Planetside, Heck Mag.
I'm not asking for allt he envirnomental destruction and high end graphics of BF3, but the fludity of the shooting/guns, etc.
Take that kind of gameplay/design for the shooting, throw in melee combat with the jedi knight/severance style, and then have the air vehicles that control as good as rogue squadron/x-wing.
That's what the dream star wars mmo would be for me, an dit IS possible.
Also don't kid yourself, almost all mmo's these days aren't true open worlds, they make use of heavy instancing so that the actual zone you are in will hold a couple hundred people max, it's not a full 2-3k populated world like mmo's use dto be. So having a zone with 200'ish people able to have full fledged combat? That is ENTIRELY possible these days, look at Joint ops and the other mmofps I mentioned.
So your talking about a mmo fps kind of like tabula rasa. You see how well that game turned out
This is a Star Wars game with Bioware style character depth, story and voice acting set in a persistent MMO world. I've leveled to 50 nine or ten times in beta now and it's immersive and fun every time even if you're playing the same story.
The combat animations are great and the combat feels Star Warsy to me, as Star Warsy as you can get in an MMO. In fact when you're fighting NPCs with sabers or vibrostaffs/swords they will literally block your attack with their saber. The combat feels much more engaging than in other MMOs where the animations between player and NPC never interact.
You're expecting these huge revolutionary changes that 1) aren't feasible in the genre and 2) would be a huge monetary risk.
So many MMOs have come and gone taking these huge gameplay risks only to be complete and utter failures. First person combat? Fail. Skill based twitch gameplay? Fail. Hardcore group oriented 100 hours a week to progresss? Fail.
Bioware isn't stupid. They took a winning formula and added their own spin. That is how you succeed. WoW copied EQ and fixed some of it's problems, added a couple of things and put the Blizzard spin on it.
TOR copies WoW and fixed some of it's problems, added a couple of things and put the Bioware spin on it.
It's fun, it's immersive, it totally feels like Star Wars and that is the most you could ask out of a KOTOR MMO~
Maybe it turned out that way cause it wasn't that fun? You even play it?
Why is it that all new MMORPGs are always measured (even before they are released) in how similar they are to WoW?
One answer, "too similar to WoW" comes to mind, because who still wants to play that?. It also means your average MMO gamer will eventually go crawling back to WoW anyways, especially if the new game is deemed incomplete or unpolished; or won't want to waste their time (Why start all over there when I can already play WoW?)
In earlier years, I never felt as though one MMO was similar to another. Not once did I find AO similar to DAOC, or SWG similar to either of those. They all felt fresh and very different than any previous MMO I had played, and there was never any feeling that the game was designed specifically to appeal to a sudden market boom focused around another competing game.
If they call it an MMO and you pay a subscription and then need ai " companions" to run around instanced flashpoints, um, I pass.
<dumb, but what are instances?
I've been playing for like2 months and hear it referred to, but have no idea what an "instance" is referring to.
Why is it that all new MMORPGs are always measured (even before they are released) in how similar they are to WoW?
One answer, "too similar to WoW" comes to mind, because who still wants to play that?. It also means your average MMO gamer will eventually go crawling back to WoW anyways, especially if the new game is deemed incomplete or unpolished; or won't want to waste their time (Why start all over there when I can already play WoW?)
In earlier years, I never felt as though one MMO was similar to another. Not once did I find AO similar to DAOC, or SWG similar to either of those. They all felt fresh and very different than any previous MMO I had played, and there was never any feeling that the game was designed specifically to appeal to a sudden market boom focused around another competing game.
<dumb, but what are instances?
I've been playing for like2 months and hear it referred to, but have no idea what an "instance" is referring to.
<dumb, but what are instances?
I've been playing for like2 months and hear it referred to, but have no idea what an "instance" is referring to.
It means multiple copies of a zone. Population limits are unrelated.Instances refer to parts of the world (be it zones, dungeons, etc) where the game only allows a finite number of people.
Instances can be used in a variety of ways. From large instances/hubs (IE Guild Wars cities, EQ2 zones) to small closed instances where it's merely for you/your group, such as dungeons/raids.
That means that in that instance, only you and your group exist, there's no other real players besides your group that can be there.
Instancing is being over-done in many mmo's, to the point they are using it for the actual world (EQ2), where all the zones within taht world as merely instances.
This can lead to mmo's that feel disconnected, and not part of a huge "World" like older ones felt, such as EQ.
It also has some advantages, being that developers can instance dungeons and other things to make it more story-focused, whereas without the instance you'd have other people running in, mesing things up for your group and the story couldn't be built around your group (or just you if you are solo).
It means multiple copies of a zone. Population limits are unrelated.![]()
Trinity is needed even in wow and tor so not sure of your point there.
What you talk describe is game design. Instancing means a copy of a zone. What makes one is individualized by game. Whether it is auto triggered by pop caps, a group entering, or set times, an instance on its own simply means a zone copy by definition.Actually, no. Population limit is extremely important, that is one fo the main reasons developers use instancing these days on non-dungeon area's.
EQ2 for example, will create new zone instances once it reaches the population cap for that zone instance.
having too many people in one area is one of the main reasons instances were created, to lessen the server load and allow the population to be handled by another server.
If there was no population to tell the server when to load x player into y zone, the whole system would fall apart. and be meaningless.
Not really possible with 8 ACs and multiple roles per AC.
Not really possible with 8 ACs and multiple roles per AC.
You still need one to absorb damage, one to kill, one to keep the group alive. What a given toon can spec for means nothing regarding Trinity design.![]()
Be interesting to see how the group dynamics work out. It certainly seemed more fluid than your typical MMO combat experience of having a tank,dps, healer.
Be interesting to see how the group dynamics work out. It certainly seemed more fluid than your typical MMO combat experience of having a tank,dps, healer.