The game felt pretty solid, and the voice work and various cinematics were excellent. I was a bit surprised that the graphics were not a significant jump over WoW. Obviously they aren’t the whole watercolor/technicolor style of WoW, but it seemed relatively ‘flat’ like WoW is (ie., the art is in the textures, not in the polygon meshes). The clipping of the cyborg face parts into the face on my toon drove me nuts though. Make the metal part of the texture, not an extra object!

I didn’t play terribly far in, so I can’t truly judge the game beyond a cursory level. However, from what I could determine: If you love the playstyle of WoW, but are simply tired of WoW itself (and have no interest in the next expansion), then SWTOR might fit the bill. “Same” game, different universe.

Personally, I’m NOT as down and out about WoW as many seem to be. Have played it for years, have an excellent guild, dwarves, and there was nothing different enough about TOR to make me give that up. Toss in the free Diablo3 with the annual pass deal, and well, there you go. In fact, as I was playing it I was a bit disappointed that it was an MMO - I would have definitely played it as a single-player RPG.

Some of it comes down to setting for me as well. I realized quite quickly that I greatly prefer fantasy to sci-fi for this style of MMO. That said, had SWTOR been a game like EVE, Homeworld, or TIE Fighter? Different story.

First off, I’m a fairly casual gamer. I used to lead a raid guild in WoW, but now days I won’t touch anything that doesn’t have a pause button.

That being said, I had a very good time playing the quests. Its kind of like KOTOR in a multiplayer setting, but… watered down is not the right word here… to fit as an MMO. Instead of a party, you get yourself and a companion, and your friends. The party interaction is where it becomes an evolution of the MMO genre.

For non-story quests, everyone in your party gets a voice. It’s like playing KOTOR with the conversation dialog, but the game chooses randomly who gets to speak. For example, I was playing as an Imperial Agent and with my sister as a Bounty Hunter. Our characters were talking with someone who just tried to rip us off. I selected something akin to ‘dont let this happen again’, while my sister selected ‘I will kill you’. Computer selected her and she shot the npc in the chest (cinematic style) and he died. I got good points, she got bad points. What those points do, I don’t know. The point being, it was substantially more enjoyable than ‘click accept, check wowhead, go get, turn in’.

Another detail that completely shocked me were the player voices. Both me and my sister (agent and bounty hunter) both selected the same race/sex yet our characters had different voices.

It wasn’t all glamorous though. There were still a good amount of bugs here and there. For example, when playing a story quest with friends, if the ingame cinematic starts with an event other than clicking on the npc (such as walking into the area), other party members would not enter spectator mode. This could be sidestepped a little by canceling the cinematic with ESC and then clicking on the NPC, but that didn’t work all the time. Nor did I feel comfortable that the game would resume properly if I did that. Certainly not game breaking, but it was annoying.

I don’t think there’s any downside in stopping “triggered cutscene” conversation and starting it again with a manual click, it gives exactly the same cutscene/quest results. They’ve been changing some things about group conversations, who can appear on holocommunicators when, etc, which might have been why that didn’t work when it was “triggered.”

The voice acting is class/gender based. Gideon West’s agent voiceover (dunno if it’s been confirmed, Jo Wyatt did female) is awesome.

I loved being a Scoundrel as well. Playing this class is what got me to pre-order. I really enjoyed having healing abilities on top of a fun combat style.

How does the healing work in this game? Is it similar to WoW in the sense that if you’re the healer in a party, you spend 100% of your time healing? I saw a developer video demonstrating group combat where their healer was whacking at stuff with a lightsaber; is incoming damage balanced so you only need to spend a portion of your time playing healthbar whack-a-mole and the rest contributing to the party’s dps?

Tough to comment on that with mostly level 1-15 impressions here. (Which, incidentally, covers some of the above discussion as well. All ranged characters play similarly? Really? From what, levels 1-4?

I didn’t get enough levels to get more than the first heal. Basically, it was on a 2.5s charge that could be reduced some early on in the talent tree. When grouped, I didn’t spend too much time healing but really that’s going to be affected by the skill of the group (my group played pretty smart) and the difficulty of the instance. I only did a couple of the early flashpoints, and they were pretty easy.

@Jason: Not sure who you’re aiming that at. All I said is that they feel much more boring than my melee character.

@MarchHare: limited experience as I only got to 12 and had only one heal, but the one party I was in it it was all equal share damage and heal as needed, which was rarely. However when we got to the boss and he would aggro the biggest DPSer, I (and whoever else had them) supported with heals. Definitely different from a WoW style dedicated healer.

Did enjoy the lowbie “dungeons”. They were easy to get into, were all over the place and easy to find, and were 2-3 rooms max. Lovely on all counts.

Yay, no NDA.

Character classes & companions

I’ve played a number of classes, but the main classes I played were a Republic Powertech (ranged tank) to the mid 20s and a Empire Shadow (stealth, force-using tank) to around the same levels. I’ve also fiddled with some level 40 characters when they were awarded to the beta testers for testing purposes.

I’ve also played a Empire Operative, an Empire Sage, and a Republic Commando.

I usually don’t like tanks that much, and I usually like hybrid characters that can heal. That said, I’ve really enjoyed the tanks in SWTOR. A lot of it depends on the companions you get. The Bounty Hunter (who becomes either a tanky-Powertech or a healing-Mercenary) gets Mako, who is a healer. Once you get an assortment of tanking abilities, you can do quite a bit as a tank with Mako providing heals. The Shadow (and the Assassin, which is the Republic class that’s the same) gets a tanky-type companion first, so there isn’t quite as much synergy between you and your companion.

The Powertech is what’s called a ranged tank, which I guess means he starts tanking from far away. You do get a zipline attack (which pulls an enemy to you) and a jump-over-there attack, so between those two you can easily jump to the mobs, then zip a straggler over to you. He receives a fair assortment of area-affect damage abilities (focusing on flame effects). My Powertech felt powerful, capable, had a ton of tricks, and with a healing character, was almost impossible to take down (this is in PVE, incidentally). The main resource he has to manage is heat - attacks build up heat, and you have to be sure to vent your heat and/or use the default attack, which doesn’t generate heat, in your attack rotation, to keep from overheating (all that happens then is you revert to using the default attack until the heat dissipates). I did not care for the Bounty Hunter story initially, but once I got off the second planet it began developing and I started developing an interest in it. Mako is also a pretty decent companion.

The Shadow/Assassin gets stealth and a double bladed lightsaber, and strangely enough (for a tank that is), a positional attack. This guy is sort of an odd beast. He gets stealth, but he’s not really a rogue, because he’s a hybrid user - for best effect you alternate using your force powers and your melee attacks. They recently lowered the range for the Shadow’s ranged attacks to 10m from 15m, meaning you pretty much need to run up to the mobs to use a force power. And there’s no force leap ability (until you get to around level 30 I believe) so if you’re tanking you have to run up to the mobs and throw out some taunts. They did just in the current patch get an area affect taunt, which is something Shadow tanks have said they need badly. Shadows can operate as just DPS by relying on their companion, who is a tank. The tank can grab the mob’s attention, and you can scoot behind them to kill stuff from the rear. For both the Assassin and the Shadow, you receive an alien hulk companion who speaks through subtitles. Some people don’t like that. The Repubilc companion is also always saying how he’s going to kill you. The Shadow/Assassin is balancing his force energy, as everything you do uses it, so you’re alternating the default melee attack with the force lightning/throw pebbles ability. The Empire Shadow gets a force power that throws a water heater at the enemy (it’s also been described as a car engine…). I found the Empire class storyline pretty drippy, but I thought the Republic one was above average.

I found the Operative/Smuggler a weird character. I think it’s because you start out having to use the cover mechanic - you’re a ranged character. Then at level 10, when you pick Operative/Smuggler, all of a sudden you get a positional knife attack and a heal and stealth - it’s like WTF? The implication is you’re now a melee character, and I found the transition difficult. So I either did one of two things: kept using cover and just healed my companion, and shot a blast now and then, or stealthed in, told my companion to attack, and stood behind the mob and stabbed them in the back. But it took me a while to change over from being a guy who hid behind cover and threw grenades and shot his blaster to a guy who was all of a sudden relying on his vibroknife to kill stuff.

Perhaps one reason I played tanks was because healing is an issue in SWTOR. People coming over from WoW will moan about the lack of things like any sort of mouseover ability, macros, target of target display and decent group and/or raid frames. Healing reminds me of 2004 WoW. You have to click on the group plate or character and hit the heal spell. I was doing this a bunch with one of my companions and I thought “why isn’t his health going up?” Then I realized I had accidentally targeted the enemy, so I was casting heal after heal and nothing was happening. Thanks, game! The one reason people play healers (ur, make that Sage or Sorcerer) is because they are insanely powerful. A Sage/Sorcerer and his tank companion can tackle pretty tough content. When you become a Sage/Sorcerer, those 10 meter spells that the Shadow/Assassin has get a 30m range, your force pool goes up by 500%. Plus these guys get a shield spell which other healers don’t have. I tried a Sorcerer but honestly it was pretty boring standing back casting lightning bolts while my tanky companion killed stuff.

Of the three healing classes, it’s widely accepted that (for now at least) the Sage/Sorcerer is far and away the most powerful. They have the most tools, the biggest resource pool. The Operative/Smuggler is I believe in second place, and the Commando/Mercenary brings up the rear (the one issue I’m aware of with the Commando/Merc is that they don’t have any real tools to handle an emergency heal - if only the tank is taking damage it’s ok but if stuff hits the fan and they have to heal a bunch of people - and their heat builds up too much - they can’t catch up). Of course, all this is subject to change.

The IA’s first companion, Kaliyo - is a ranged tank, and is pretty good. So if you choose Operative, you’ve got the tank-healer thing going again.

The Trooper’s first companion, Aric Jordan - is annoying and is either DPS or a tank. Did I mention he’s annoying?

Of the remaining classes, I personally liked the Trooper class questline (I followed that about level 20), and the Imperial Agent one I thought was good too (again, to around level 20).

Crafting

I’ve played with crafting, having been a Weaponsmith (non-force using weapons), an Armortech (non-force user armor), a Cybertech (force user bracers, boots, earpieces, and droid parts) and a Synthweaver (force user chest and pants pieces).

Your crewmember does the crafting. You can have 3 “crew skills” but only one can be crafting. There are crafting skills, gathering skills and mission skills. Mission skills, like Underworld Trading or Treasure Hunting, provide ways for your companion to get rare crafting components that are otherwise almost impossible to get. So typically you’ll take a crafting skill, a gathering skill, and a mission skill.

You level your crafting skill by making items. You level your gathering skill by using it to harvest stuff in the world, or by rarely going on missions for the chance at rare materials. You level your mission skill by going on missions. Sending a crewmember on a mission costs money and takes time (starting at 2 or 3 minutes for a mission but going on up to 30 minutes or more at the high end). Missions are the big moneysink for crafting.

Crafting follows the Wow model of being resource limited. So you gather resources, and combine them to get an item. One cool aspect is that you can “reverse engineer” the items you make for the chance to discover a better version. So you can make, say, a green quality pair of boots. You RE them and discover a blue quality version that’s like the green version but has an extra stat on it. You can then make a blue version and RE that one and potentially discover a purple version - that would have one more additional stat on it. The stats that get added are random, so you can discover something that’s useful for tanky characters, or for healers, or for general DPS. The downside of this is that the blue quality takes an additional - harder to obtain - (blue quality) ingredient, and the purple version take - you guessed it - an even harder to obtain purple quality extra ingredient. So it’s not like you can pop those suckers out on an assembly line once you discover the recipe.

On my Trooper I had the good fortune of discovering a purple assault rifle for level 14 characters. I believe I used it until I hit 20, as it was quite good.

In addition, when you craft something, you can have an “extra good” result (I forget what it’s called) and the item you make will have what’s called a “modulator slot” on it - this is a place where you can add something called a modulator - which is a little in-game item that confers additional bonuses.

The Game World & Openness

Finally I can respond to the the “closed-in” feel of the worlds argument. In SWTOR the worlds start out very enclosed - the starter worlds are very small and have narrow passages. I agree it gives off a bad vibe. But as you level up, the worlds open up more and more and when you get to a planet like Hoth, in your 40s, it’s wide open. So you’re not always running around on rails.

I enjoy the game world (aside from the starter worlds, which I think are pretty ugly). I especially like Dromund Kass, which is the Republic second world. I find it leaps and bounds better than Coruscant (I get so tired of the endless metal corridors and passages).

I have played about half of the game, but did not feel the same pull. This is probably entirely my fault, I am one of those mmo gamers who skips through the quest text (even in LOTRO, and I love tolkien). Since the old republic semi-forced me to sit through the story in their mmo, I loved it. The voice acting and bioware style of writing and plot development made it for me.

Yes, I’m genuinely interested to see why you didn’t feel enthused by the leveling experience in DDO, which is also generally rated as more fun than the end game by many people who play that

I was primarily replying to Cal’s remark that

Ranged combat is Deadly dull, every ranged char feels the same, and simply wasn’t fun.

Personally I rather liked the tough, mobile shootiness of the Trooper - AOE some guys, mow down some leftovers with white damage, rifle-butt someone with a bit more life, the concentrate on the remaining Strong enemy, to take a typical lowbie encounter. Shooting from cover was a bit more methodical, but I did like the fact that they (somewhat gutsily) chose to make directional cover 100% immune to normal fire; every now and then you can literally survive a fight by cowering behind your rock, depending on how much of the enemy’s damage comes in the form of direct-fire.

I had a bit of the same experience as Charlatan with my Scoundrel - I probably should have powered on and gotten used to the abrupt transition from cover-shooter to squishy-close-range-positional-dps-healer but it was kind of chaotic and I had a ton of other characters I wanted to play. On my agent I just took sniper. It’s a bit of an unexpected dilemma; the DPS characters (Sniper, Gunslinger, Marauder, Sentinel) seem like obvious “less good choices” in the sense that there’s unlikely to be a big demand for pure healers in group play. But by the time you’re making the AC choice you’ve probably had 95% solo missions and 5% group, tops, and (particularly for Agent/Smuggler) it’s tempting to just enhance the soloing power rather than your theoretical group utility.

Healing the companion is probably a very serviceable option but I don’t like giving up the fine encounter control.

This is my opinion completely. I played a Jedi Knight, and the story had me wanting to see what would happen next. Good stuff, in my opinion.

Seems like this is the wall every MMO runs into. I thought Rift was well-done and I enjoyed my 10 free days in it, but by the end of my free trial I felt like I had been playing the game for a couple of months – everything was so familiar by then.

I guess if the story in Old Republic hooks players that will drive them through the game.

Any guess as to how long it will take in hours to get to the level cap in Old Republic?

That’s pretty much how it felt to me. Obviously, some of the mechanics are slightly different, and it has a phenomenally well-produced star wars veneer (the voiceovers, etc, are absolutely top-notch), but my first quests as a Sith sent me into the same tomb with everyone else where I fought through little clumps of guys that ignored me until I attacked (or got verrrry close to 'em), and who respawned shortly after dying.

Yes, I’m simplifying a great deal, but ultimately, it’s the same core game as EQ, DAoC, WoW, etc etc etc. An extremely well-realized version of that, but after logging an embarassing number of hours playing its predecessors, I found myself feeling jaded the first time I went outside and saw fellow Sith whomping low-level critters outside the academy (or whatever building it was).

So, nope, I very much doubt I’ll be buying (unless all my friends pick it up, in which case I might fold and join in), 'cause I’m just burned out on the standard MMO approach regardless of trimmings.

That all said, it’s really well done, looks to be an excellent game, and it’s going to sell like gangbusters.

So any impressions about PvP? Has anyone played any Old Republic battlegrounds, or whatever they are called?

And the space part that people seem to not like, can we skip it?

There’s a bit of a disjunction between the gorgeousness of, say, Korriban, and the fact that there are 30 newbies running around doing Northwind Abbey newbie stuff between you and the scenery; assuming you don’t want to hide everyone in instances (which people don’t like) it kind of goes with the territory.

There’s also the problem of everyone running around with their first companion around L8 or so. Personally, I tended to dismiss mine when I was really just commuting between levels etc. No point in adding to all the visual clutter, and companions lose active group buffs when you use vehicles anyway.

Incidentally, everyone’s 1-hour buff isn’t just a self- or group-buff - you can give it to any friendly player you see. The 4 buffs stacked are nothing to sneer at; unfortunately I only got one back for every 100 or so I gave out. Yay, people.

Space: the sucky frontier.

Yes, the space missions are optional (though the first one, at least, is reasonably easy XP). You pick up space missions from your ship’s terminal, and they are completely optional. There is a separate progression for your space ship, where you can purchase upgrades, so people who want to fiddle with the space portion can.

My impression was that BioWare added the space stuff so people could get a little change of pace. They never intended it to be a full-blown flight simulator or something like Tie Fighter - more like something you do if you only have a few minutes or if you’re killing time waiting for people to show up for a flashpoint.

Anyone have a problem with the bioware site taking your preorder code?

I never buffed anyone back 'cause I was Sith. If they’re not strong enough to survive on their own merits, fuck 'em.