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8/21/11 1:31:44 PM#61
Originally posted by Kuinn /agree 100% been playing online RP games since the old text muds, the only changes I have seen in DIKU ( look it up kiddies) MMORPG's is the fluff features, the size, the graphics and how well the quests are written etc. EQ1 had 3D graphics and was a step up from text muds, WoW took away a lot of the pain of EQ1, LoTRO brought the well written storyline into the genre but in essence they all boil down to the same basic game play. Kill critters so your toon becomes more powerful so you can kill critters with more HP so you can become more powerful........ad infinitum Just because my new Accura has a steering wheel, brake pedal and 4 round tires does not mean that it is the same as my old car I traded in on it. SWOTOR wil probably be my next game, whether it will be a long term love affair or a one night stand yet remains to be seen |
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8/21/11 1:51:02 PM#62
I so laugh at thoser hanging around with a SWTOR signature.They are already in the star wars universe . |
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8/21/11 2:13:18 PM#63
Originally posted by musicmann I'm not here to bash or support one game over there other. I'm extremely excited for both TOR and GW2. But what you said is completely incorrect. I'm not sure if you know how the underwater combat system works, but with World of Warcraft, it's literally just taking your character into the water with the same land based skills. 2D AoE effects look really stupid underwater, and operate even dumber. You can still freely swing hammers and swords underwater which is not plausible, logically. Of course, it's fantasy~ so no one really minds, all too much, firebolts sailing through the middle of the sea? Sure, they'll tolerate it but it's a really immersion breaker to a lot of people. Which is why there's not a whole lot of underwater content in World of Warcraft, that is, not until Cataclysym with Vashj'ir/Thousand Needles which at least showed the potential for cool underwater environments. Movement was really slow so they added the buff sea legs, and an underwater mount for certain areas only. But still, shoehorning land based combat underwater does not work. It's a lesser experience entirely. With Guild Wars 2, the developers went to a lot of extent to make underwater combat not only a different experience, but an enjoyable one. A nice change of pace from the normal system. While underwater, you'll never encounter a breath meter until you're in your "drowned" state. Everyone's automatically equipped with an aqua-breather. Your ENTIRE skillbar changes to accomadate skills that not only make sense underwater, but are FUN underwater. Skills that make full use of a 3 dimensional environment. It wouldn't make sense if those Guardian symbols you normally casted on the ground as AoE were floating in the middle of the water, flat. So they get columns and spheres of AoE effects. You can use skills that will snare your foe by forcing them to rise to the surface, or dragging them down into the depths. Example: Elementalist traps enemy in a bubble and they begin to rise. Necromancer ties a tombstone to their ankle, causing them to sink. The weapons you get make sense, tridents, harpoon guns, and spears, and they're weapons you don't get to use above water. Rangers can have purely aquatic pets. Yes, Rangers can have shark pets! Even ENEMY attacks and movement change from land to underwater if they're amphibious. Skills are designed to generally be fun to use too, like Engineers can place sea mines around them or shoot large fish nets to snare foes and Elementalists, instead of casting fire bolts, can boil entire areas of water and burn their foes that way. And a LARGE amount of content for Guild Wars 2 is underwater. Not just one zone, but throughout the game there's large amounts of content underwater that isn't just for "some quests". There's races, and cities underwater that can even be pertinent to your character's personal storyline. There's dynamic events and world bosses underwater. I mean, it's hardly comparable to WoW or any other game that I'm aware of. Many, many leagues beyond them, too. I'm not sure how you can even say that and expect people to take you seriously
I could also comment on how you dumbed down dynamic events, associating them with Rift and WAR though GW2 can be easily discerned as being in a different league entirely but this post is long enough. It also makes you look like a troll to discredit one of the larger features of GW2 the way you did.
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8/21/11 2:47:18 PM#64
Originally posted by Serelisk Exactly thay have improved somethinng that others have done before exactly as people say about the things Tor have done, cant understand why you cant imagen people would do the same comparison with Gw 2 the game you seem to prefer |
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8/21/11 5:55:57 PM#65
Originally posted by Lokberg The point he is making is that after a certain point when you change something so much it ceases to be similar to what you started with an instead becomes new. And with underwater combat in GW2 I can assure you it is indeed new. |
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catlana
Apprentice Member
Joined: 11/18/08
Playing Rift, ToR, PoE |
8/21/11 6:14:12 PM#66
Originally posted by Jackdog Yeah, the immunity bar affecting all forms of CC is of far more interest to me than going SCUBA driving in a MMO. The person that listed this as not being important must not be a competitive pvp player. I agree with LoTRO having a very well done storyline. SWToR will be interesting when the game opens. |
Originally posted by Zezda I'm thankful for your opinon on these things and i'm going to look further into these features to see if they are standards for MMO. The big thing to remember in this thread is it's not saying done differently to all games, or that it's not a feature we see commonly in single player games. It's a list of things we don't normally see (different from the standard) in MMOs. Thats the big thing to keep in mind. Are these features things we normally see in MMOs or are they done differentily or new enough to be set out on their own. Such things that would fall into the normally seen in MMos. Trinity, click to move/wasd movement, quests/rewards, levels, spells/ability bar, maps, Monsters dropping loot, NPCs, mobs, autoattack and things of that nature. Things that you can point out and say, yeah thats pretty much standard to MMOs. One or two games, even big ones does not make it a standard to MMOs, Saying things like Aion did it, remove it from the list won't remove it (not the the poster i'm quoting is saying remove it from the list). It's not a list of items that have never been done before in anyway. These are things that are done in a different way or haven't been done enough to become a standard to MMOs. One example of how it does it differently is you might be able to share a quest in another game but that gives you the quest as well (assuming you are able) that means now you and him have the same quest and you both can kill the same mobs and get credit for it. But at the end of the day it's the same as if you had taken the quest from the NPC yourself, you just cut him out. Whereas here using the hologram system does not give you the quest, it just adds you and your responses to that other person quest playout, You still have to do the quest yourself and the outcomes of his quest does not reflect your own. The turn in part is debatable and i'll put it under my list of things to look into wether that particular part stays on the list. |
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8/22/11 4:44:23 AM#68
Originally posted by Chilliesauce Aas i said, there is no need to argue since there is nothing really drastically different in TOR. It's a solid, casual themepark MMO with voice overs, but since you replied: Limited how? They are actually more complex than the ones in TOR (sans the excuse for a real crafting system by pretending your companions craft for you). FFXI companions have their own quests, plenty of them. They can be completely customized and they level up and learn abilities. It's a full "mini expansion" that could keep you busy for 50 hours or more just to finish all quests, equipment unlocks, AI options and reaching max level. Thats already half of the "supposed playtime" of TOR. *They add more to it almost every 3 months on the major updates. |
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8/22/11 4:59:53 AM#69
Originally posted by taus01 Thanks for confirming to what i was trying to say. TOR took the FFXI companion feature and improved on it and added more features to it. Just like GW2 took the underwater combat and made it even more interesting. That is the whole purpose of this topic. So i have no idea why you keep trying to tell us that FFXI pet system was better. Your likes or dislikes are subjective but you can not deny the new features and improvements made by SWTOR to an already existing pet system. Pets in Swtor influence your crafting, they offer you quest, they can betray you if you are not nice to them, you can influence your companions in switching sides, new dialog options as you explore new areas with your companions. So yeah plenty of new things for MMO pet system. Now if you are too stubborn to see it, that is your problem not mine. |
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8/22/11 5:06:40 AM#70
Originally posted by Chilliesauce Enlighten me as to the features TOR adds and how my post confirmed anything? Also, what is this already existing pet system you talk about? Companions are completely different to the Pet system in FFXI. I guess TOR is a step backwards then. You can have a pet and a companion (given you leveld a pet job and set it as main or sub) Wait, nevermind. You just keep riding the TOR hype wave, i will see what it is like once it is released and decide if it's worth my money. |
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8/22/11 5:10:07 AM#71
Originally posted by taus01 I just edited my post but i will repeat it again. Pets in Swtor influence your crafting, they offer you quest, they can betray you if you are not nice to them, you can influence your companions in switching sides, new dialog options as you explore new areas with your companions. So all that on top of already existing pet feature. Also if companions are really different from Pet system in FFXI why even make a comparison in first place? and yes please do that. Wait for realase before you start making un necessary comments. |
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8/22/11 5:10:47 AM#72
Originally posted by Chilliesauce Didn't they just take their companion feature from their already established KOTOR series and just expand it to fit the MMO experience? Haven't heard that TOR took FFXI's companion feature (which I know nothing of) into question before, and Bioware has done quite well in their companions for over 10 years now. |
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8/22/11 5:14:04 AM#73
Originally posted by eluldor I am just trying to indulge him. Even if we say TOR took pet system from FFXI, (even though their companion system is extension of KOTOR), one can not deny the improvements and new features added by Bioware. But since there is always a game or MMO which has done it before, someone is bound to barge in with teeth grinding and tell you 'nothing special it has been done before'. |
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8/22/11 6:23:10 AM#74
I don't really see SWTOR as "doing things differently", as I do "bringing things together". All that you've mentioned has been done before (except fully voiced, which I can't wait to experience), but they're bringing all these things together, which, IMHO, I believe will be their key to success. |
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8/22/11 6:25:36 AM#75
P.S. Simpsons did it! |
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8/22/11 6:29:20 AM#76
Originally posted by Kuinn
If anything this is a major selling point that SW:TOR has going for it. The world of Star Wars is well defined and there's plenty of variety to break the same-old same-old feeling of starting a new fantasy RPG. |
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8/28/11 3:09:30 PM#77
Originally posted by whilan With the continuous debate over that SWTOR isn't doing things differently and the claim of some that SWTOR is practically the same as WoW, I decided to highlight the distinctions in the post above.
Some additions and remarks: - tanks protecting skills aren't useless in PvP, you'll be able to protect your teammates and mitigate damage to them by the use of shielding assist skills. - larger flexibility in team formation, if a team member is lacking for a 4-man group, a Companion can fill in the empty spot and pick up any role. Furthermore, each class is able to fulfill several roles, those 2 elements make it easier to realise fully effective groups with combining various classes than in other MMO's. - there is offline crafting much like EVE has offline skill leveling, and you can do other activities while crafting is happening. You are more crafting team leader or project manager, managing crafting/Crew Mission progress, than the guy who is doing it. - Also, SWTOR's crafting/harvesting system is more expansive than regular MMO crafting, its Crew Skills system contains more than just crafting and harvesting professions. - via crafting it is possible in SWTOR to upgrade your gear, up to the point that you could wear L15 armor that's as good and effective as L50 gear. - branched questing: your decisions have effect on later, other quests and dialogues, so your questing experience can be different based upon the quest choices you made earlier ingame - Legacy system - different types of PvP minigames, like siege/assault mode and sports/gladiator type (Huttball) - Your Companion can do gathering in the field for you, be sent to town to sell off your excess loot (a la Torchlight), and have different skillsets and roles by changing AI kits - player ships: a command center from where you travel to other worlds and where crafting can be done, a moveable player house that's more effectively integrated in the overall gameplay than player houses are in other MMO's
As far as I see it, SWTOR's most rigorous changes and distinctive features are its full questing makeover, the Crew Skills that are different from regular crafting and its integrated Companion system. Those are the features that are a clear difference from other MMO's. All the other distinctions are smaller, nice-to-have changes and smaller improvements upon existing features. Sure, for people who are fed up with themepark MMO's and dislike the whole genre, all themepark MMO's are the same, the differences between one and the other are meaningless to them. But that doesn't mean that, within the themepark design school, MMO's aren't different from eachother with their own distinctions and particular flavor of gameplay. As the list above shows, SWTOR is its own brand and execution of themepark MMO gameplay. The ACTUAL size of MMORPG worlds: a comparison list between MMO's |
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9/13/11 3:48:52 AM#78
I thought this thread deserved a bump since the question about the differences in SWTOR with other themepark MMO's (like WoW) keeps popping up.
/bump The ACTUAL size of MMORPG worlds: a comparison list between MMO's |
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9/13/11 3:53:32 AM#79
Originally posted by SanHor I've read this thread longer than I needed to. Only to come back to this reply and agree 100%. What gets me is the wordering for the crowd control resist by the OP. Apparently the phrase "diminishing returns" never entered his RPG vocab. Look, I'm sure it'll be a fine game. But telling the story behind why you need to go from hub A to point B and kill X amount of C is the only real differently being done here. I used to play MMOs like you, but then I took an arrow to the knee. |
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Corehaven
Novice Member
Joined: 7/27/11
I swear by my pretty floral bonnet, I will end you. |
9/13/11 4:08:07 AM#80
Originally posted by whilan
Yea seems different. Think you have a point there.
And it would be really helpful to the point if when Bioware was asked if the game was like WoW or played like WoW they might say something like:
" The game will be comparison worthy. But no, we've made our own game. We're proud of it, and we've put a plethora of unique mechanics into Swtor. World of Warcraft is a fine game, but we've made something unique, and we're excited for fans to experience it. "
NOT : " Anyone who strays too far from the WoW Rulebook is being stupid. "
Not a direct quote but close enough. If the Devs would stop comparing it to WoW and instead own their game as their own vision then the community in general might stop making WoW comparisons as often. Even if the game is similar in game play to WoW its not like they stole the WoW engine. They had to create every bit of this themselves. They should OWN it.
Bioware, never say the word WoW again and you'll be fine. I promise. But shut up about WoW. Own your own game. |