Originally posted by whilan
Heavy use of pets
Most MMos tend to have one or two pet classes here everyone is, and they are highly customizable from anywhere from looks to AI control to types to being able to equip them to the same complexity as your main character. Thus spliting your character into two seperate parts.
I'm not too familiar with the droid concept, so what functionality do they hol other than customisation and story-telling value?
customization of a pet is a pretty big thing, so your basically cutting out 3/4 of what any pet can do. Combat wise they will be identical to pets beyond the fact they can watch out for other party members while in a group, such as if they are a healer type they will attempt (with their AI) to keep the group alive, which may not always be you. One guy said that the AI of the pet did as follows, as a healer they used a regular heal on the most hurt guy but then throw a heal over time on him then went back to the guy tanking the mob and throw a normal heal on him again.
Beyond that though i will dip into customization because it's quite extensive, first off you can almost completely customize their looks, you can change their hair style the color skin they have, andwhat weapons and armors they hold.
In the tatics end they will have similar to tatics found in Dragon age origin allowing you to further customize the pets. Plus you can get kits which will change their role meaning that you can change them from say a healer to a tank or a Range DPS or whatever else the kits will allow.
Are we talking about Companions here? Well lol because I never thought people would call them pets. I thought you were talking about the droids that follow you around.
Well what you call driods some call companions and i for ease of use and reference called pets. all three are really the same thing, just the reason people call it companions is becuase they are 1. Highly more customizable then pets. They react to what is going on in dialogue more then pets do. So they tend to be refered as companions such as you could call a car a bycicle but then it really wouldn't be doing it justice, true it has wheels and will get you there, just one has more features enough to warrant a name change. But companion <> driod <> Pets they are all the same thing really.
multiplayer dialog, to my knowledge this is an innovation but people are free to correct me if they've run into this before. But allowing a person to affect someone elses quest via dialog seems a pretty big depature from how normal MMOs do it where you can either do the quest and complete your own or help someone else do theres but the interaction stops when they go to turn in the quest, not so here, group interaction is not only allowed but encouraged as you get rewarded for doing group dialog and interacting in others quests.
They don't 'make' the choice for you, because group dialogue is only when you are in flashpoint or in operations. The multiplayer dialogue simply sets the path for THAT flashpoint, you can always run it again for a different choice, and you will still get your alignment point based on the attempted choice you made.
Multiplayer dialogue happens in solo quests, group quests, world arcs, and flashpoints, the only places multiplayer dialogue does not occur are in, raids, personal story (for obvious reasons) and bonus quests (becuase theres no npc to pick up from nor turn in to. it's all automatic) and PvP for again..obvious reasons, Flashpoints are repeatable, but solo quests, group quests, and world arcs are not. So Multiplayer dialogue happens. it was specifically asked what happens if i'm on a quest and someone else makes a decision in that quest i didn't want. Bioware answers..well thats what happens when you interact with other people, things like that can happen.
How can you have multiplayer dialogue in solo quest? Aren't you suppose to solo? :P
Anyways, not trying to judge you here, but could you just provide an example of multiplayer dialogue outside flashpoints? I have never heard there were going to be multiplayer dialogue outside group instances. Also I specifically remember that Bioware said even tho one choice wil be made in flashpoints, you will still get light/dark side points for the dialogue option YOU choose, and you can repeat the instance to see what happen if other choices are selected.
Sure thing, heres a really good depicition of it that is somewhat recent, back at Pax East i believe,
At around 3:35 he says since the operative is on the same mission he invites her to a group this will make the mission easier for both of them.
Then jump forward to aout 6:10 and you'll see the dialogue start, notice first the operative talks and is apparently going lightside while the sith (the primary controlled character by the dev) goes dark sided.
Now wether this is a group or solo mission i don't know but it appears with the amount of mobs that it was intended for less people as two just basically bashed through it.
Some clarification on story choices: On your personal class story quests only your dialogue choices matter, even if grouped. Outside of Class Story instances, we have World Quests, Flashpoints and Heroic Quests. In those, if grouped, your choices will be dictated by the decision the group makes. - Bioware
This quote is from the feature list. showing that the choices dicated by the group make the turns in the quest, true you get rewarded (as per the video i linked shows) for what your intention were, meaning that if you wanted to save the guy, you get lightsided points but because the guy who won the roll decided to kill him, hes still dead in your quest, you just got light sided points for what you wanted to have happen. I'll freely admit that i'm not entirely sure on if you can affect other peoples quests if you don't have them yourself but there is clear evidence that when you do and are on the same step that you can.
No loading for instances: When you do eventually enter a instance in the game there is a green barrier which indicates an instance, this is completely instantanious and does not require loading, so you can go into your instance do what you want walk backwards walk forward enter someone elses instance, do their thing then back up and walk forward back into your instance all without ever hitting one loading screen...ever.
I've never heard of this? They probably play a cutscene as a loading screen substitute. Funny I've heard Blade and Soul have this feature instead.
When you switch between planets and flashpoints you will either see a loading screen or a movie of your ship granted, what i'm talking about here is specifically the no loading green barriers, you can see this in one of the playthroughs i think in Pax East, they walk into an instance of a cave to talk to a sith and burn a banner. Thats an instance and you never loaded to go into it. I feel the majority of the instances will be this way. With the occasional loading for a flashpoint or such
Well we'll just have to play the game to see that.
We actually have a direct example of this sort of thing, i'll link the TB one as that one shows you unhindered.
At about 3:52 you see the green barrier. That is what i'm talking about. He is in an instance of his own and jumps out of it into the main world, no loading, no stopping.
Cheoregraphed combat: This one might be cosmetic but most games have you just swinging away as if you were swining at air. EQ2 was the biggest offender i've ever seen of this where you have literal gap where you can clearly see that not only are they not synced with each other but not even close but still hitting each other. In this game you can actually clash swords which makes things more beliveable.
The problem with this is that, with its traditional MMO style combat, where most people are actually focusing on the interface for cooldowns and the numberious amount of hotkey bars. They don't actually look at the combat, so maybe, just maybe, this won't change anything, since not many people are actually looking at it, a big flaw in what MMO combat does to games, interface grind.
What people focus on is not the center of this, it's doing things differently. and i've not run into an MMO personally where the swords clash with each other and player characters moving their hands and weapons around to on purposely block a blaster bolt from behind.
Well to me, doing something differently for the sake of it is pointless to me, I just hope they can design the skill system to make it so players will actually have to look at the ingame environment to play, instead of focusing on dishing out hte fastest rotation.
Well they do have destructable enviros (like boxes), but i know myself once i know my skills and how long they take to regenerate, which in this game doesn't seem like that long that i pay attention to what is going on in game moreso then out, i'm turning my camera to see where things are walking so i can move the mobs to a safer location, getting them near places. you have to remember that you can push mobs (not knock them down, actually push them across the terrian. You can knock them as well as other players (as per Daniel erickson) into pits or next to explosives then blow that explosive up. But regardless whether one thinks things are pointless others may not. One guy a while ago brought up combat in MMOs and how rediculous it is that they don't interact with each other, He pointed out that EQ2 was the biggest offender of this when you can see space between a character, enough that the sword hits air but still manage to hit the mob. I suppose this is down to taste if you think it's important but they aren't doing it just for the sake of doing something differently. They feel that there is a point, that it makes combat feel more realisitc if when you are suppose to block that you actually do.