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Star Wars: The Old Republic

Star Wars: The Old Republic 

General Discussion  » Doing things differently. (compiled list of what SW:TOR does differently to the standard MMOs)

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130 posts found
  whilan

Keeper of the Archives

Joined: 1/30/07
Posts: 3099

 
OP  9/21/11 10:44:03 PM#121
Originally posted by xKingdomx
Originally posted by whilan

Duck and cover: yes two classes get this but it's still a new way to do combat.  How it works is that you select an enemy then hit the duck and cover button to roll behind cover. While you are behind cover (provided the cover is high enough) the enemy will basically hit the cover instead of you causing you to take no damage. But if you come out of cover to say...take a shot at the enemy, you are at risk of getting hit yourself. This provides a different way of combat from the straight up tank, the blasting of a mage or the use of invis to get behind the target. Think cops and robbers type thing.

I don't understand why this is class restricted, are Jedis so sort of species that unable to allow themselves to hide behind cover? I hope they can improve in this aspect, because from what I've seen so far, this cover system doesn't play greatly into combat, meaning it doesn't do much to actually deviate from the traditional combat.

I think this is to give each class a different feel, as for the last part, i'm not sure how having to find physical cover (as you'll want this above the self produced one as it gives better defense by making it instead of getting a slice of damage as it passes through the sheild you can remove all damage) and having to time your attacks, keep in mind with no auto attack you can select an attack, so you'll want to time the attacks around your enemy, so that way when your firing your enemy is recharging or on cool down if you will for the next shot. as i stated above, if your behind sufficient cover the shot will actually hit the table and not you, saw this during TB run through of the game, meaning that you decide wether you get hit or not, meaning if you'd prefer not to get hit you only jump out of cover to attack when the enemy (ies) aren't attacking you at that moment. That is a very big difference from hitting an attack button and waiting for rolls as you only get hit when you jump out of cover, not when you fail to make a dodge check.

 

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.

 

 

Questing

This is probably the biggest change and departure and where all the focus/innovation is coming in.

Voice over, as much as people might like to try and deny or say it's a passing phase theres a differnece between just text and voice acting.  Most games have some voice acting and some not, but no game has the level of voice acting this game does.  Thus it's a very big depature on how they do quests.

DCUO's quest are actually all voice acted

True but the amount of VO was kinda small and was really just an overview, the amount of VO is different, plus this falls under the one game does it, does not make it a standard.

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.

Hologram system

This allows you to not only turn in quests remotely but allows you to join in others peoples quest even if your not close but are still on the same planet. Far as i know the way this is implemented with being able to make decisions in others peoples quests without having to actually be there hasn't been done before.

Again, DCUO has actually done the whole "turn in quest remotely", and it was actually great, it makes the story flow forward, instead of having to constnatly run to different spots for almost no purpose other than handing in quest.

Not quite the same way, lots of games let you turn in remotely, but they don't allow you to interact in someone elses quest remotely, just your own, plus theres one thing with just starting up the quest, theres quite another when you appear in front of the quest giver yourself. Your character techanically is in two places at once, at the qust giver by your player (in blue) and at where really are.

 

Misc

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

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.

 

 

I saw this this morning and i didn't get a chance as i only had 3 mins to do anything in the morning and it wasn't enough time to devote to this reply.

My responses will be in green below yours but i'm going to cover something here. First off these are deviations from the standards, stuff you find in nearly every game, things like classes, races, instant PvP, levels, abilities, gaining xp.  You know the things you find in nearly MMO when you think MMO you think this. Merely because one game has something doesn't mean it doens't belong on this list. It's why i didn't say about innovation. They are doing things in a different way. As i explained above.

Help me Bioware, your my only hope.

Is ToR going to be good? Dude it's Bioware making a freaking star wars game, all signs point to awesome. -G4tv MMo report.

  xKingdomx

Novice Member

Joined: 8/24/10
Posts: 1549

9/22/11 4:18:47 AM#122
Originally posted by aesperus
Originally posted by xKingdomx

Well I don't think thats flaw logic, sure, most 'innovation' has probably been done elsewhere, but the whole point is that all GOOD innovation are gathering into one game, 

That's not what innovation is:

in·no·va·tionNoun/?in??v?SH?n/

1. The action or process of innovating.

2. A new method, idea, product, etc: "technological innovations".

What makes something innovative (see #2) is that it hasn't been done before. The only real distinguishing factor between what's bad and good innovation is whether or not someone( or ones) feel that the change helps move that product / method / idea / etc. forwards or backwards in terms of progressive.

Sorry for the double post.

Define: New

New doesn't mean original, therefore it could have been done in some form beforehand. For example: there is a new MMORPG coming tomorrow, but is it new? Surely there is MMORPG beforehand. It is new before it is presented differently, how it is accompany with different aethetics and programming.

An innovative idea is simply meaning taking an idea and use it in a better or new concept, it doesn't mean original, they are similar words, but not exactly the same. 

So as I have said before, these features have probably been done before, but they are innovative in terms that they have never been grouped with other (possibly innovative) features before.

How much WoW could a WoWhater hate, if a WoWhater could hate WoW?
As much WoW as a WoWhater would, if a WoWhater could hate WoW.

  xKingdomx

Novice Member

Joined: 8/24/10
Posts: 1549

9/22/11 4:36:41 AM#123
Originally posted by whilan
Originally posted by xKingdomx
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.

 

Questing

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.

 

Misc

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.

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.

 

My responses will be in green below yours but i'm going to cover something here. First off these are deviations from the standards, stuff you find in nearly every game, things like classes, races, instant PvP, levels, abilities, gaining xp.  You know the things you find in nearly MMO when you think MMO you think this. Merely because one game has something doesn't mean it doens't belong on this list. It's why i didn't say about innovation. They are doing things in a different way. As i explained above.

Snip quite a bit of the text, was getting too long. Only kept the relevant quotes to reply with

How much WoW could a WoWhater hate, if a WoWhater could hate WoW?
As much WoW as a WoWhater would, if a WoWhater could hate WoW.

  User Deleted
9/22/11 4:42:00 AM#124

I like that everything they are doing is geared towards making the experience deeper, more believable, and realistic. Though I'm still eager to see what they plan on developing for the pvp community.

  GMan3

Apprentice Member

Joined: 8/27/10
Posts: 2239

9/22/11 6:03:28 AM#125
Originally posted by w4rbytez

I like that everything they are doing is geared towards making the experience deeper, more believable, and realistic. Though I'm still eager to see what they plan on developing for the pvp community.

    I agree . . . with both statements.  I am not normally a PvP fan myself, but so far I like what I see and I can't wait to see more.

"If half of what you tell me is a lie, how can I believe any of it?"

  whilan

Keeper of the Archives

Joined: 1/30/07
Posts: 3099

 
OP  9/22/11 6:29:15 AM#126
Originally posted by xKingdomx
Originally posted by whilan
Originally posted by xKingdomx
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.

 

Questing

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, 

 

http://www.youtube.com/watch?v=6zTRZZefmvM

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.

Misc

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.

http://www.youtube.com/watch?v=pxMbI30KKJ0&feature=relmfu 

 

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.

 

My responses will be in green below yours but i'm going to cover something here. First off these are deviations from the standards, stuff you find in nearly every game, things like classes, races, instant PvP, levels, abilities, gaining xp.  You know the things you find in nearly MMO when you think MMO you think this. Merely because one game has something doesn't mean it doens't belong on this list. It's why i didn't say about innovation. They are doing things in a different way. As i explained above.

Snip quite a bit of the text, was getting too long. Only kept the relevant quotes to reply with

My answers in green under your orange (sorry for the color spasm, not sure how else to split our responses without having to do something weird to the formatting. The yellow is the comment from the feature list)

Help me Bioware, your my only hope.

Is ToR going to be good? Dude it's Bioware making a freaking star wars game, all signs point to awesome. -G4tv MMo report.

  xKingdomx

Novice Member

Joined: 8/24/10
Posts: 1549

9/22/11 8:10:52 AM#127
Originally posted by whilan
Originally posted by xKingdomx
Originally posted by whilan
Originally posted by xKingdomx
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.

I mean like, are you talking about droids, which follows you around like a traditional MMO pet, or companion characters, which you can receive personal storyline from and start romances with. 

If you are talking about droids, then "so what functionality do they hol other than customisation and story-telling value?"

Misc

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.

http://www.youtube.com/watch?v=pxMbI30KKJ0&feature=relmfu 

 All he said was that "we have changed to an outdoor area", he didn't say anything about shifting into instances or vice versa?

 

 

My responses will be in green below yours but i'm going to cover something here. First off these are deviations from the standards, stuff you find in nearly every game, things like classes, races, instant PvP, levels, abilities, gaining xp.  You know the things you find in nearly MMO when you think MMO you think this. Merely because one game has something doesn't mean it doens't belong on this list. It's why i didn't say about innovation. They are doing things in a different way. As i explained above.

Snip quite a bit of the text, was getting too long. Only kept the relevant quotes to reply with

My answers in green under your orange (sorry for the color spasm, not sure how else to split our responses without having to do something weird to the formatting. The yellow is the comment from the feature list)

Re coloured my text so it feels like a conversation instead lol, hopfully it is easier on the eyes for you xD

How much WoW could a WoWhater hate, if a WoWhater could hate WoW?
As much WoW as a WoWhater would, if a WoWhater could hate WoW.

  DeathWish85

Novice Member

Joined: 9/21/11
Posts: 2

9/22/11 10:29:44 AM#128

Nice write up, learned a couple new things.  Can't wait to jump in game instead of constantly looking at forums trying to learn more about the game.

SW: TOR - Can't Wait!
FFXIV - Aurok Drakesbane - Selbina Server (Active)
Rift - Aurok (Deepstrike-Defiant) (Inactive)
FFXI, SWG, Lineage 2, WoW, AoC, Aion - Retired

  Torvaldr

Elite Member

Joined: 6/10/09
Posts: 5162

Opportunist

9/22/11 10:39:59 AM#129

It's nice to see they're doing a new twist on standard features, especially crafting.

However, I would like to point out a couple of things.

CC -  LotRO has diminishing returns on CC and CC immunity timers and has had the latter since game launch over 4.5 years ago.  This isn't a new thing.  LotRO does not have diminishing returns for CC in PvE though, so that is a slightly new twist.

Crafting Crits - LotRO also has standard and critical success results for crafting and has since launch.  They have additional components you can add to recipes that increase critical result chances along with better tools.

  smartpatrol

Novice Member

Joined: 9/02/07
Posts: 8

9/24/11 9:13:21 AM#130
This discussion is all fine and nice but is a rehash of the same MMO features that "feel" different and voiced over quests coupled with boring cut scenes enough to cause you to buy and play the game. I won't speak for others but as a veteran MMO player (14 Years) my answer is no! I am looking for the next generation of games not a sci-fi rehash cash machine appealing to the broad base. A game that is innovative will automatically be successful and if it’s different enough people will pay more.
 
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