1:02pm
The Old Republic
My wife and I have played World of Warcraft for 6 years. This past weekend we tried out the new Star Wars MMO, The Old Republic, courtesy of my mother-in-law's unused account. I think it's safe to say that both of us are hooked, we both bought our own copies. Here are my observations about SWTOR, how it improves on the MMO genre over WoW, and areas it could use further improvement itself. I'll be updating this post as I continue to play the game and find more things of note.
Improvements over WoW
Looting.
- The "corpse is lootable" effect is significantly more visible, even from 50 feet away. A bright pillar of light shoots out of the corpse and up into the sky. There's no missing it.
- The effect is colored to indicate what kind of drops are on the corpse (white for money & grays, green for gear, yellow for quest items).
- The loot screen always moves to your cursor, and positions itself so that your mouse is over a "Loot Everything" button. This was one of the first addons I ever installed on WoW, they should really pay attention to this.
- They also added Area Looting, a feature common in other newer MMOs, where you can loot every corpse within a certain range at once.
Instant Travel (Hearth)
- In WoW the hearthstone is a fixed destination. There are innkeepers in every town that you can speak to to set your hearthstone destination. You only get one destination, but it can be anywhere in the world.
- In SWTOR, innkeepers have been replaced with a landing pedestal (I don't know the official name for it). Whenever you find one you interact with it and it unlocks for you. When you active your Instant Transport (SWTOR's hearthstone) a screen pops up showing every pedestal you've previously interacted with. It makes hearth significantly more useful.
- I assume this is limited to the planet you are currently on (I've yet to level high enough to leave the starting planet). If it works across planets, I'll be blown away.
From level 1 your character is a badass. In the early levels of WoW you feel like a lowbie; you have very few abilities, not a lot of health, and all the NPCs treat you like fresh fish. In SWTOR, the opening cinematic introduces you as a total ass kicker; You're being brought in because someone needed a job done and you're the best man for the task. I have to remind myself some times that I'm only level 7 and there's much tougher enemies out there.
The HUD
- The HUD has a range finder by default. Simple, I know, but it's taken WoW years to have a reliable means of determining target range.
- The HUD tells you if you are nearing an aggroable mob.
- Player and Target health & portraits are at the bottom center of the screen, directly above the action bar. Every UI pack for WoW makes this change and even Blizzard is realizing that having them so far away from the center of the screen is a bad idea.
Quest text is replaced with dialog cutscenes that are directed by the user via an interaction wheel. This is really neat for several reasons:
- It forces the player to actually pay attention to the "quest text", so they absorb a lot more of the lore (this is why players keep saying they feel more connected to the story).
- It defines the character's personality, bringing the RP back into MMORPG. No matter which faction you choose, you can still choose if your character will be a good guy or a total asshole.
- It slows down leveling. I'm sure this will be very annoying in a year when I'm just trying to get a character to max level as fast as possible (thankfully audio dialog can be skipped through by pressing the spacebar), but for the moment it makes the experience much more pleasurable. You're not focused on just getting the missions done and getting your XP (I barely even acknowledge when I level). I played for over 5 hours yesterday and didn't even hit level 10 yet (the first specialization opportunity). In WoW you can hit level 10 in half an hour.
When a player is involved in a cutscene an icon appears over their head indicating that they are not available for interaction. WoW needs this so badly, currently players in a cutscene either vanish or just stand there like they are AFK.
Questing Phases are always extremely visible and clear, you know with absolute certainty that you are entering a phased area thanks to a green portal effect on the entryway. Phases are instanced to every character, and you have to choose to bring party members into a phase with you.
Kill quests, where you're told to kill X number of mobs, are always optional bonus quests that popup while you're doing something else, and the count is usually pretty low. Most of the time you complete this quests automatically during the course of finishing other objectives, it's just extra XP. This helps a lot with reducing the grindy-ness of the game.
Heroic Zones. These are parts of the map that have an increased difficulty level. They can only be entered through specific doorways which, much like phased areas, are clearly visible as such. Upon entry the player is warned that they've entered an area of increase difficulty. Heroic zones always contain Heroic quests (the equivalent to WoW's elite/group quests). I find this system preferable to the way that WoW handles elites, as there's no risk of just bumbling into a mob that is going to kick your ass.
Combat. I have a love and hate relationship with SWTOR's combat, and I'll name my negatives later, but here's the parts I like.
- No Auto-Attack, you have to hit buttons to do damage, resulting in more player involvement.
- Cover is a core mechanic, and is readily provided in the environment. Some abilities can only be used from behind cover, and damage blocked by cover shows up on the battle text (or FlyText as BioWare calls it).
- Enemy AI actually exists. Targets duck and dodge, moving to try to gain better ground or get behind cover. This means you actually have to move during combat for reasons other than getting out of fire.
- Blaster attacks fire as barrages, and not all shots will hit their target (Star Wars bullet accuracy, lol).
- All of this results in ranged combat that feels like actual combat, despite the target lock that the genre uses. In comparison, WoW's combat system feels like Revolutionary War battles where everyone stands still and shoots each other in the face.
Maps. SWTOR's map system is extremely informative. Both the minimap and the world map can be set to display just about every friendly intractable NPC type, and quest objectives are clearly marked. If you are running while the world map is up, the map becomes translucent so you can still see where you're going.
Death. Upon death you are presented two options: Call a medical drone, or return to nearest medical station. Medical station works just like graveyards in WoW, but medical drone will revive you right where you fell (giving you 10 seconds of invisibility to get to safety), and has a cooldown that increases every time you use it. This is awesome as it gives you the option of running back, or just getting up and getting a drink while you wait for the drone to cooldown. It may just be because I'm a low level, but there doesn't seem to be any punishment for death (such as durability loss in WoW, or XP loss in Lineage).
Areas that need improvement
Character Silhouettes, or lack there-of.
- Like many modern 3D games, SWTOR's lighting engine results in environments that have very uniform color palettes. Everything is a shade of some hue, resulting in views where everything kind of bleeds together. This makes spotting NPCs extremely difficult, especially for someone like myself with a mild case of color blindness.
- For all the crap people give to WoW's graphics, their color scheme gives NPCs an unmistakable contrast that is visible from a long way off.
- SWTOR NPCs just blend into the background, and if the minimap didn't tell me they were there I would walk right past vendors. This is improved significantly by turning on NPC Nameplates, giving you bold primary colored floating names to identify the presence of an NPC.
- All players are bipedal humanoids, and the only difference between races is the shape of the head and/or skin color. There is slight variation between armor types (light, medium, heavy), but from a distance they are indistinguishable. This all results in a system where your only means of determining a players race and class is to mouse over them. This is further exacerbated by the player ability to choose body type, varying from short and skinny to tall and chunky.
Lootable Objects. Where corpse looting is massively improved over WoW, quest object looting is a step backwards. The only indication that an object is a quest item is a slight blue tint that be comes more obvious when you mouse over it. If the object is small, good luck finding it. There's been several quest items that I only knew they were there because the map pointed them out for me.
Very few options for questing locations. Characters must level in the start zone for their class and have very little choice about what planets they can go to after finishing each zone. Thanks to @janeylicious for pointing this out
The Inventory window isn't very informative. I have to mouse over items to tell what they are and the item icons are not very informative (screenshot to come later).
UI windows don't always open in the same place, and you can only have two open at a time. If I'm at a vendor and have my inventory open, opening the character panel closes both. Those three windows should be usable at the same time.
Racial Perks seem to be limited to little bits of social flair, silly actions that have no impact on battle.
Character Customization feels only as good as WoW. The addition of body type is nice, but other attributes need a lot more choices.
Classes. Technically the game has 10 classes, as both factions have five classes each that are unique to that faction, but in practical usage each class has a matching equivalent on the other faction (Sith Warrior = Jedi Knight, Imperial Agent = Smuggler, etc). Each class has uniquely named spells, but they do exactly the same thing as their matching class's spells in the other faction. It feels like a half-assed attempt at creating diversity between the two factions.
Cantinas. Just like how you gain rest state for logging out in an inn in WoW, SWTOR gives you rest state for logging out in a Cantina. However, cantinas seem infrequent, at least in the low levels. Each planet only seems to have one?
No pet class. Eventually you do get a "companion" who follows you around, but this is available for every character and works much like the companion system in Skyrim. Basically you have a mule. The game could really stand to have an equivalent to WoW's Hunter class.
Some default options kinda suck and aren't obviously changeable, such as the existence of captioning on cutscenes. The options exist, but you have to dig through the interface settings to find them.
A sprint ability on cooldown would really help with running between zones. Eventually players get a vehicle just like in WoW, and instant travel helps a lot, but there's a lot of time in the early levels spent just running between quest objectives. I'm told now that you do get a sprint at level 14, but it would be nice if you got it sooner. Some of the start zones are really lacking in transit stations.
Combat. I said I'd be getting back to it.
- For all the dynamic that ranged combat in SWTOR provides, melee combat feels retarded.
- Melee vs Ranged Mobs, the targets stand there and shoot you like dumb cattle while you slice them to bits.
- Ranged vs Melee Mobs, you feel extremely exposed and vulnerable and most of the time end up running away.
- Melee vs Melee Mobs feels no different from playing WoW, where both parties smack at each other until one dies.
- Combat engagements always swing from frustratingly difficult to annoyingly easy, there's not a lot of balance in between.
No Addon/Mod Support. This is both a blessing and a curse (heh). On the plus side, people can't add things like damage meters and gear score calculators that promote player arrogance. On the down side, you can't fix the areas of the UI where Bioware has failed. I hate the SWTOR UI color scheme and would love to see someone mod it with more earthy/metal tones.
The game is huge. The installer downloads over 10GB and the default installation sits at 25GB before it applies the first content patch. When WoW launched it was a measly 4GB, and after six years of content patches it still only sits between 30-40GB (and the next patch will be making that smaller). All that quest dialog audio must really add up.
So far we're only a little ways into the game, and I've not even hit level 10 on any of my characters (the level cap is 50), so I'm sure some of these opinions will change. We'll just have to wait and see.






