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Quarterly Producer Letter for Q2 2024 ×

AJediKnight

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Posts posted by AJediKnight

  1. OP, the only thing keeping me playing this boring, bug-ridden mess is the IP. I deeply love Star Wars, and occasionally this game feels a lot like a galaxy far, far away. Unfortunately, those moments are less frequent than I'd like, but they pop up once in a while.

     

    I have absolutely no faith in Bioware as a company. While you look at a corporate track record paved with gold bricks, all I see are polished turds left and right, the latest being Dragonage II. Even KotOR was a bug-ridden disaster, although it was saved by its atmosphere and IP (hmm, sounds familiar).

     

    Blizzard's MMO may be a soulless monstrosity, but with each passing day I find myself appreciating its fluid seamlessness more. As evil and terrible as WoW is, at least Blizzard knows how to pump out polished content -- they have this crap down to a science. Bioware doesn't and, what's worse is, I don't sense any urgency from them to get things fixed. Customer service is a joke, the upcoming content (aside from the new WZ) is snore city, and I just don't feel like these people want to retain my business.

     

    I resubbed for another month a couple of days ago, but this is probably it for me. Unlike a lot of the Bioclowns here, I don't play MMOs for story; I play them to have a gaming experience with other people. I don't need to be spoonfed voice acted dialogue to feel immersion -- in fact, I actually appreciate the lack of this sort of 'immersion' elsewhere because it allows me to spin my own tales. In TOR, we're all just clones of 8 heroes, doing the same exact things for the same exact levels as everyone else.

     

    Yawn.

  2. It's bad.

     

    I mean, it really just is.

     

    Some background:

     

    I play a Jugg as my main, and it's astounding how limited we are. Our two highest damaging single-strike abilities -- Savage Kick and Pommel Strike -- can't even be used in PvP. We have a decent snare, but unless you go Immortal, we have absolutely no CC. Every so often I can force push to trigger another force charge, but I have to be nearly in melee range to use the force push in the first place (so it is in no way, shape or form the equivalent of an intercept).

     

    We're a situationally strong class in Huttball, but when it comes to more standardized PvP on Alderaan we have extremely, profoundly limited burst even as Rage, and we stand a really strong chance of being kited to death, or chain CC'd without even getting a hit off.

     

    It is amazing to me how ranged classes dominate this game. Sages/Sorcs and both Troopers/BHs have a wide array of stuns and snares, but what's even more damaging is their ability to 'run and gun.' Whereas snipers and gunslingers are largely (though not always) tied to their cover, the ability of the caster classes to chain a series of their strongest attacks while staying at range and on the move is almost unbelievable. Pair this with the heavy armor of troopers/BHs, and it's easy to understand why, on my server at least, these guys routinely enjoy streaks in WZs where they reach 'immortal' and rack up 40-50 kills without breaking a sweat.

     

    If we look at WoW as being the prime example of how differently ranged is handled in other games, the penalty for being a ranged class is always, always, always A) no heavy armor, and B) a lot of abilities with a cast time. This is why when ice lance-based mages were introduced into WoW in wrath, the community went nuts over frost mages, because the idea of an insta-cast, range-spamming class was practically unheard of in the game. The FOTM in WoW is just as likely to be a feral druid, warrior or rogue as it is to be a priest or a warlock, yet I simply do not see the possibility of such a situation developing here in TOR. In fact, the only melee class that seems to do anything significant in PvP here is the operative/scoundrel, and that's simply because they are built around a series of stuns/CCs that essentially mirror the old stunlocking rogues from vanilla WoW.

     

    What's even more astounding is the way that you can be damaged through CCs. In the aforementioned Blizzard product, if, say, a mage nailed you with poly, he couldn't immediately begin pounding on you in melee range and expect to live long. In TOR, the vast majority of CCs can also be cast through -- so I can get hit with a debilitating 5 second stun, and then take damage throughout the entirety.

     

    Write this off as QQ all you want, but at the end of the day, I just think the entire thing feels clunky, and biased towards about half the game's classes over others. I see sentinels/guards/marauders getting kited to death in largely the same way I do, and while snipers/slingers can throw down a lot of DPS, the moment they're stunned out of cover they're like tigers without teeth. Frankly, I don't think any class should have a combination of superb damage while on the move and heavy armor and stuns, and yet TOR not only features all these in concert in the BH/Trooper, but these two classes rountinely dominate because of their faceroll mechanics.

     

    So, yeah, color me dissatisfied.

  3. It's bad.

     

    I mean, it really just is.

     

    Some background:

     

    I play a Jugg as my main, and it's astounding how limited we are. Our two highest damaging single-strike abilities -- Savage Kick and Pommel Strike -- can't even be used in PvP. We have a decent snare, but unless you go Immortal, we have absolutely no CC. Every so often I can force push to trigger another force charge, but I have to be nearly in melee range to use the force push in the first place (so it is in no way, shape or form the equivalent of an intercept).

     

    We're a situationally strong class in Huttball, but when it comes to more standardized PvP on Alderaan we have extremely, profound limited burst, and we stand a really strong chance of being kited to death, or chain CC'd without even getting a hit off.

     

    It is amazing to me how ranged classes dominate this game. Sages/Sorcs and both Troopers/BHs have a wide array of stuns and snares, but what's even more damaging is their ability to 'run and gun.' Whereas snipers and gunslingers are largely (though not always) tied to their cover, the ability of the caster classes to chain a series of their strongest attacks while staying at range and on the move is almost unbelievable. Pair this with the heavy armor of troopers/BHs, and it's easy to understand why, on my server at least, these guys routinely enjoy streaks in WZs where they reach 'immortal' and rack up 40-50 kills without breaking a sweat.

     

    If we look at WoW as being the prime example of how differently ranged is handled in other games, the penalty for being a ranged class is always, always, always A) no heavy armor, and B) a lot of abilities with a cast time. This is why when ice lance-based mages were introduced into WoW in wrath, the community went nuts over frost mages, because the idea of an insta-cast, range-spamming class was practically unheard of in the game. The FOTM in WoW is just as likely to be a feral druid, warrior or rogue as it is to be a priest or a warlock, yet I simply do not see the possibility of such a situation developing here in TOR. In fact, the only melee class that seems to do anything significant in PvP here is the operative/scoundrel, and that's simply because they are built around a series of stuns/CCs that essentially mirror the old stunlocking rogues from vanilla WoW.

     

    What's even more astounding is the way that you can be damaged through CCs. In the aforementioned Blizzard product, if, say, a mage nailed you with poly, he couldn't immediately begin pounding on you in melee range and expect to live long. In TOR, the vast majority of CCs can also be cast through -- so I can get hit with a debilitating 5 second stun, and then take damage throughout the entirety.

     

    Write this off as QQ all you want, but at the end of the day, I just think the entire thing feels clunky, and biased towards about half the game's classes over others. I see sentinels/guards/marauders getting kited to death in largely the same way I do, and while snipers/slingers can throw down a lot of DPS, the moment they're stunned out of cover they're like tigers without teeth. Frankly, I don't think any class should have a combination of superb damage while on the move and heavy armor and stuns, and yet TOR not only features all these in concert in the BH/Trooper, but these two classes rountinely dominate because of their faceroll mechanics.

     

    So, yeah, color me dissatisfied.

  4. The current space game sucks. Honestly, at this point I believe the only thing that can save this game would be to really develop the hell out of space and turn it into a believable sim -- not some hammy, half-baked minigame, but a real, integrated part of the TOR experience.
  5. This game is not WoW killer. In fact, it's hardly on the radar of big names in the market.

     

    Blizzard had to be doing back flips 2+ years ago when Biofail announced this was going to be another trinity clone with a story slapped on. They were toasting their predictions come the first beta weekend when this proved to be a bug-ridden, uninspiring monstrosity with no legs.

     

    Every time a game releases that fails to live up to expectations, it can only help WoW. It's the best marketing available -- the kind you could never buy. Oh, sure, they lose subscription numbers for a month, but in the end the collective heads tilt in a sorrowful nod, the masses sadly acknowledge that it really IS a one-game market, and they come crawling back on their hands and knees. Half my guild in TOR has already done so.

     

    Launch a real MMO, or don't launch at all. I'm tired of you feeding Blizzard these cheap one-trick-ponies. The more they gobble up, the stronger they get.

  6. Pretty abysmal that purple is Empire only, after what a big deal they made about it being rare yet obtainable.

     

    Yet more evidence that Bioware hardcore hates Republic. It's not like this is news, but it's never reassuring to have it once again proven so definitively. :(

  7. Yes or no (does it have staying power)?

     

    No.

     

    Are you still having fun?

     

    Sort of.

     

    Have you seen a population drop in your server?

     

    Yes, although not dramatically. It's more the attrition of good players in my guild.

     

    How do you think this game compares to your last MMO?

     

    It seems significantly less solid than WoW.

     

    What's the #1 thing you would like to get fixed or added?

     

    I think it's just a doomed product. Nothing could make this dinosaur look like a modern MMO at this point.

  8. Bingo.

     

    OP, you are a niche in the market. You need to find a niche game that meets your needs.

     

    It won't be a triple-A product though because niches are not very scaleable, at least not profitably.

     

    It's unrealistic to expect large MMO properties to limit themselves to a niche market.

     

    I keep hearing its a niche market, but what I haven't seen is any sort of proof.

     

    The last time anyone even seriously attempted to design a sandbox MMO, a 250k subscriber base was a 'huge game.'

     

    If a bakery only sells wheat bread, then that's what everyone eats, or they go hungry. What that is not conclusive proof of, however, is that everyone (or even a majority of people) love/prefer wheat bread.

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