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SWTOR will never fail! - expert talks


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Because you expect too much from a game which wasn't meant to fullfill certain expectations. I'll list a few:


- classes, world, calance which are shaped around PvP


- innovative and very advanced gameplay


- very good and performant engine


- heavy customization



These are a few things which SWTOR isn't designed for. Some judge this game by the PvP-factor or whatever, but it' simply wrong. SWTOR is a game for:


- Star Wars Fans


- to login have and have fun with your friends while questing/doing flashpoints


- Enjoying a very good sotryline


- feeling at home, if you are coming from certain games (yes, WoW, Warhammer etc.)


- just socializing around.


All the criticism fails at that point, because SWTOR will always be a Star Wars flavored standard mmo - not more and not less. There is a reason why during development there was little to no information about PVP, especially open PvP, because it wasn't and never will be their Nr. 1 priority. Every person out there who bought Star Wars because he thought it would allow swining a laz0r-laz0r-sword in a PvP centric enviroment is wrong and lost any reason to criticize SWTOR. Don't get me wrong, i knew why i bought SWTOR and it was mainly because i wanted 1-2 months fun playing it - enjoying the story etc. That's why i never complained about the bad responsiveness or lack of an innovative PvP-System.


If you want something complex: go play eve. If you want the best competetive PvP: go Guild Wars or GW2. If you want SWTOR to be complex, then look at history. We already had Star Wars Galaxies (sandbox) but alot of people startet to complain that they get pwned every corner and that it's too complex. It was toned and dumbed down and left with a small core player base.


Do you really want a full scale PvP-Game? This would include by my definition:


- Full loot (meaning: you loose everything when someone kills you and he is able to loot you)

- No real safezones: you can be killed everywhere

- Progression Cut: when dying you loose character progression / skillpoints


You really want all that? No, you don't. Because i've seen enough rivers of tears when looting people dry in open and unrestricted PvP games. All the poeple currently playing SWTOR for the sake of PvP are the first ones who would implode out of QQ, because they lost their precious gear and are not able to outgear anyone and r00l0r while mommy brings them their food.


So, stop crying and finally accept SWTOR for what it is and don't pretend you want it hardcore. If anyone feels to pull the 'but look at the buggy responsivenss of the game'- card - it's not valid. Bioware just gave a **** about it and its not a bug but a intended issue. Just look at the following quote from ArenaNet while they are developing GW2:


One of the elements that makes Guild Wars 2 combat feel different from other games is that many skills have their own unique animations, and the skill functionality is often based on the animations themselves. With a robust animation-blending system, we are able to easily transition between skills. In our previous demos, this was shown through chain skills, such as the warrior sword combo in the first skill slot: Sever Artery leads to Gash, which flows into Final Thrust. We realized that this system did not need to be reserved just for chain skills but could apply to the entire game. There were skills such as Savage Leap, which moved the player into range of their target, and big control attacks like Shield Bash, that you wanted to be able to quickly follow with another skill. The problem was that the animations for these skills had follow-through that was preventing players from using another skill until the animations were finished. You could stun or chase someone, but it was hard to capitalize on it.


Our programmers added technology to our skill data to allow us to specify a point in an animation at which the player could start moving again. This made skills like Savage Leap not only more functional but tremendously fun to use. This technology came in right before gamescom, so we were able to showcase it with a few important skills in that demo. Now that the technology has evolved, not only does it allow players to specify when they can start movement but it also allows us to transition into queued skills so that we can improve responsiveness. We went through every skill in the game and set up these animation breakout timings and the results were fantastic, but we didn’t stop there. I know many people have also noticed the more polished nature of the animations in the G-Star demo. Since we were able to go back and polish it, we also took a look at the impact of the new blending changes and made some timing changes to existing skills in order to give them more-appropriate anticipation, swing time, and follow-through to match the smoother feel that we were achieving with the blending. This really shines with things like big hammer swings, which now have slow buildups, quick attacks, and somewhat lengthy follow-through, depending on the skill. Ultimately, it creates a much more visceral and immediate system, which helps us straddle the line between action game and RPG.


And you know what? That's what you can and should expect from Guild Wars 2/ ArenaNet, because having the best competetive mmo-pvp on the market is making you care about such things as responsiveness. This doen't apply to SWTOR, because they have other priorities. Simple as that. Just stop pretending, you are somewhere good at PvP or wish more 'hardcore' or 'difficulty' in PvP, because when poeple like me would loot your *** dry over and over again and grief you to infinity in certain games, you would start running back towards SWTOR and happily play Huttball for the 1000th time with your champion/bm equip which is not gonna be taken away from you by someone :rolleyes:


The only valid QQing here is around PvE (since SWTOR is 99% a PvE-Game). Go on, qq more - its legit :cool:




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