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Star Wars: The Old Republic: Innovation in the Old Republic

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  • 69Cuda69Cuda Member Posts: 251

    Hey my smuggler girl char has a kick people in the nuts skill with animation no less :)

    Pretty innovative lol.

     

  • adam_noxadam_nox Member UncommonPosts: 2,148

    As mentioned, CoH had no auto attack, DC universe had no autoattack, CO has no auto attack.  The first two have better combat than any other mmo.  Sadly TOR just takes WoW combat and removes auto attack without improving anything else.

  • NildenNilden Member EpicPosts: 3,916

    Well I guess they did add a cover mechanic for those gun slingers. I just find it unreliable. If you have something targeted you will roll to the little green outline. In pvp with the ability delay this can almost be a 5 second self stun. In PVE you can end up rolling right into a group of bad guys. If you rebind the cover in place hotkey to "F" and remove the roll to cover it's much better.

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  • NBlitzNBlitz Member Posts: 1,904

    Originally posted by nilden

    Well I guess they did add a cover mechanic for those gun slingers. I just find it unreliable. If you have something targeted you will roll to the little green outline. In pvp with the ability delay this can almost be a 5 second self stun. In PVE you can end up rolling right into a group of bad guys. If you rebind the cover in place hotkey to "F" and remove the roll to cover it's much better.

    F to roll if a little green silhouette appears. Shift+F (default) to take cover where you're standing.

  • Professor78Professor78 Member UncommonPosts: 611

    Originally posted by lthompson94



    Originally posted by dead2soon



    I would disagree that removing auto attacts is an innovation. To me this is more like lack or polish or attention to detail.






     

    I'm so sick of auto attack in MMOs... this was a great way to improve combat subtely without reinventing the wheel.

     

    No other game in the history of games besides MMOs (maybe something I don't know about) have it.  It's not necessary.  Say what you want about 1,1,2,3,1,1 etc.  Every game ever does it.  Hell, FPS games are just click, click, click, right click, click click... and they are fun as hell.

     AOC had a bit of a twist to this as you could not do "rotations" , you had to actually pay attention to where you wanted to hit the opponent. And there were "Combos" But yes the general Skills are on a bar numberered 1 to x, where/how else are you supposed to do anyhting otherwise.

    I'm glad they moved away from auto-attack.  And lack of polish?  In what way?  That implies they intended to do auto-attack but didn't make it in time.  Nonsense...

    Will probably be added soon.




     

     

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  • Heatsink00Heatsink00 Member UncommonPosts: 60

    There is nothing remotely innovative about this game.  The points mentioned here are a reach, and more like marketing spin.  No auto-attack probably grew from when the combat lead realized the attack animation transition timing would become significantly more complicated with auto-attack in place.  And likely the decision was made to describe no auto-attack as a feature.

    For all the resources Bioware had to throw at this product, the end result is more a shadow of what could have been.

  • aleosaleos Member UncommonPosts: 1,943

    /yawn

  • TookyGTookyG Warhammer Online CorrespondentMember UncommonPosts: 1,115

    Originally posted by mmoguy43

     A common thing I see is people say if it's been done before then it isn't innovation- which is untrue.

    An innovation is "a new method, idea, product."  New.  The first thing mentioned in this article is auto-attack...which the author admits was in older games.  That's not innovative.  That's resurrection at best, regurgitation at worst.

     

    Until you cancel your subscription, you are only helping to continue the cycle of mediocrity.

  • rygard49rygard49 Member UncommonPosts: 973

    Originally posted by TookyG



    Originally posted by mmoguy43



     A common thing I see is people say if it's been done before then it isn't innovation- which is untrue.

    An innovation is "a new method, idea, product."  New.  The first thing mentioned in this article is auto-attack...which the author admits was in older games.  That's not innovative.  That's resurrection at best, regurgitation at worst.

     

    A new method on an old idea is still  innovation. Check your own definition.

  • CoolitCoolit Member UncommonPosts: 661

    I don't think SWTOR has much innovation. I cant think of one feature that I stopped and though all mmos should have this. 

    Getting a little tired of the hype machine trying to make this game something its not. 

     

  • xenogiasxenogias Member Posts: 1,926

    Did anyone at MMORPG.com actually read this before it was allowed to be posted?

    You cant say "oh no auto attack is innovative because it hasnt been done in a while". No, no that is NOT innovative. By no definition is that innovative. Its not something that was done before with a little twist. Its simply been done before in the EXACT SAME WAY.

    I suppose you could say crafting was "innovative" in the sense it swapped out one grind for one thats much, much worse imo. You can either spend alot of time out in the game world looking for rare mats. Or doing instances/raids for rare mats (most other MMORPG) or you can spend credits and TIME, loads and loads of TIME not doing anything while your companions go on a "mission" to get it for you. Personally I would much rather be out in the game world doing other things while gathering my crafting mats. You can argue that once you get more than a couple companions its no longer "sit in your useless spaceship while your companions craft" and while thats somewhat true its also true that crafting in TOR can be more time and cash consuming than many other MMORPGs.

    Lastly the companions. SWTORS one true claim to innovation. Like it or hate it (I fall on the hate it side. I hate companion classes) its new. Ok not new but alot more involved than other MMORPG's which is, infact innovation unlike no auto attack.

    Lightside/darkside points and social points could have been innovative but the complete lack of fleshing out the system to be usefull takes any form of innovation away. Sorry but putting a system in that has NO point (just tossing a social, light, or dark side requirement on a couple pieces of gear doesnt count) isnt innovative. Its a usless system to con people into thinking its new and neat.

  • catlanacatlana Member Posts: 1,677

    Originally posted by Eir_S

    Good points.  I like the companions in SWTOR.  Everyone expects games to pile on innovation, but nice little touches can go a long way, even if the thrill wears off eventually.  Other, future games can only benefit from these new ideas.

    I have really enjoyed companions as well. It has been nice to be able to run a flashpoint / heroic quest with a single friend or family member. The difficulty level goes up but you can still do it. Companions help as well in learning your role as tank and healer.  

  • barasawabarasawa Member UncommonPosts: 618

    Lack of auto attack is a throwback to the early days. It's also an increased cause of carpal tunnel. They decided to do it specifically. Honestly I don't understand why, but it's still a fun game. (If all you're using is auto attack, you're not fighting something worth your time.)

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  • PilnkplonkPilnkplonk Member Posts: 1,532

    Jeez, you guys really are doing your best to squeeze blood from the stone and I understand, you do need to make a buck. I tip my hat to you. Being a pro writer for a review site is a bitch, I know.



     

  • ZizouXZizouX Member Posts: 670

    Companions are the most innovative part of the game.

    1) They have their own story arc that provides depth and dimmension to their personalities and their background.

    2) They have their own unique comments during quest dialogues based on their personality.

    3) They are your crafters.

    4) They are your gatherers.

    5) They are your trash vendor when no vendor is around.

    6) They provide versatility to your class, depending on which spec you use.  As a juggernaut I can go Tank spec with healer companion when fighting a hard elite mob.  Or I can go AOE dps companion when fighting multiple mobs.    The versatility to your class is not based on spec, but also your companion at any given time.    The abilities and characteristics your companion provides dictate the manner in which you play... 

    7) *****SPOILER****  Your companion can become your significant other.

     

    Companions are all the innovation I need.  I love this game and can't wait to play all classes on each side based on the variety that companions and story add, alone.

     

    To each their own.   I wanted a full fleshed out and persistent KOTOR universe and I got it.  

  • MothanosMothanos Member UncommonPosts: 1,910

    i just passed the 4 weeks mark of play in this mmo and the way you quest is realy awesome, the story you make or are part of is realy well done.

    SWTOR get a 9+ for that one.

    But and yes here come's the but :)

    So many things needs work to be on par with WoW, and i understand wow has a 7 year lead.

    Graphics and glitches i witness or sudden fps drops in pvp or the massive fps drop in major hubs is realy anoying to say the least.

    PvP with level 50's with massive amount of expertise is killing the lower level end of the stick.

    Finding groups for dungeons/flashpoints is horrible, it can take 5 min to get a group or you spam /1 for 30 min and /quit after that time.

    Low res textures on your character is also one major thing i dont understand -_-

     

    Dont get me wrong, SWTOR is defently good for a new mmo release, but how Bioware acts the next days and weeks is crucial to keep a happy playerbase.

     

    The game has potantial for sure, but like any new mmo it needs time to grow and mature.

    Is Bioware up for that task ? time will tell...

  • PigozzPigozz Member UncommonPosts: 886

    ...was not found! hahaha!

    /trollin out

    I think I actually spent way more time reading and theorycrafting about MMOs than playing them

  • alkarionlogalkarionlog Member EpicPosts: 3,584

    just gonna point out some things, lack of auto attack is nothing new, older games never really had then, you to click to attack, after lots of complaings they start to make auto attack like hold ctrl + click to let the char attacking till the mob dies rinse and reapeat, and in tor, its more like no auto attack because they want you to not stop pressing buttons, in the end change nothing, most of games we only use auto attack if all skill are in cd (or you are in a status who prevent you use skills) and this kind of thing hurt most melee fighter then mages.

    companions same thing, nothing new, its pets with another name, several games have then doing the same thing, heal you or dps for you, or tank too, again nothing new.

     

    craft also its not new grand phantasia do this, send your sprites to craft and colect things.

    also the way craft is done here it helps and work well when you are leveling, also after you get at least 3 pets with you so you can send then always and still keep one with you, because in the cap you should aim for the pvp equips. maybe craft would work only for pve, but most of people wouldn't bother to have more then one set.

     

    so sorry tor bring nothing new, only make things smaller, with a less feeling on a real world.

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  • Nightmaare3Nightmaare3 Member Posts: 4

    I can see what your trying to say but it definitely gets you more involved in combat instead of placing yourself on auto attack and then staring at your hotbars waiting for your other abilites to replenish. Its more involving and that is great

     

  • AutemOxAutemOx Member Posts: 1,704

    Innovation != 'different than WoW', especiallyw hen you can only list 3-7 things that are different.

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  • Ambros123Ambros123 Member Posts: 877

    Originally posted by ZizouX

    Companions are the most innovative part of the game.

    1) They have their own story arc that provides depth and dimmension to their personalities and their background.

    2) They have their own unique comments during quest dialogues based on their personality.

    3) They are your crafters.

    4) They are your gatherers.

    5) They are your trash vendor when no vendor is around.

    6) They provide versatility to your class, depending on which spec you use.  As a juggernaut I can go Tank spec with healer companion when fighting a hard elite mob.  Or I can go AOE dps companion when fighting multiple mobs.    The versatility to your class is not based on spec, but also your companion at any given time.    The abilities and characteristics your companion provides dictate the manner in which you play... 

    7) *****SPOILER****  Your companion can become your significant other.

     

    Companions are all the innovation I need.  I love this game and can't wait to play all classes on each side based on the variety that companions and story add, alone.

     

    To each their own.   I wanted a full fleshed out and persistent KOTOR universe and I got it.  

    Companions were just taken from ME and the DA series and incorperated in an MMO, hell they even used the ME conversation wheel template for SWTOR.  Sooooo not really all that innovative in my book.  They are nothing but a glorified henchman.

    And people can argue that the companion system is counter intuitive to what an actual MMO is and that it really all it is is a CoOp game and not an MMO.

  • Cameo3Cameo3 Member Posts: 219


    Originally posted by wormywyrm
    Innovation != 'different than WoW', especiallyw hen you can only list 3-7 things that are different.

    How many do you want? God damn.

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  • Mariner-80Mariner-80 Member Posts: 347

    SWTOR's "innovations" are simply significant improvements upon features I've encountered and liked in other MMOs: a focus on storytelling, voicework,  and cutscenes (LotRO, GW1), the use of companions (GW1, DDO, STO, MMO pet classes), and a sci-fi setting (STO, etc.).

    I'd say that Bioware has really raised the bar in all of these areas. SWTOR is still lacking in UI and various in-game features we've come to expect, but I think they'll get there eventually.

  • MindTriggerMindTrigger Member Posts: 2,596

    Originally posted by tmr819

    SWTOR's "innovations" are simply significant improvements upon features I've encountered and liked in other MMOs: a focus on storytelling, voicework,  and cutscenes (LotRO, GW1), the use of companions (GW1, DDO, STO, MMO pet classes), and a sci-fi setting (STO, etc.).

    I'd say that Bioware has really raised the bar in all of these areas. SWTOR is still lacking in UI and various in-game features we've come to expect, but I think they'll get there eventually.

    storytelling, voicework,  and cutscenes

    Unforntunately, this isn't gameplay.  It's stuff you sit there and watch.  I would much rather they innovated and improved the game world and the game play than scripted cutscenes. 

    A sure sign that you are in an old, dying paradigm/mindset, is when you are scared of new ideas and new technology. Don't feel bad. The world is moving on without you, and you are welcome to yell "Get Off My Lawn!" all you want while it happens. You cannot, however, stop an idea whose time has come.

  • DJJazzyDJJazzy Member UncommonPosts: 2,053

    Originally posted by adam_nox

    As mentioned, CoH had no auto attack, DC universe had no autoattack, CO has no auto attack.  The first two have better combat than any other mmo.  Sadly TOR just takes WoW combat and removes auto attack without improving anything else.

    AoC doesn't have autoattack either. But the combat system is better designed around that.

    No autoattack combined with the relatively long GCD makes for some clunky combat a lot of times in SWTOR (also depends on which class, some work better with this than others).

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