[ Swtor Gameplay ] There is nothing more annoying for a veteran or a skillful role-playing gamer from the players that have to cooperate and they have not understood the precise role of their played character.As a Person and after 35 years of playing video games and 10 years for MMoRPG i demand from my teammates to know well their role in the game and not diverge too much. This is the reason that I reposted and sticky this article [Tank Guide] from official swtor community forum.
In [Swtor Official Advanced Class url] there is a very nice application that full explains classes and advanced classes of each character. The problem is that the advanced class differentiates very much the gameplay to be followed by each player when he picks one of them.
After a certain level , each player will have to choose an advanced class for his class and I'm sure if he has not thought about this until that moment,where he may experience a disappointment when he realized that the role of the character does not match his playing style.
He will experience problems in team play( raids and inside his guild ) and may have to launch New Characters to meet his real needs of gameplay or even quit the game , since of course he has created a bad impression until that time to his teammates. To start from scratch with hook head is not the best thing for a player for his ingame rumor.
#swtor #swtour UPDATE NOTE:Stephen Reid ( community manager of swtor ) , inform us that the previewer was not in fansite summit ,but was at the press Immersion Days in the UK.
As the title says,we just read the bit-tech preview after the event of the press Immersion Days in the UK.
The previewer in two pages explain why he didn't liked the two days at the press Immersion Days in the UK and swtor as game of cource.
better read by yourself the whole preview .
Bioware has made a lot of noise about how it has infused a series of deep, immersive, epic stories into its upcoming long-ago and far-away MMO – and how those stories set The Old Republic apart from any other MMO. The stories that The Old Republic tell will keep players engaged and involved in a genre which all too often comes down to collecting nerf livers and skipping dialog text.
Well, supposedly, anyway. Our opinion of The Old Republic, formed over two solid days of playing, is that it’s one of the most boring titles we’ve ever had to endure. It’s plain and staid and deathly dull. It’s both exactly the same as every other MMO we've played, but at the same time so much worse because it promises so much more.
Each month we take time to answer some of the community’s questions about Star Wars: The Old Republic. For next month’s Q&A, we will be answering questions about art. If you have a question for one of The Old Republic artists, please post it in the new Community Q&A thread on the Forums, Facebook, or Twitter. We’ll be gathering questions from those threads on April 22, so be sure to ask your question before that date!
Today, Senior Game Designer William Wallace has answers to your class-related questions:
Q: Will all classes have a main Companion Character or several different ones? Also, how important will Companion Characters be? – Frozentorch
A: Over the course of the game, your character will meet a number of companions. There are several companion archetypes, each with their own ability set (including, but not limited to medics, ranged damage dealers and tanks). By maximum level, all classes will have one companion of each archetype. Which companion becomes your ‘main companion’ is left to your choice of playstyle and personal preference.
Καταιγισμός νέων βίντεο στο PAX2011.θα τα βάλω όλα και ας μην τα ανέβασα εγώ.το ποιο ενδιαφέρον κανάλι στο youtube είναι αναμφίβολα του webgamingcentral .όλα του τα video έχουν κάτι σημαντικο . μην το χασετε !!!
1. Προγραμματιστής του Swtor στα πλαίσια του PAX2011 αναλύει τον τρόπο παιξίματος του Swtor .οι σκηνές είναι απο το Taral V.
Το βίντεο ανέβηκε μόλις σήμερα απο το PAX 2011 και παρουσιαζει μια ομαδα τεσσαρων παικτων ( galactic empire ) στον TARAL -V να προσπαθουν να σκοτωσουν ενα elite mob
enjoy the fight !!!
Originally Posted by Harry_Truman (Post 5213104)
Set 1: Tanking- shields, buffs, etc.
Set 2: DPS- blaster rifle, debuffs
There is shields in Star Wars?
And also... medpacks? Whats that and how could it work?
We took some of your questions from the last Community Q&A thread to Senior Producer Blaine Christine to get answers, and here they are!
How diverse can I expect the enemies to be? (asked by mattjorgdbb)
A: Our Design team and Artists have been putting a lot of time and effort into ensuring that each world has a very distinct look and feel; even specific areas within each world receive this attention. A big part of this is the diversity of the enemies you will encounter as players. We’re confident that as you move through the game, you will be pleased with the progression of enemies – not only from a visual standpoint, but also in the variety of attacks and challenges that they offer.
Will players of one allegiance be able to visit the opposite allegiance’s planets? (asked by DarkLots)
A: There are certain planets within the galaxy that are only available to one allegiance or the other, but the majority of planets are open to the Republic and the Empire, allowing opportunities to - ahem - ‘encounter’ the other side should you so desire.
Death Penalty - What will be the penalty for death in this game?
I know that the most epic moments in my game life have felt more... epic, because of the game having rough death penalties.
However, in games like SWG... there is basically ZERO death penalty.
Risk/Reward = fun.
So... with that said, is there any detailed information on what the death system will be like in SWTOR?
I know there will likely be "cloning" to explain how we are "reborn"... Im just curious if we will have some real risk in the game or not.
Thank you in advance for your replies about Death Penalty in Swtor Gameplay. [Swtor.com Community]
Poll: Should there be controls on how many can be in one faction per server? - A very simple poll, a simple question: Should there be a limiter or some kind of balancing system to make sure both sides are equal on each server, or should we just let certain servers become overrun with one side? [Swtor.com Community]
Exploring alternative gameplay as DLC - DLC is so common nowdays that it seems a near given we will see some form of it in TOR, offering side content or some kind of alternative gaming experience which does not interfere with the main game.
In many ways this sounds like it would have been the ideal vehicle for the tunnel space combat system. Short, isolated missions, which have little effect on the rest of the game and are just meant as a diversion (and have caused a rather large division in public opinion). While that is just an academic discussion since tunnels are what we are getting as our space content at release, the topic got me thinking about what further additions to the game could be considered as DLC (vs what would be better saved as expansions).
It would seem that anything that offered particularly quirky gameplay, or offering too different a gaming experience, is not something modern companies want to add post release in a patch or expansion for fear of fracturing the community (as past MMOs have taught us). In these such areas, making the love-it-or-hate-it items DLC instead would seem to make more sense.
Advanced Lightsaber techniques - I have an idea of how to implement them, they all give you some bonuses/ minuses on attack, defense and so on (not to mention how they affect the way you move)
I: Shii-cho: As it really isn't more than basic, I haven't got a clue of how to make it outstanding (Maybe a small bonus on all "Combat stats"?)
2: Makashi: Higher saving throw against disarming, and a slightly higher critchance.
3: Soresu: Bonus in defense, minus in attack
4: Ataru: Higher attack speed and dodge, but will take more damage when hit.
5: Shien/Djem So: Reflected bolts are more accurate and do more damage, gets a chance to make a counter attack if the enemy would miss badly enough in melee, doing high damage. Minus in dodge.
6: Niman: Really don't know, maybe giving slight bonuses to most stats?
7: Juyo/Vapaad Significantly higher damage and attack speed, yet easier to taunt, and a significant minus in defense
Special attacks can be implemented like (I dunno what word will be used in this game, but I'll stick to Wow words) spells. Those attacks who cuts off the enemy's limbs are hard to implement, I understand that, but the effect could be temporary (Like, say, they only NEARLY severed the limb, and could be repared at the healing facility and alot of bacta)
Cho mai (Cutting off hand) Low dmg, hard to hit with but when hit, disarms the opponent.
Cho mok: (Limb) Hard to hit with, but when done, the attacker knocks the opponent down for some time.
Cho sun: (Arm) Same as Mai but with higher dmg and harder to hit. works as a disarm (Pun intended)
The Official confirmation
"First, thank you to all of you who participated in our Comic-Con Reveal mission! While we didn't quite make the numbers, we definitely saw how excited the community is about this and how everyone came together. After all of that, there's no way we could hold back with our special reveal at Comic-Con!
If you’ve been following the news coming out of the Star Wars™: The Old Republic™ panel at Comic-Con International, you’ve heard the announcement that we will indeed have Space Combat as part of the TOR experience! But what does that mean? Space combat is an alternative gameplay experience to the primary game of storytelling, questing, and ground-based combat. In space combat, you fly your personal ship to various “hot spots” on your galaxy map. From there, you will blast your way through asteroid fields, enemy fighters, frigates, destroyers, and a variety of other obstacles that will evoke memories of some of the great Star Wars™ space battles.
Swtor FanSite Eula
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