(02-12-2011, 04:02 PM)Rxu Wrote: TOR is looking very appealing, and i will be playing at launch as well. My brief time as weekend tester have been entertaining, I like the gameplay though I miss interlock, the graphics are refreshing the animation is fluent and the voice acting is very cool, but it feels like I'm playing WoW at times and that part I don't like. In the end I guess Bioware had no choice if they wanted to compete.
How is it like WoW? Or, said another way...how is WoW different then any mmo from a gamplay standpoint such that its a negative? Obviously leaving out the stupid elf/faerie/troll thing, which deserves being disliked, imo
Im not trying to be an ass, but Ive heard this said before, and I just dont get it. Every mmo has missions/quests with the same kind of things to do - kill things, gather things, go to a certain location. What exactly about ToR was WoW-like thats different from being MMO-like?
Fair question Sixx, and I'll try to explain why to me in particular it feels like WoW sometimes.
I tried WoW for a few hours shortly after the SOE takeover and quickly realized that I cannot play as an elf or anything else, I need to be a human in order to enjoy and play in character when needed.
Maybe it's the better and somewhat cartoon-ish style graphics (that I don't mind BTW) of TOR or the lack of "interlock" combat maybe it's the strange creatures that you run into while walking around that resemble those of WoW.
But I'm definitely not the only one who feels this way and in part all these things and more are more than likely intentional as to attract potential subs from Blizzard.
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RE: The Old Republic
(02-12-2011, 06:48 PM)Rxu Wrote: But I'm definitely not the only one who feels this way and in part all these things and more are more than likely intentional as to attract potential subs from Blizzard.
According to Bioware's devs, they don't want people to think of this like a WoW clone.
They don't want people to come in and be all hardcore combat PvP lawls.
First and foremost, this game is for the storytelling. Everything else is added in because that's how MMO's work.
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RE: The Old Republic
(30-11-2011, 06:20 PM)QuiDormit Wrote: How was MxO not linear?
There were about 10 different building types. Missions were ALWAYS held inside buildings and never occurred out in the open world, or in the clubs, or anywhere except the predetermined "mission areas." There were only six different mission types to choose from (or was it five?) to run to do basic EXP gain. Then there were the weekly crits that took place in the same type of building and the same general district for each person. That's pretty linear.
Then there were the Live Events where LET characters wouldn't say a word until one of the player characters said the right phrase to lead the story forward. I remember standing around waiting for 15+ minutes at a time while people talked and talked and someone FINALLY said the right thing to move the story forward.
TOR is bigger than MxO due to all of the planets. Also, as you go on and get higher in level, the areas open up more and more.
I'm not saying TOR is better (I am), but I am saying that MxO was far more linear than you give it credit for. In the beginning, sure MxO wasn't linear, but they had a FULL dev team who could run LE's.
You can run from one side of the map to the other in the matrix, The old republic has the feeling that im trapped in canyons and hallways. Lifeless worlds too, MXO had NPC's wonder around, as TOR doe's not.
Overall, I guess I overhyped the game. 7/10 at best.
(07-12-2011, 09:22 PM)annoyingname Wrote: The hairstyles and faces were too metrosexual, emo and the like, it killed the star wars feel. I hope that will be changed.
You are basing your opinion on the game on hairstyles and faces? LOL, maybe you would be more suited to the sims.