I had the CE preordered, so yes. It plays super well as a single player game and an MMO, so it's good.
And therefore have no affect on the game world at large! http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/ Read up on Guild Wars 2's Dynamic Events system and you'll see why I prefer that to the traditional start-finish-reset model.animehermit said:I fail to see how another player doing the same quest is somehow proof that there are no universe wide effects from those story lines. Your story won't effect anyone else's, it doesn't work that way. That's how class quests function in TOR, they are single-player. Your decisions effect the plot of your story line alone.
True, you've just reminded me of the faction wars in S.T.A.L.K.E.R: Clear Sky, which were problematic at the best of times; you take over the Bandits' base, only to be told over the radio 10 minutes later that they've "overrun the Garbage again", then after killing them again - if you decide to go back - you hear the exact same victory speech again and you can bet your entire artefact collection that you won't make it to the next map before they respawn yet again. 'Twas for the better that it was scrapped in Call of Pripyat.animehermit said:There are several problems with dynamic events that make them no where near as awesome as you claim.
I'm not championing blocks of text as a means of telling a story; I'm just as likely as anyone else to skip them since all I need to go on is that small objective description and map marker. And I only mention the voice-overs being a "wasted effort" because being praised as "the saviour of Tython" loses a lot of weight when you know that there are a thousand other "Tython saviours" running around. It would have been great as a singleplayer game, I'd probably have bought it straight away but once again, ironically, an MMO comes across to me as a million singleplayer experiences mashed up in a single confusing cauldron.animehermit said:- Context, you have no idea why these events are happening, no explanation given as to why centaurs chose to attack a village. Don't give me that BS that it's there. text is not a way to convey a story in this medium.
Okay, poor choice of words on my part, I don't expect everything I do to affect the whole game world because, realistically not every action has such wide repercussions. Personally, all I'm really asking is that I have a respectable amount of time to savour the sight of the wreckage that was once the enemy outpost and the troops retreating and shitting themselves before it respawns. And you know in an RTS when you have a builder unit set up a building and you see it slowly grow from foundation to scaffolding to finished structure? That would be enough to justify the respawn because I can then think "damn, they rebuild fast" as opposed to "the game nullified my victory again" because that would put it in context.animehermit said:- It doesn't effect the world, only an area on the map, and only to a certain extent. Because they have to make it so they can eventually get the area back. So the centuars will never completely destroy the village, they'll just capture it for some reason. How does that make what you do matter at all? If shortly after you defeat a group of enemies, they just respawn and take the town over again? How does that effect the game world? Short fact of the matter is, it doesn't.
Let's say no more about GW2, as we still can't yet try it out and prove/disprove anything about it.animehermit said:I have a lot more criticisms for GW2 on the whole as well, seeing as everyone sees it as the second coming of the MMO-jesus.
Still, like every WoW rival before, it's philosophy seems to be "if you can't beam 'em, join 'em, then you'll beat 'em"! No! Better though it may be, it's still far too similar to WoW to be able to kick it off the MMORPG throne; it's just limiting itself. You admitted yourself that TOR is mechanically similar to WoW, so it doesn't entirely invalidate my earlier statement; it's essentially WoW with a Star Wars paint job, less punishing grouping, holocrons, better crafting plus all your other aforementioned improvements.animehermit said:What I can say about TOR though: is that it's a really good game, it's not perfect, it doesn't quite have everything it needs yet to be amazing, but it is close. It's a got a lot of smart design going for it, as it stands right now, the game is flat out better than anything on the market today, including wow.
I can never take space battles seriously when those massive destroyers can only pathetically pew pew pew each other to death; their weapons just look and sound piss-weak to me; it's the X Universe all over again, minus my eternal pet hate that is the jump gate concentration camp, of course. If they fired these [http://www.youtube.com/watch?v=hMa3LXe6oVc] occasionally, I'd be fine with it. Yes I know it's very "un-Star Wars" but then again, so is TOR's moral choice system, which is one of the innovations that Star Wars has needed for donkeys years, even though I still think the arbitrary alignment bar undermines it because it makes some think "which option gives me the most goody/dick head points?". By the way, is hyperspace travel really as seamless as shown in one of the LP vids on Youtube?animehermit said:The space combat is actually a lot of fun, and is more of a mini-game, but Bioware has talked openly on how they may change it to include more post-launch. Right now, it's a lot like if Star Fox had a good PC port. Which is pretty cool considering there's this whole other game attached to it. A lot of the community is calling for pazaak and swoop racing to be implemented as well, would be interesting to see that(and Bioware is listening to the good ideas from the community anyway).