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Reader Comments (25)

Posted: Nov 30th 2009 7:04PM Wisdomandlore said

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Without knowing more about class specialization, it's impossible to tell if there's enough variety. If this is anything like traditional Bioware games, each of the classes could easily become 3-4 subclasses.

Posted: Nov 30th 2009 7:24PM Valentina said

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Given what BioWare does with the classes in their games, each class will probably be highly customizable, and like the person above me said, could easily become 3-4 subclasses.

I like the idea of the consular and the inquisitor, they are going to be my 2 primary characters.

Posted: Nov 30th 2009 8:01PM darthinfamous said

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Its been stated by Bioware that each class will have 2 paths (trees) that it can follow
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Posted: Nov 30th 2009 7:48PM Lethality said

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You just like starting arguments don't ya Horner?

They've stated companion's aren't going to function like MMO pets. In that, they aren't going to make up a portion of your own character's abilities (where an MMO pet class, the pet would be a large part of the class)

There are only 4 classes per side (just as a side note) not 5.

I would love to see an Engineering pet class (deploying droids and other tech/gadgetry) and a Teras Kasi artist - a martial artist, unarmed class....

Ahh what could have been.


Posted: Nov 30th 2009 10:56PM (Unverified) said

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Yes, four. Five was a sleep-induced mistake. :)
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Posted: Nov 30th 2009 8:04PM (Unverified) said

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There may be a limit of classes... but they are promising very distinct storylines. The replayability may be in the story if what they promise is delivered

True there may be limited playability in class aspects... but truth be told, how much difference is it to playing a lock, then a mage, then a shadow priest, then a balance druid.... they all casters.

Even with the standard MMO you have 4 main archetypes anyway... tank, healer, melee, range. No more, no less, just variety. (lesser archetypes/varieties are pet controllers, crowd controllers)

Just depends on how much of the design will be compromised to push the games rollout and balance imo.

Posted: Nov 30th 2009 8:12PM Loki1 said

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There's a good chance this game is going to be just another clone of WoW, or at least a clone of its subgenre if people don't like to name WoW as it didn't invent the elements and blahblah all that fluff...
If that's true I see no reason to play it, because it's going to be stuff I already played in the past, im not in the habit of doing something i've already done, i wanna try new experiences everyday. And i know that some people are happy with it, they accept to pay again for a game they already paid for.

Obviously I hope im wrong and there's a feeble hope this game is going to feel fresh, but chances are this one will be a "WoW with meaningless ethical choices".

or a "WoW with Han solos", if you will.

Now I ask a question to the dear readers, the mature ones, those that don't answer questions with another question.
First try to see any MMO title artfully divided in unique elements and recycled elements(coming from established games of the past... won't name which, not of concern)

Gentlemen, what do you deem this percentage will approximately be regarding SWTOR?

Posted: Nov 30th 2009 8:30PM breezer said

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But! But! Bioware!
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Posted: Dec 1st 2009 9:44AM Gel214th said

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The percentage of elements we've seen before?

Probably 90%.

Do you think the current market allows for more deviation than that?

If what SWTOR does is successful, then someone else will incorporate THOSE successful changes and then you may reach a 80% deviation from the previous norm...etc.
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Posted: Dec 1st 2009 10:32AM Loki1 said

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Gel: good point and good reply.

We're doomed.
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Posted: Nov 30th 2009 8:30PM (Unverified) said

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Lok1 first WoW is a EQ clone. Now SWTOR will break the EQ mold that a lot of MMOs have been following (Including WoW) the whole Middle Ages fantasy roles. SWTOR will be nothing like WoW although there will be similiar elements which all MMOs have.

To respond to the article itself, I like the fact there are 4 force users. It spreads the population out a lot. Now instead of the Republic faction being 60% Jedi Knights it will be 30% Jedi Knights and 30% Jedi Consulars. It won't make one class overcrowded and overpopulation. The move was excellent.

Posted: Nov 30th 2009 10:10PM (Unverified) said

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The fantasy medival roles are only dressing for the game mechanics. Locating a game in a sci-fi setting doesn't mean its going to break the dikumud mold.
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Posted: Dec 1st 2009 12:12PM Seare said

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Kole and others like you, wake up!! If you look at most of the major innovations of the last 2 centuries, you will find that the inventor/creator took an already good, established idea and improved on it. The telegraph, telephone, and computer are three perfect examples. Expecting Bioware or any other company to invent something that has never been done before and ignore all past successes in the MMO business is just unrealistic. "We live in a real world, come back to it" -Padme (sorry couldn't resist).
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Posted: Nov 30th 2009 8:42PM (Unverified) said

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Bioware learned from the mistake of Star Wars Galaxies: people identify Star Wars most readily with Jedis and prohibiting them from taking on that role, even in a sandbox MMO, will lead to frustration.

Personally I'll be playing the Trooper (or whatever is the paradigm ranged DPS) first before I dabble with any of the force using classes. Regarding class breakdown, Bioware has set themselves the heady goal of making the non-force classes sufficiently compelling. Looking forward to see if they can pull it off.

Posted: Nov 30th 2009 9:27PM Ingrod said

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WoW have the same quest content for all the classes, divided in three storylines for three races per faction.

SWTOR will have a different storyline for every class, divided in almost two storyline paths inside the same class.

WoW class specialization is talent tree based.

SWTOR class specialization is storyline based, choose a different path in your class storyline lead to a different specialization.

Also moral choices in quests can have an effect in character progresion, and different companions can lead to different playability styles (fight with a companion tank is not the same to fight with a companion ranged DPS or healer)

The differences with WoW in PvE quests structure are really radicals. No other MMO to date have a similar structure.

Two force user classe by faction is not a lack of creativity issue, Im sure that both jedi or sith classe will have greatly divergent storylines and playability, inclusive their grafical aspect is clearly different in the few images published. In example the Consul history can be more about politics and conspirations, but the Knight history more about action and battles, the first can have a companion padawan, the second can have a smuggler or a trooper.

For me currently the most interesting classes are Smugglers and Imperial Agents, but I like the force user classes too. Also is pretty clear that the game will have group content, the pressence of support classes make sure that.

Posted: Nov 30th 2009 9:40PM (Unverified) said

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The issue with the Force classes was that it was looking very likely that far too many people would gravitate towards playing Jedi/Sith supermen. I was figuring that at least 60-70% of the player population would be saber-wielders. Now it's basically a lock that the game is going to be absolutely dominated by dudes in robes waving around glow sticks.

The new classes didn't add anything really different or interesting to the table -
they just totally watered down all the novelty of the other Force classes and put the game in danger of being even more monotone.

I think the choices were really counter-productive and uninspired. Alot of the other ideas out there (Karate Guy, Monkeywrench Dude, Field Medic) were actually worse, but that doesn't mean they could've added 2 different new & interesting classes. Especially considering that there is no true pet class for players who enjoy that niche.

I thought a Gangster class styled after Jabba would've been funny as hell... his pets could've included Weequay and Gamorrean bodyguards, a Majordomo, a dancer in a Slave Leia Bikini and a monkey-lizard that he found amusing.


Posted: Nov 30th 2009 10:42PM Hambone Hamlet said

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Anyone know what is so special about Dec 3rd, seems like alot of sites will be releasing more TOR news that day, well at least Darth Hater not sure about Massively.

Posted: Nov 30th 2009 11:29PM Lethality said

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There was a European press event last month where there was a lot more information revealed, but the press was indicated to keep in quiet until December. So whatever it is, apparently, will be known this week.

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Posted: Dec 1st 2009 1:13AM (Unverified) said

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I think ground combat in a Star Trek MMO should be as common as it was in Next Gen.

Posted: Dec 1st 2009 2:26AM (Unverified) said

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I'm still a little uneasy with this being the only 4 classes at launch. I was really looking forward to seeing a Sith trooper class like a commando or marine. Also I was hoping for a non-force using healing class for both republic and sith, something like a combat medic.

I'm still very much looking forward to this game and moving my guild from the horrible WoW to a real game.

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