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Reader Comments (25)

Posted: May 27th 2010 4:46PM Ivasen said

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Your companions can also leave you or turn you if they don't agree with your actions.

Posted: May 28th 2010 9:40AM Daverator said

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I think a good compromise for pvp would be just having multiple options in a storyline.

You need to acquire a "mugguffin of importance" one might be at a crash site overran by creatures, another is held within a sith base of operations. *Bonus points, get both and get 2 rewards!*

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Posted: May 27th 2010 4:48PM Blay said

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While I love this idea for companion characters to help in pve I'm still wondering how they would play out in any type of pvp in the game.

I'm hoping Bioware has a new approach to pvp instead of arenas and joining a queue because it ruins immerision that this game seems to want to keep in tact and that is where I see a probelm with these companions because how can you get rid of them for pvp without instncing the pvp.

Guess the main thing would be balance them and leave them in for any pvp but that will be rough to keep all the combinations in check.

Well here is to hope they can balance these things and have open pvp in contested zones and planets instead of killing immersion with instance and battelground queues. Ill be playing this game either way and will definately love these companions in pve :)

Posted: May 27th 2010 5:07PM Ivasen said

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I was hoping for certain planets to have contested area that you would go to pvp and have objectives to complete, the rewards could be currency or a badge that you could either turn in for more currency or keep and buy an item. (Or something that would help generate hype to pvp)

And if you decide to add an additional stat, ADD IT TO EVERYTHING. (Because resilience was @%#&ing stupid)
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Posted: May 27th 2010 5:58PM Samael said

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I hope world PvP is restricted to a few zones. Open world PvP is something that I am not a huge fan of. There should be certain planets that have open PvP and those planets should be there for the sole reason of PvPing. They should have objectives and other things to make it fun for the PvPers.

I just hope PvP is not tied into the storyline, I would hate to be forced to PvP when I really do not like to.
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Posted: May 27th 2010 6:35PM Blay said

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Yeah wouldn't want open pvp here because it would more often then not interfere with the story then help it along

Pvp doesn't need to really be tied into the story line since it already has the foundation of war between the factions built in, that being said I think it would only be fair if pvp had a decent share of quest chains for their playstyle, side quests if you will.

As for whole pvp planets I don't think it should be that way, I think it would only be fair that every planets can be seen without having the fear of being ganked while doing so. There should however be pvp zones on each planet with objectives and rewards to make it more then a gank fest. I just hope they stay away from battlegrounds with instances and queues or at least make them memorable instead of capture the flag type games ect.
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Posted: May 27th 2010 5:04PM Lateris said

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In terms of PvP wouldn't it exist where the Sith Empire and The Republic territories overlap or a planet is in dispute?

This game is going to be soo much fun as an RPG :)~*

Posted: May 27th 2010 5:19PM Tom in VA said

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I always enjoy playing pet classes (how many times did I wish my mage or shadow priest had a tanking pet in WoW, as the Hunters and Warlocks did?). It sounds like SWTOR is offering this option, only raising the ante in terms of personality, story, depth, and customizability.

If there's one thing Bioware knows how to do, it's creating NPC companions that have life and personality, far surpassing the colorless (WoW) and nearly dysfunctional (LotRO) pets of other MMOs.

Having enjoyed the companions so much in Dragon Age: Origins, I am really looking forward to this feature in SWTOR.

Posted: May 27th 2010 6:35PM Blay said

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Yeah resilence was one of the worst things to happen to wow pvp besides adding arenas and battleground basically offing the world pvp that made it enjoyable, all they needed was to add a reward system to world pvp and make there reasons to participate and it would have been great.

I've always been kinda against the gear for pvp and even raiding, the best types of gear should come from crafters, instead pvp and pve needs to give you abilities or a form of renown to buy them or hone them. And make that currency or points tradeable to crafters so the people who make it their main point in the game to be a merchant can get those abilities by trading the people who pvp or pve the "currency" for the gear the crafter has made.

Pve questing/raiding(trying to no exclude the people who don't like raiding) and pvp should both reward renown/rep style points that allow you to be taught abilties and upgrade them, think of them as like daoc realm abilties that are useful for pvp and pve. Then a ranking system added in that boost your current abilities/stats with each rank level.

I think the abilities should be the same for both pve and pvp rewards so at anytime a pve or pvp player can cross back into the other side and jump right in, so you don't force them to either spend a large amount of time grinding both and not force casual players to choose one or the other and let them enjoy both. Bascially you could achieve the same rank ups and ability progress by doing either and not be forced into doing both or choosing one you only would have to choose which once you feel like doing at any given time :)

Then after that just add contested zones/planets like Daocs frontiers so people who don't want to pvp don't have to and let the people who enjoy pvping do their thing and progress similarily to the pve crowd.

Yeah I haven't said to much on companions characters in this post lol but not much to be said, it is a great idea for pve to add immersion and help certain classes at the same time given them the ability to solo effectively even as a healing/tanking type. Just hope they find a clever way to get rid of them for pvp or balance them.

Sometime this week I'm gonna post a complete breakdown on the system I was talking about above and let the official forums rip it apart. I'm curious what their reaction will be.

Posted: May 27th 2010 5:26PM (Unverified) said

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Myself, I just want to be the big lizard dude with the blaster, yup.

Posted: May 27th 2010 5:53PM ZoneOuT said

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companions are going to be very interesting I really want to know more on how there going to play out and I think this is going to be a great feature if implemented correctly.

I really hope though that not all of the trandos look like there smiling all the time lol it looks weird man

Posted: May 27th 2010 6:26PM Audacious said

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Much as I love Bioware, Star Wars has never been an IP I've ever cared about....

But this companion system just made my interest in this game skyrocket. It's a great one two punch: keep the player immersed in the game world and story with a character that's always there to do so, but do so in a way that's still entertaining and enjoyable to all but the most impatient of people, which is what Bioware has managed to do in the games I've played by them.

I'm really hoping they can pull off this story intensive, seemingly very innovative game. This game could really be the kick in the rear end the MMO genre needs to get the creative juices flowing again.

Posted: May 27th 2010 6:33PM Bezza said

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Companions! W00T! As I play alot in small groups, solo or duo this is great news. Damn this game just looks better and better.

Posted: May 27th 2010 6:44PM Minofan said

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Good stuff. ^_^

The big plus: different companions for each class - should keep things fresh, may prove a wildcard in class selection.

The (hopefully not too big) minus: Dragon Age's gift system putting in an appearance - I loathed that aspect of DA.
Just cluttered up my inventory no end, then made a mockery of immersion when I popped back to camp and unloaded all the trinkets on whomever I wasn't inclined to take on adventures with me - promptly earning all of their quests, rewards & undying loyalty.

Posted: May 27th 2010 7:21PM CCon99 said

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I just hope we're not forced to use these pets, I'd much rather play missions with 6-8+ good friends.

Posted: May 27th 2010 7:39PM RogueJedi86 said

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They're not pets, they're companions! Characters with real motivations and stuff! They're more like your squad mates from KotOR and Mass Effect, and I highly doubt you referred to them as pets.

My bet is your companions help fill niches in groups when you can't get another player. Can't find a healer? You can use a slightly inferior companion who can also heal, but not as well as a player. Ditto for tanking. Also, they could fill these roles so you can solo group quests without being required to get help from other players. Plus the fun of their own story. Most of the appeal of characters in Mass Effect 2 was their personalities and their story, not their skills in a group.
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Posted: May 27th 2010 8:31PM Larry Everett said

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Based on what Blaine Christine has said and the Bounty Hunter/Sith Warrior game play walkthrough, it will not be required to have a companion. However a companion can be used to complement the group's existing classes. Say if you and the person you are playing with are DPS type classes and you need a tank. A companion could be the tank for you.

Great comments and questions so far. Keep them coming.

Blaine Christine interview:
http://tinyurl.com/3amkzpm

I think this is the walkthrough, but I'm having trouble with it loading:
http://tinyurl.com/nmrwml
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Posted: May 27th 2010 7:52PM Dopamin said

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I really like the idea to use the companions as means to tell the character's story thus making the game more immersive. But I would not like them to interfere in actual PVE too much and not at all in PVP. That's what actual people playing the game are there for in an MMO, though maybe it's just a balancing issue.

Apart from that, I'm all for them! Especially the idea that they might change the progression of a quest sounds neat.

Posted: May 27th 2010 9:31PM Rhoan01 said

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Wow. Wowee wowee wow. This makes me really excited, and a little frightened considering the other amazing stuff they're already trying to pull off.

One question I want to see asked is:

"How important will players wind up being to each other if we have:
A) the ability to take on multiple enemies at once
B) companion characters to fill niches like tank and healer
C) a stated design emphasis on the player being heroic without needing a large party of friends adventuring with them"

I'm sure systems can be programmed to tweak mobs to be tougher/easier depending on how many actual players you have, and just like in STO companions (Bridge Officers) are never as good as actual players in terms of abilities and gear. I'm just wondering if we'll spend more time interacting with the NPCs than the players.

Will we need specific classes to undertake specific flashpoints? Will we need each other for professions (a la enchanting rods in WoW)? With all the emphasis on NOT needing 40 people to feel heroic, what's Bioware doing that will make us need to band together against the tyranny of the Empire (or fragility of the Republic)?

Posted: May 27th 2010 10:12PM Larry Everett said

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That first question(s) is a very good one, and I will see if I can find the answer or perhaps I can win some time with a SWTOR Dev some time.

In the interview with Ohlen, it is hinted that there may be a better choice of companion depending on the mission. But if I were to guess based on past experiences with Bioware, the choice will determine the type of outcome not necessarily the success or failure.
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