Showing posts with label boss. Show all posts
Showing posts with label boss. Show all posts

03 December, 2011

Flashpoint, in review

Well, its ended up being a busy week, but I'm finally able to post again.  As promised in my last post, I would talk about the Esseles flashpoint in TOR that me and some friends played through the last night of the server load beta.

Our group consisted of a Sage 10 (myself), a Gunslinger 19+, a Jedi Sentinel 10, and a Trooper 9-10.  I healed, the sentinel tanked.  Obviously, the difficulty of the encounters had to have been massively skewed by the high level dps from the over leveled gunslinger.

I am very, very impressed.  Overall, the tone of the flashpoint felt like it was something straight out of one of the movies (along the lines of the escape from the Death Star, or the attack on Jabba's sail barge).  There were lots of opportunities for wise cracks or serious lines from our characters, and plenty of action between social interaction scenes.  It felt that both sides of the encounter, the combat and social encounters) were important parts of the instance.

Starting the instance was a bit of a chore: it seemed that there was some glitch in the conversation to start the instance told us some members (and not which ones) were ineligible to participate in the encounter. 

I liked the flow of the instance: 
  • an intro
  • some combat
  • a social encounter to establish the premise
  • more combat
  • a story path decision
  • more combat
  • a boss fight (Ironfist, or whatever his name is looks more intimidating WITH a beard)
  • a slight change of location
  • 2 big boss fights
  • optional boss
  • and a fInal light-side/dark-side choice to wrap things up

The combat felt pretty typical for what I would ahve expected out of an MMO "Dungeon".  Small groups of enemies with somewhat complementary abilities.  Usually it was one strong or elite enemy surrounded by a group of regular units.  I'm not sure what the other players were doing, or how aggro was being held, but as healer, my job was fairly straight-forward.  At level 10 I had exactly ONE heal: Benevolence.  I would typically start by running into combat, and downing a few of the minor enemies, while watching the parties health bars.  If anyone got to low, I would spam them up to 80-90% health.  A few times, their health bars got lower than I was comfortable with, but I don't think anyone died during an encounter. Having meditation/reload really helps to keep the pace fast between fights, and giving EVERYONE a revive prevents slowing the group down for a long corpse run.

I believe the entire flashpoint took about an hour, and I'd guess we spent about 2-3 minutes in combat to every 1 minute we spent in a social encounter, which is a good change up. I REALLY like a flashpoint/dungeon/instance of this length, it feels like you've accomplished something when you've completed it.  I really hated the "Speed run" 15 minute wrath dungeons, and I hope they don't bleed over into TOR.

THe lewt the bosses dropped seemed pretty standard "blue"/"rare" quality gear, better than random drops, close to what was produced by big group quests.  I really hope there are some more clever names for the armor in the final release, though.  Every boss drop was named "Esseles Counselor Gloves" or "Esseles Smuggler Jacket".  

Long story short, it's more than enough to keep me hopeful, as long as a they fix the few bugs at the start of the instance, and they actually give appropriate names to the gear drops.
That's all for now.  I expect my next post soon, either discussing the value of a guild charter (currently writing one for the new guild) or about some microtransaction/post-launch premium ideas I think TOR should implement.

/endofline

26 November, 2011

The little things

Instead of working on Landscape Genetics today, I kept playing SWTOR's beta.


My parents would be so proud.


Anyway, I've now leveled the following characters to the following levels:


Trooper 11
Conselor 10
Bounty Hunter 7


I loved the Trooper storyline.  Its got a great twist at the end of it that I can only assume sets up the REST OF THE GAME for the class.  Its great, and I won't ruin it for anyone who wants to play.


The play on the Bounty Hunter was a blast.  Literally.  One of your initial abilities is the classic Fett "wrist rocket".  When you hit a standard enemy, it can blow them over, knock them down, and stun them momentarily.  If you KILL someone with it, their limp body/chassis/bits fly 3 to 5 meters.


IT. IS. GLORIOUS.  The play style is endlessly entertaining.  The story line there is solid, too.  It also has some good twists you'd expect from the typical scum and villiany that inhabits Nal Hutta.


The Counselor play style is good, by comparison I suppose its a little bland compared to the others, but that not saying much, considering how flashy Troopers and Bounty Hunters are.  The big push back ability is fun, but with limited use without a lot of big damage ranged abilities to take advantage of it.  The end of the Tython story line was very satisfying, and the twist that came afterward I actually expected sooner.  


There are a few other points I want to touch on here tonight.


The Legacy system


I actually stumbled on this, and it sounds like its old news.  Your "Legacy" will basically be your character's last name or family/clan/house/whatever identifier.  From what I read, it will be unique, self-chosen, and game wide (Across any and all servers).  The name you choose can be listed as a last name, below your name, as "the xyz legacy", or hidden.  So apparently you CAN choose a last name in the game, and my previous post was wrong.  You have to finish the first story tier.  I'm looking forward to this.  This SHOULD allow an anonymous method for cross server, User-to-user communication, a proxy for what the "RealID system" provided us in WoW.  


The Social hub


This was very well designed.  The social hub for the Republic (and, I assume, Sith) is a large space station.  To speak in terms of WoW, This will be the Stormwind/Ironforge for the Republic.  Initially speaking, its VERY well designed.  The social "hub" is literally just that.  The entire station is laid out as a large wheel, with most of the utility areas (Crew skills, class training, auction house, transit) along the rim, connected in the center by a cantina: literally, a "social hub".  The layout should make it very convenient and accessible.  


Sharding servers


Apparently, all the zones are instanced, or "sharded".  Even within the servers.  This was used by STO to allow all users to play on the same super-server.  I was NOT expecting this.  The good news is this means that zones can be kept to reasonable populations by adding more instances to the zone ad hoc to support the population.  The bad news is this sharding can separate players and friends.  You can still communicate between shards with general chat and whispers, but actually joining your friends' instance requires an entire reload of the zone.  Personally, I have found these loads to be fairly lengthy.  In the long term, I worry that random grouping may be discouraged across shards due to the time involved in the load for the new players.  Time will tell how this plays out.


Group quests and world bosses


I simultaneously loved and loathed the group quests in WoW.  They were a pain in the ass during leveling, but I was surprisingly disappointed to see them go in Cataclysm.  In SWTOR, they called "Heroic" quests, and they seem to provide bonus gear, but haven't yet been required to move the story forward. 


I'm also pleased to see that world bosses have been added.  They're scattered around, and I've found some as early as level 6.  Get a group together, and these can be fun.




Well, I think that's it for now.  I believe we'll be running a flash point tomorrow, we'll see how things go.


-Tris