Basic stuff - http://www.swtor.com/info/systems
Normal group size 4, Healer tank dps support roles, More story driven quests, crafting, 4 man instances(flaspoints), pvp. Seems fairly similar at the basic level with nothing that would deter multiboxing. They say everyone can participate in others quests and be grouped the whole time or it can be done solo, although there would be certain points that would require a group.
I also think that if they really want to be legitimate competition for other major mmo's they have to offer the same systems for all level of players, like some type macro system for hardcore end game raid guilds and such. I dont think they would overlook it when nearly every other game has at least some type of macro system.
Questing - http://www.youtube.com/watch?v=AEoG1...eature=related
Quest dialog is supposed to be great but can be skipped through for the most part, there are 1-2-3 options for responses during quest dialog for each player(similar to other bioware games) in the group and a random roll determines whos response gets used. So if you were playing with 4 of the same class I would assume they would all have the same options and would be easy to select the response you want across the board.
I doubt they will completely do away with collection quests but I think they want to keep the quests more heroic in a sense, so hopefully there wont be too many.
Combat - http://www.youtube.com/watch?v=E6L-N4zqAeM
Same concept as other, Ranged, melee, heals, cc, ect. Each class will have some more self healing abilities than other mmo's I believe, other than the normal potions and such.
Ranged dps seems to be the most popular to multibox and is what I plan on starting with. Lots of options for ranged classes in ToR, Smuggler, Trooper, Consular, Bounty Hunter, Infiltrator, and Inquisitor.
They say a flashpoint needs a well balanced team to be successful, maybe we need beeq to prove them wrong![]()
I am leaning toward rolling 4 Inquisitors at first, the idea of having an entire force lighting storm at my fingertips is nipple hardening. http://www.youtube.com/watch?v=M2-P5alg6sw
If not that then the Bounty Hunter Mercenary spec seems like it would be great fun as well, rockets, missiles, flames and other gadgets x4 ftw.
Each class really seems to have something fun to offer really, especially multiplied by 4.
Jedi Consular has a bit more heals/cc from what it sounds like, could be handy with a good macro and round robin use for raids/pvp.
Tanks appear to be the same, heavy armor, aggro control.
Space combat however does not seem like it would work unless everyone in the group is in the same ship. I looks like they used more of a starfox/arcade style for the space combat. No good details yet.
Companions- http://www.swtor.com/info/systems/companions
Each class gets a few companions as they move through their story, each offers something different. Looks like they will be similar to other pets, tanks, dps, buffs. Not to much info on how exactly they will be used in a 4 man group in flashpoints.
Crafting - http://www.swtor.com/info/systems/crew-skills
This could be really good $$, check out the crew skills feature video in the link. Having 4 times the gathering/crafting abilities 24/7 seems like a good way to grind through a whatever crafting proff you pick.
The schematic gathering seems like it could be nice if patterns and such are in as much of a demand as in wow. Being able to set the crew to tasks while the rest of the group is off questing will free up some of the grind.
I'm sure there is more, Ill add it when I think of it, so far though It seems to be boxable.
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