Showing posts with label swtor. Show all posts
Showing posts with label swtor. Show all posts

Sunday, 5 September 2021

Where is Agent Galen?

I have no idea. I can't remember. And it's wonderful.

One of the undeniably great things about Star Wars: The Old Republic is the gargantuan size of the story content. With eight original class stories, the unified story of 2015-2019 and the diverging Republic and Empire viewpoints since, there's hundreds of hours of content.

Despite playing SWTOR since 2012, I've only completed seven of the eight original stories. The trooper is still a work-in-progress for me, but nevertheless I've rolled new Jedi, Sith and other tech classes to experience the stories again.

I've been leisurely progressing through these over the last couple of years - increasingly recently now I've completed Galactic Seasons Season 1, allowing me to get back to more rewarding story content*. Having not played many of them since 2012-2013 (Jedi Knight and Sith Warrior in particular) they feel like brand new stories. I'd completely forgotten 99% of them.

* As an aside, I'd like to borrow a line from Shintar over at Going Commando: Galactic Seasons completely 'sucked the air out of the room' over the summer. While she made this reference in relation to her writing, I think it's an accurate description of what Seasons did to my play style... Now I'm at level 100, it's a breath of fresh air to be able to get back to a more relaxed style!






Take the titular Agent Galen from the Jedi Knight story, who aids you in a quest to stop the Empire unleashing a number of devastating superweapons. The name rang a bell, but I'd forgotten everything else about the story. I quickly become invested in Galen and the colourful cast of characters that surround you, as if seeing a great film for the first time. Galen's disappearance prior to the Nar Shaddaa arc had me worried: 'I don't remember any of this... Is he alright?!'

It was a fantastic reminder that replaying the class stories feels, for me, like a whole new experience. The sheer wealth of content for SWTOR means that it'll probably be the same for the all the classes once I get round to them - I will probably remember very little!

The more recent expansions have tended to blend together and encouraged me not to play them on multiple classes, as the stories become conflated: I forget which companions have survived on which alts; the 'choices that matter' become irrelevant unless I keep a log of what each character has, or has not, done. And that doesn't sound fun.

Not so the original stories. Diving back into them is a reminder of the depth of storytelling we were originally gifted all those years ago.

Replaying them as the opposite gender character is also a great move, as the alternate voice actor adds another layer of shiny 'newness' to the experience. There are voices for the main classes that I've never even heard, despite playing for almost a decade.

I hope Agent Galen's ok. I look forward to finding out. Even more than that I'm excited to see what else I don't remember!

Friday, 9 July 2021

Playing in Style

Among many others things coming in update 7.0, SWTOR is getting 'Combat Styles'. Combat Styles will fix a mistake I made almost a decade ago...

Back in 2012 I tentatively logged into SWTOR and created my first character, a Jedi Sentinel. This valiant Jedi has been my main protagonist over all these years, but something has always bothered me: I have to use two lightsabers. I really just want to use one, in a classic Jedi sort of way.

This boils down to my own stupidity at character creation stage. In my early days with SWTOR I didn't understand that Sentinels dual-wielded and Guardians had a single blade. I thought I could just equip whatever weapons I liked, and the Sentinel seemed like the most 'Jedi' class to my eyes back then. (In retrospect, it's definitely not.)

I was already invested in the early story when I realised my mistake, and for whatever reason I failed to start over. The years only compounded my hesitance to start a new Guardian and get my single saber. The more I progressed through the story on my Sentinel, the less I wanted to do away with the character. You really become attached to them as the narrative drives on.

Yes, I know you can physically use one lightsaber as a Sentinel, but you lose many of your abilities in the process. Since 6.0 and the Item Rating mechanic, without a second blade you're also not going to be meeting Item Rating 306, which means the equipment you get from missions and mobs will be far below this level.

And yes, my Sentinel looks super-cool (below), but I'd really like to explore new story content with just the one saber.










Enter update 7.0! From December, each Force-user class will have access to the advanced class (now called Combat Styles) of every other Force-user class. Similarly, every tech-based class (Smugglers, Bounty Hunters, Troopers and Agents) will have access to each others' styles. This means you'll also have access to that combat style's weapon proficiencies.

Loadouts will be implemented, making it simple (we assume) to swap between combat styles at will (or near enough at will).

Finally, I'll be able to make my Jedi main a single blade-wielding Guardian, fulfilling the dream I had all the way back in 2012. Of course I've made Guardian characters since, but there'll be something extremely satisfying about getting my main to fight in that style.

I'm excited to experiment with different styles for all of my other characters, but I'm particularly looking forward to 7.0 for my troopers. I spend a lot of time getting my characters looking just the way I want, and combat styles will definitely help with my range of Clone Trooper look-a-likes! Finally I'll be able to equip them with more than just a blaster rifle...


As many have pointed out, here come the Captain Rex cosplays!

Friday, 18 September 2020

Now I'm An Achiever

I've never really bothered with the achievements aspect of SWTOR. But every now and again I get into a bit of a lull in my gameplay and I go searching for something to do. Recently, in one such lull, I stumbled across a forum post where someone was complaining that there was nothing to do at endgame. Another player replied, retorting that there was 'never a shortage of things to do' in the game - providing a long list of activities the original poster might like to try.

The list really struck me and the more I thought about it the more I realised that, 'Yes, there's never a shortage of things to do!' Among the long list was working on achievements.

Recently I've dug into trying to complete some and I've had a lot of fun. The best ones are of course the ones with rewards: be it a title or a few extra Cartel Coins. The legacy titles in particular have attracted me, and stumbling across the title reward Galactic Explorer, I knew that if I only ever completed one more achievement it had to be this one!

A couple of days later (and a lot of exploring on Nar Shaddaa - that place is a maze) and I'm now a bona fide explorer!






I had fun chasing the achievement. I don't think I'm turning into a completionist particularly, but I may dig into the achievement list more often now.

Friday, 28 August 2020

Return to the Skies

I hadn't played the Galactic Starfighter component of SWTOR in any serious way since it was released in the 2.x update cycle. Recently I've been looking to give one of my level 75 characters a particular focus, especially for Conquest, so I decided to really dig into GSF at last.

Two factors helped me with this. The first is that GSF progress and rewards are tied to each individual character, rather than your Legacy, so it makes sense to have just one Republic and one Imperial character focus on it. Secondly, the Daily and Weekly quest rewards are quite generous with Tech Fragments, presumably to encourage more people to play the mode.

I couldn't just pick up and play, though. My head canon needed placating first... Every character needs a good RP reason to do something!

So the first couple of hours of my GSF experience were spent getting just the right flightsuit costume sorted...










Meet Gale Rantilles, my Commando Combat Medic and part-time starfighter pilot. Until I learn how to properly heal in group content she'll be earning me Tech Fragments in GSF.

Queuing up, I was initially a little concerned at the long wait time for a GSF match. On a Saturday night, getting on for midnight, I got only one match in 45 minutes of queuing. If that was a representative rate of match-pops it may take more than a week to complete the Weekly quest! Subsequently queuing between 9.30 and 10.30 in the evening provided no such problems, so I might have to make GSF the first stop of the evening.

I was prepared for my first dozen or so matches to be pretty brutal. Most guides I've read highlight the steep learning curve and the high death rate until you manage to equip your ship a bit better, and my experience followed this path.










The first few battles were tough. A lack of experience and a low-spec'd ship resulted in a lot of early exploding. Then, about seven matches in, losing at a Domination game, something turned. The enemy team seemed to suddenly spread themselves too thin. I managed to capture a satellite, then another. The enemy responded, but it wasn't enough. We won by a handful of points, coming from several hundred behind. It was great, and the sense of achievement brilliant. 'I really like Galactic Starfighter!', I thought.

Like all PVP it's tough when you're losing. Even tougher when you're being hammered. Early on, you'll start to think it isn't worth it. But then a match will come up that changes your fortunes and your mind.

Swtorista has just started a new series on the basics of GSF and, as always, her content is highly recommended.

Happy flying!

Thursday, 2 July 2020

A Little Can Go a Wrong Way

A recent, relatively insignificant, change to the user interface in SWTOR sparked a cacophony of outrage on some of the more popular forums and outlets.

A new UI element, the 'Galactic Guide', was introduced to replace the old Social Bar and it was, well, weird. Not only does it not match the look and feel of the rest of the UI, it also can't be customised in the same way the rest of the screen items can. The fact that it introduced some bugs into the way the UI is used and contains a prominent link to the game's real-world money marketplace (the Cartel Market) only added insult to perceived injury. This was seemingly especially the case among some subscribers, who objected to being overtly pushed towards the cash shop when they already pay their dues. Such players are always likely to be the most vocal, and rightly so, but also I suspect in the minority of numbers compared to the casual, free-to-play and preferred status players, who EA need to drive towards the Cartel Market.

I'm not particularly concerned with the content of the Galactic Guide - it doesn't serve any useful purpose for me. Rather I'm more disappointed at the minimised appearance:

The old Social Bar, which could be minimised into the form above

The new one, which, er- cannot

The episode got me thinking. Not so much about the element itself (and yes I think it's odd and incredibly annoying), but about what seemingly tiny details can upset the balance of a game and drive players into incandescence.

The answer, I hope, is that the vast majority of players really do care a great deal about the game. They are invested in it (emotionally and financially) and want the best possible experience BioWare can give them. When there is a perceived breach of that developer-player trust (or where something is obviously just poorly done) these players take a hit: their world, their Star Wars experience, is now a little diminished. And that can hurt. SWTOR, like all of Star Wars, is pure escapism for many people. When something comes along to jog us out of that reality we feel it personally.

This is why when something a developer introduces is in the spirit of the game, open and honestly communicated there will likely not be a problem. It's the feeling of forced-direction and poor execution that riles most, I suspect, not that there's now an extra link to the Cartel Market.

As implemented, the Galactic Guide is a jarring item in an otherwise immersive experience. And anything that jolts players out of their game-reality is going to have a disproportionate effect, no matter how small that item is.

Developers beware: even the smallest details can go wrong. Think about how the truly invested players might react - in the end, they're the ones that will still be here years down the line. While the most vocal, they're probably the ones that love your game the most, too.

Tuesday, 30 June 2020

SWTOR: How Will I Remember This?

One day SWTOR will end. This will be a dark, dark day. In the meantime, I'm racking up hundreds of hours of gameplay. Trouble is, will I be able to look back with fondness in several years time?

A few years ago, in an effort to make sure I take the memories with me, I made a concerted effort to start capturing my adventures with screenshots. Beautiful vistas, epic cut-scenes or just my character looking particularly cool, I snap it all.

Below are 17 of my favourite shots taken since then. I edit all of my shots in Adobe Lightroom, generally bringing out colours and other small adjustments to exaggerate the mood. I find the native game is a little unsaturated, not that you notice while playing, so it's nice to have a screenshot collection that really 'pops'.

Looking at the below you'd be forgiven for thinking I mainly play dark side characters. Fear not, I have plenty of Jedi and Republic shots too! They just didn't really make the cut this time round.










(1) First we have the Jedi Academy on Tython. The first world many of us experience in the game and one of, if not the, most beautiful and peaceful. There's a serenity from just existing on Tython that is hard to match anywhere else. This view, as you first mount the hill and the Academy is revealed, is one of my earliest in-game 'wow' moments.










(2) Belsavis is a remarkable world: ice, snow, jungles, waterfalls, lava. Not to mention ancient Rakata monuments, tombs and abandoned machines... A great and dangerous world to explore. Here my Agent and his companion scout out a hilltop facility.










(3) My Sith Warrior assessing the scene on Tatooine. I love the distance visible on the desert world. I imagine he's probably a bit hot though.










(4) Cut-scenes and planetary intros are great for screen-grabbing. I can't recall exactly where this is, but the composition appealed to me.











(5) This 2001-style composition caught my eye, from somewhere in KOTFE or KOTET I believe.










(6) Nathema, as it appears in its namesake Flashpoint, is a stunning world. The view from this cliff-top gave me a Lord of the Rings vibe.










(7) Exploring the heart of Nathema. The ancient statues found here are a brilliant bit of design.










(8) Ilum follows the SWTOR guidelines of 'if it's a new area and we need it to look distinct: make it night-time.' (Looking at you Section X and Rishi.) It does it with style - adding falling meteorites and a view of the galactic plane.










(9) I've tried to limit the number of cut-scene shots here, as I'm obviously not composing them myself. But occasionally everything just looks so good I can't help but take a snap. Here my Agent, in full trooper armour, pilots a craft.










(10) I love this shot of the Dune Sea on Tatooine. It gives an inviting sense of exploration and vastness - the light from the twin suns leading you out of the shadows and off to who-knows-where.










(11) A pastiche of the ion cannon on Hoth from The Empire Strikes Back, this night-time shot of Belsavis shows the scale of Republic machinery on the prison world. At least, I assume this is a Republic installation and not a Rakatan relic?










(12) Sometimes everything just comes together: the look and feel of your character, their stance, lighting. This was one of those times. This is Elidian Telkadis, the head-canon captain of my Inquisitor's personal guard.










(13) Perhaps the quintessential Star Wars image, ever since the Millennium Falcon barrelled towards Alderaan in A New Hope. I love a hyperspace shot and this one translates that feeling of speed and boundless energy.










(14) At the risk of starting a giant-guns-pointing-at-the-sky series, here's another giant gun pointing at the sky. Onderon is a complex and beautiful addition to the game. The similarity in form between this shot and number 11 is striking.










(15) I adore this shot of Hoth. The structures emerging from the icy haze lends it an eerie feel. The planet feels vast in SWTOR and this shot highlights the isolated nature of each settlement.










(16) This shot is an oddity as it was captured mid-combat, something that's tricky to do and normally results in unusable images! The power of a Dark Lord of the Sith is apparent here - the Jedi being electrocuted obviously not the first victim of the Dark Lord's rage.










(17) There's nothing particularly special about this shot and, again, it's from a cut-scene so I can't take much credit. I just love the lighting and how the hologram illuminates my Inquisitor as he listens to Shae Vizla. The later-game cut-scenes are a great source of screenshots and a great way to really get a look at an armour combination you've spent effort on.

Wednesday, 24 June 2020

SWTOR: An Eight Year Learning Love Affair

I have a hazy memory of seeing an advert for Star Wars: The Old Republic - presumably online. I remember seeing the giant structure that sits over the Alderaan Warzone. The exact time that this occurred escapes me, but I assume it must have been early 2012. I remember thinking, 'Cool. This looks like an interesting Star Wars experience.' But it was an online game with other (real) people and that wasn't for me.

Eventually curiosity got the better of me and I took the plunge. I believe I must have delved in around the time of the free-to-play launch, so late 2012. From then on I've never looked back and have been a subscriber for most of the time since.

What I'd initially feared as a forced social experience turned out to be quite the opposite. Yes, there were lots of other players running around, but the depth, quantity and quality of the story and the single-player aspects had me hooked immediately. It took me years to try PVP content via a Warzone and I've still never undertaken group content beyond that. My SWTOR experience is none the worse for it, either.

When I play a game, especially an RPG, immersion is everything. I want to live and breathe the world of the character. The story, the look, the intangible 'feel' of SWTOR made that very easy very quickly. That each player class had its own unique story helped massively. I wasn't Player 1 running through the same missions with a Jedi, Sith or smuggler avatar - I was a young Jedi Padawan finding his feet on Tython, I was a freed slave broken by the Sith on Korriban, and I was a smart-ass pilot running weapons behind the lines on Ord Mantell. I was immediately invested in each character I made, thinking long and hard about the names I gave them and developing back story and incidental elements to fill in the gaps as they progressed on their adventures. Not quite fan fiction, but enough of a narrative that I felt like I was playing through them rather than as them.

I guess in this vein, amongst the tropes of RP, PVE and PVP, I've always been an RPvE type of player, if you will.


The amount of content in SWTOR has meant I've only completed the class stories at most once (I'm still not quite there with my bounty hunter and trooper!). I take my time. Like everyone, I'm guilty of running off in a completionist frenzy from time-to-time, but I generally try to slow myself down and appreciate the little details. SWTOR is a beautiful and complex game that rewards you for taking the time to simply admire it. To drink it all in.

This approach, and the sheer amount to do, has meant I'm constantly discovering new things. As mentioned, I've still never experienced group content - perhaps over the next few years I will? Just with solo content, the last eight years has been nothing if not a learning experience. SWTOR is a game that is easy to pick up and difficult to master (at least nowadays - it used to be a lot harder right from the beginning). As such, it's quite conceivable to spend your SWTOR experience running the main stories, bashing your favourite abilities and just having a blast - not really worrying about gear too much or quite what your abilities are doing in detail. Delve a bit deeper, however, and the process can be very rewarding. I've really enjoyed getting more involved in my character's stats, abilities and gear. Not because I necessarily need them to be 'better' (although it does help when trying to do later game content not originally designed for one person) but because I enjoy sculpting the character into the best version of themselves. And who doesn't get a kick from taking down a group of previously tough enemies with ease?

Once the floodgates open you may find yourself quickly immersed in stats, spreadsheets, forums, gearing guides and a lot of deep in-game crafting. It's a rewarding process but can at times feel without end. Especially when the latest patch raises the level ceiling, changes the gearing process or otherwise undermines everything you've been working towards!

However, learning about your abilities, how they interact, when to use them and how enemies might counter them is incredibly satisfying. It gives you a renewed sense of the complexity of the game and, certainly for me, makes me feel even more invested in the characters I've made.

Voltic (right), my Inquistor - the look and feel of a character, as well as their companions, is key to immersion for me

Like many players I was uneasy with some of the direction after the conclusion of the main story arcs and the release of expansions, particularly Knights of the Fallen Empire and Knights of  the Eternal Throne. The coalescence of all the class stories into a single reality, while perhaps being practically necessary (although likely not the developer's original intent for post-1.0 content), has dulled the individuality of all our different characters. To the point, in fact, where I started to create alternate reasonings for those characters I did take through the expansions. Now, I tend to skip KOTFE and KOTET entirely. I do miss the days during the original class stories where the actions of one protagonist would be referenced in another's story - the sense that there were eight stories being told simultaneously in a galaxy of infinite voices. I welcomed the change starting with Jedi Under Siege that diverged the Republic and Empire experiences again.

I hope I'm conveying a sense of my SWTOR experience. I enjoy reading how others play the game and it's always interesting to see how different people approach it. As an example, I wouldn't say I have a 'main' in the conventional sense (that is, a class I know inside-out and tend to play primarily), as many players do. I have a character that I usually run through new content first with (the first character I ever rolled), but I have only relatively recently taken the time to really get to grips with the intricacies of even this class.

As with most newbies I started with several DPS characters. In the last few months I've really enjoyed starting to heal. First with a Combat Medic Commando and more recently by transferring my Ruffian Scoundrel to Sawbones.

I've experienced 6 of the 8 class stories through to completion and have started a couple second time round. That it's taken me almost eight years to get back to the Jedi Knight story is a testament to the amount of content in the game. I'm genuinely excited to go through the class stories again - as so long has passed I've forgotten much of them completely.

Among my many alts is Narquis, Sith Warrior head-canon servant to Voltic (complete with Kylo Ren-style costuming, of course)

(Credit to those posters on TOR Fashion who've put the hard work into creating a lot of these looks that I've borrowed for my characters!)

The future of my SWTOR experience is exciting. I'm probably at the point in my personal progression that most players are much earlier in their MMO lives. It's therefore a good thing that the game will be around for several years to come yet, giving me time to fully experience the depth and complexity that I'd previously glossed over. Exciting times and I love it.