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		<title>Aureus Knights Community - Blogs - Hengist</title>
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		<description>Home of the Aureus Knights MMO gaming community.  We are the largest and most active Final Fantasy XIV guild located on the Gilgamesh server.  We also have a casual games chapter dedicated to fun online gaming in games such as Overwatch, Civ 5 and more!</description>
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			<title>Aureus Knights Community - Blogs - Hengist</title>
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			<title>The Definitive Star Wars: The Old Republic Beta Review Classes (Part 5)</title>
			<link>https://archive.aureusknights.com/entry.php?58-The-Definitive-Star-Wars-The-Old-Republic-Beta-Review-Classes-(Part-5)</link>
			<pubDate>Sun, 04 Dec 2011 00:47:38 GMT</pubDate>
			<description>*Sith Inquisitor:* 
 
Image:...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore"><b>Sith Inquisitor:</b><br />
<br />
<img src="http://3.bp.blogspot.com/-QafFhJ2-0AY/Tc5BiraTSMI/AAAAAAAAE0g/ZiZHdNCnFXQ/s1600/Sith+Inquisitor+Class+Details+Released.jpg" border="0" alt="" /><br />
<br />
My personal experience is that the Sith Inquisitor offered a fairly enjoyable story in Act One. However feedback on the forums indicates that the highlights of the story are all in Act One, as Acts Two and Three fall short. As the Inquisitor was a class on my agenda to play, I cut it semi-short, and this is a class that I will play (play twice actually) no matter the story.<br />
<br />
As one of the more diverse classes, the Inquisitor offers plenty of options. The ranged side of the Inquisitor has been one of the most overpowered classes for the past five months. The force regeneration mechanic is very easy to get used to, the class puts out elite damage in both burst and sustained mode with the ability to heal. In fact, I know a few people with DPS builds who have main healed flashpoints all the way to 50. Things have toned down a little bit, but this class, with a ranged configuration is going to be a force at launch.<br />
<br />
The Sith Assassin, was my preferred melee class in the game. There are plenty of skills that would remind someone of a World of Warcraft rogue. One of the things that still needs tweaking however, is the ability to re-enter stealth while engaged in PvP. As a tank, the Assassin is a very capable class, and has the best threat generation of any tank class. However, because it shares a tree with a DPS Advanced Class, it also gets skills that aren’t near as much use. I think opinion is fairly split (which is a good thing) on who is the best, or preferred tank with votes for Bounty Hunter, Sith Warrior, and Assassin, and people prefer them for different reasons.<br />
<br />
I’m a big fan of the Inquisitor, and I will be rolling both an Assassin as DPS to restore some old rogue glory days, and a healing Sorcerer. The speed with which he can cast will likely make him the most dominant healing class in PvP. You can see that I anticipate using both classes for PvP reasons, but the PvE versatility will be an enormous consideration for people.<br />
<br />
<u>Republic Mirror:</u><br />
<br />
The Jedi Consular was a yawn fest story wise for me. I could have watched paint dry for more entertainment. Truth is, there was never one hook that really drew me into the class. Being honest, I felt the Smuggler was “Sith worthy” story, and the Knight’s last act was among the best in the game, there just isn’t anything there for me with this one.<br />
<br />
<br />
<b>Bounty Hunter</b><br />
<br />
<img src="http://www.the72pins.com/wp-content/uploads/2011/10/the-old-republic-choose-your-side-jedi-knight-vs-bounty-hunter.jpg" border="0" alt="" /><br />
<br />
I am an intergalactic rock star, so you know we are about to walk onto hallowed ground. I am the toughest, most independent and likeable guy around, and I take crap from nobody, so is it a surprise that I like the Bounty Hunter story? There are a ton of places you can say “I saw that coming” but despite that, there is definitely something that draws you into this class.<br />
<br />
Combat is an interesting mix, you’ve got potent AoE attacks early in the game and it makes you feel like nothing is ever going to stand in your way. As you level you’ll feel that you do outstanding sustained DPS (as long as you learn to manage heat, and I think it is perhaps the toughest mechanic to adapt to) and you lose some burst. Heavy armor, good heals, and sustained DPS combined with this story figure to make the Bounty Hunter a fairly popular class.<br />
<br />
Healing with the Bounty Hunter is more of a rotational based system that the Inquisitor since heat is more of a challenge to manage than “force”. The Bounty Hunter has a nice little AoE heal, and despite having slower heals has some big heals. If I was drawing a comparison to other MMO’s, there is some validity to the WotLK version of a Paladin.<br />
<br />
I never got deep into a tank spec Bounty Hunter, but feedback grew more positive the longer I participated. Get used to grapple and jet charge as favorite skills, and honestly the Powertech is perhaps the most enjoyable tank to play in PvP.<br />
<br />
Do I even need to say that this will be the first class that I roll? While I will be going Mercenary I could very easily re-consider the healing Inquisitor and roll a second Bounty Hunter with an eye towards the Powertech.<br />
<br />
<br />
<u>Republic Mirror:</u><br />
<br />
One of the early negatives for the Trooper is that I did not care for the first companion, things started to roll when I got to the second companion, and that the early story failed to draw me in. I never cared for my squad mates on the starter world, and therefore never cared when subsequent events occurred. Down the road I felt my presence was more about past exploits of the Squadron than anything I had accomplished. That being said, hands down, the play style appeals to me, and is incredibly fun in any role.<br />
<br />
<br />
So that’s about it, that’s a semi-brief look at how I saw and felt about classes during The Old Republic beta. Mileage will vary, and just because some stories did not appeal to me doesn’t mean they are bad, they might appeal to others for various reasons. Being honest about it, the inclusion of the stories, even the ones I dislike, really add something immeasurably good to the game. The story wasn’t just about being good or evil, but about a reason to behind it, for me at least.<br />
<br />
All of this is of course subject to change. My impressions are based on the last four months that I’ve had to play, and there have been significant changes between builds, and I have not always gone back to play classes after changes have been made.<br />
<br />
<br />
<img src="http://www.galacticbinder.com/images/old-republic-deceived.jpg" border="0" alt="" /><br />
<br />
It has been a long time since Bioware announced that The Old Republic was in production, and release is finally just around the corner. I was interested from the first, but it was <a href="http://www.gametrailers.com/video/e3-09-star-wars/49936" target="_blank"><b>Deceived</b></a> that set the hook and has never let up. Has any trailer done more to erase bad feeling from a franchise that went from Darth Vader to Jar Jar Binks? <br />
<br />
We have arrived!</blockquote>

]]></content:encoded>
			<dc:creator>Hengist</dc:creator>
			<guid isPermaLink="true">https://archive.aureusknights.com/entry.php?58-The-Definitive-Star-Wars-The-Old-Republic-Beta-Review-Classes-(Part-5)</guid>
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			<title>The Definitive Star Wars: The Old Republic Beta Review of Classes (Part 4)</title>
			<link>https://archive.aureusknights.com/entry.php?57-The-Definitive-Star-Wars-The-Old-Republic-Beta-Review-of-Classes-(Part-4)</link>
			<pubDate>Sun, 04 Dec 2011 00:38:19 GMT</pubDate>
			<description>Ever hear Lemmy croon  “I Aint No Nice Guy” (http://www.youtube.com/watch?v=7lHqG3sj1Fw)? Well, for a little bit I thought I wasn’t a very nice...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Ever hear Lemmy croon <a href="http://www.youtube.com/watch?v=7lHqG3sj1Fw" target="_blank"> “I Aint No Nice Guy”</a>? Well, for a little bit I thought I wasn’t a very nice guy withholding the last part of my promised Beta Review for The Old Republic but then I realized that nobody was actually reading these, and I stopped feeling bad, and just got it done. Hope you enjoy the final fruits of my Old Republic pre-launch blogs.<br />
<br />
I know we have more misguided (read: not quite bright) people who are interested in playing as Republic around Aureus Knights, (Actually that’s just more people for me to kill in-game, so I’m not complaining) but I have a much better feel for Empire classes, and since most classes are mirrors you can feel free to apply to the other faction.<br />
<br />
<br />
<b>Imperial Agent:</b><br />
<br />
<img src="http://desktopia.net/wp-content/uploads/walls/thumbs/Star-Wars-The-Old-Republic-Imperial-Agent-575x359.jpg" border="0" alt="" /><br />
<br />
Any conversation about the Imperial Agent has to begin with the statement that this is the single best story in the game. Hands down, without question it hits its mark, and if you really want to know the truth about what is happing in the Sith Empire, this is where you are going to find truth. If you’ve ever had a James Bond fantasy, this just might be the class and the experience you are looking for. I came to believe what Daniel Erickson told me in April, that this is some of the best writing they have in the game.<br />
<br />
Combat is a mixed bag. Snipers deliver a huge punch and some of the best burst, and longest range of any DPS class in the game. Their reliance on cover however is a mixed bag, and took me a long, long time to warm up to. Their burst is also incredibly slow, with long “wind-up’s” for big damage skills.  In both PvE and PvP they have their uses, but their effectiveness is going to depend on the skill of the person playing them, along with a little bit of luck.<br />
<br />
Operatives, in my mind are probably the 3rd best healers (of the 3 healing classes) but they aren’t far off from Bounty Hunters, and what hurts them the most is a the lack of effective AoE heals. They are a very unique stealth based, mostly melee damage class with quite a bit of utility including a group stealth. <br />
<br />
While the story of the Agent is first class, I had the hardest time getting a feel for this class, and never found my sweet spot with it, while I will play it at some time, even if just for story alone, it will not be one of my first alts.<br />
<br />
<u>Republic Mirror:</u><br />
<br />
To me, I thought the Smuggler has the best storyline on the Republic faction, as you are always neck deep in trouble, and things are always on the edge of spiraling out of control. Being honest about it, the Smuggler story really delivered enjoyment for me. I also found the smuggler to have some interesting companions, ones who gave me a more Star Warsy feel that those of the Agent. When I get around to rolling a Republic toon, without question, this will be the class that I try. (Hey, who doesn’t love a Wookie?)<br />
<br />
<br />
<b>Sith Warrior:</b><br />
<br />
<img src="http://www.galacticbinder.com/images/sith-warrior-swtor.jpg" border="0" alt="" /><br />
<br />
Act One of the Sith Warrior story is semi-bland, as you are in essence the enforcer for a Sith Lord. That being said, it was an entertaining run, but of all the stories on the Sith side, this one engaged me the least during Act One. I understand the story picks up in the last two acts, but I did not have first hand experience with it.<br />
<br />
Being honest, I have felt for the last two builds that the most enjoyable melee DPS build was found in the Sith Inquisitor Assassin class, and that there were serious issues with the Sith Marauder. The fundamental issue that I have had is the lack of burst DPS compared to several of the ranged classes, and serious lack of utility skills that would make this class desirable to play. I’ve played both a Sith Warrior and a Jedi Knight into the low 30’s, and I really enjoyed the gameplay, but each time I left to play a ranged class, and marveled and how much faster and easier I killed mobs. <br />
<br />
I played briefly with a higher level (43) Jedi Knight, and found that many of my earlier issues were far less, but they were still there. In talking to other people, I now tend to believe that there is a gap in high level play, but the gap closes appreciably as you level. Based on that, I’d have to say it’s an enjoyable class, that is likely more enjoyable as you level, and you might be faced with some early frustrations.<br />
<br />
The tank, because of high armor, is still going to be the preference for many people in terms of end game tanking on single boss fights. The Inquisitor has better threat generation abilities, and will be preferred on other fights. The class as it stands needs more polish, but is still a fun ride. It’s down 3rd on my list, but I will play a Sith Warrior.<br />
<br />
<u>Republic Mirror:</u><br />
<br />
Jedi Knight was a typically hokey story early on, befitting people who think Jar Jar Binks should have won an Academy Award. (Yes, I have to get a few digs in at the Republic folks, but since they won’t ever read this, it’ll go relatively unnoticed.) However when you get into Act Two, and Act Three it becomes one of the better stories available, even if it is fairly simple and you’ll see where it is going from a long way off. If you want a hint, go read Revan, and take a look at who your eventual companions are!<br />
<br />
<br />
<img src="http://admintell.napco.com/ee/images/uploads/gamertell/sw_the_old_republic.jpg" border="0" alt="" /><br />
<br />
<br />
Make sure that you <a href="http://www.gametrailers.com/video/sdcc-11-star-wars/718012" target="_blank"><b>JOIN THE FIGHT</b></a> !</blockquote>

]]></content:encoded>
			<dc:creator>Hengist</dc:creator>
			<guid isPermaLink="true">https://archive.aureusknights.com/entry.php?57-The-Definitive-Star-Wars-The-Old-Republic-Beta-Review-of-Classes-(Part-4)</guid>
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			<title>The Definitive Star Wars: The Old Republic Beta Review (Part 3)</title>
			<link>https://archive.aureusknights.com/entry.php?56-The-Definitive-Star-Wars-The-Old-Republic-Beta-Review-(Part-3)</link>
			<pubDate>Sun, 27 Nov 2011 20:40:28 GMT</pubDate>
			<description>*UI and Miscellaneous:* 
 
The User Interface has to be one of the most important functions for a MMO, simply because it is your gateway to the...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore"><b>UI and Miscellaneous:</b><br />
<br />
The User Interface has to be one of the most important functions for a MMO, simply because it is your gateway to the entire game, and if it doesn’t work for you, the MMO can’t deliver. In a lot of ways I think Bioware has missed the mark with its UI. It is functional, simple and clean, but what kills it for so many people is the inability to do much to customize it. <br />
<br />
We are in a day and age where addons and mod’s are a staple of many other MMO’s, and people appreciate the ability to find a UI that is made to their taste. No longer is it an option, but it becomes a benchmark. Eventually we’ll see Bioware allow addons, but until we do, I expect to see loud howling about the current interface. While I don’t mind it, and think it is “okay”, I think the outcry is entirely justified over the UI.<br />
<br />
One of the other aspects I’d like to see more depth, is the Guild System. It is barebones, and functional, but little more than that. When I get down to it though, it’s just about what I’d expect from any other MMO, and what most other MMO’s offer, with the exception of not having a guild bank.<br />
<br />
The Galactic Trade Network is another item that needs more polish in my mind. We’ve gone on and off with being able to sort for something by name, but the search function of the trade network is about as bare bones and confusing as things can get. <br />
<br />
I also look forward to seeing space ship interior customization possible. We’ve finally got a chair we can sit in, but I’d like to hang trophies, add seats, or change rooms around in my ship to get just the look that I’d like. <br />
<br />
Character creation could also use some more options. Personally I am able to create characters I like and find appealing, but I also think many, if not most current generation MMO's offer far more customization during this process allowing people to create something unique.<br />
<br />
I also have some concerns about the long term health of faction balance. Most poll's show that PvE servers are populated by Republic players who are utterly afraid to delve into PvP, while PvP servers are heavily favored by Sith players. Even during beta, Huttball pops more often (since it is not faction specific) for me than other Warzones demonstrating yet again that most Republic players arent here for the PvP.  Other games have had this issue as well, but it is a solid argument for the current &quot;bracketless&quot; Warzone system so people get to play other Warzones than just Huttball.<br />
<br />
<br />
<b>Conclusions, opinions, and impressions:</b><br />
<br />
The Old Republic is a pretty damn good themepark experience. I’ve been lucky enough to play the past few weekends with people who have been burnt out on the genre, and hearing them interested and excited made me feel that my impressions were actually fairly common. I’ve heard good and bad, but it has been overwhelmingly in favor of the good, and of The Old Republic being a fairly big hit.<br />
<br />
2011 is far different than 2004, and the market is jaded, experienced and more burnt out, but it is a much bigger marketplace than WoW released in, so perhaps that is to be expected. People have more choices today than ever before, so people feel that they have to compromise less. I realize that TOR wont appeal to everyone, I think people who prefer sandbox style games will find it lacking, as will die hard role-players who don’t have enough ability to interact or socialize within the game. (Yes, social hubs need more reason for people to visit them; I think space stations will ultimately kill the potential of Capital cities to become social hubs.) <br />
<br />
I think The Old Republic is a linear (and linear isn’t a bad word) directed experience within a complete MMO experience, which is a somewhat new experience, and I think some people are unable to draw the distinction. Then again, some people are idiots too, if you take my meaning.<br />
<br />
I think The Old Republic is on its way to being a critical and commercial success, even if it never rises to the heights of World of Warcraft.  Gordon Walton, former Co-Studio Director of Bioware Austin once famously said “let ‘em quit” when talking about building an MMO in a post World of Warcraft environment. His point was that some games feel friendly to leave and come back, and I hope that The Old Republic hits that mark. If people drop in and out (and that implies they come back and have reason to come back) we’re in for something special. To me, The Old Republic feels like the ne plus ultra of the current generation of MMO’s, taking the absolute best of previous games and making it distinctly their own. <br />
<br />
When I look back at everything that I've written, I feel like I've had to nitpick to find things I did not like or needed to improve. Sure, I'm a fan of the game, but I'm not foolish enough to suggest that any game out there is perfect. The experience that I'm getting from the game is actually more than I could have hoped for, simply because so many friends are returning to the genre and have been impressed enough to jump in for launch. The experience is incredibly polished at lower levels, and as a whole is extremely enjoyable. My priorities in a game might be different than most of the rest of MMO gamers out there, but I'm simply looking to have some fun. <br />
<br />
Other than the PvP aspects I mentioned, all the other imperfections are things I can tolerate, or dont even notice unless I stop to think. They arent items that take away enough from my immersion to matter. Maybe that isnt the case for other people, and maybe not having a day/night cycle really does make a game unplayable to 'em. Me? I'd much rather accept it for what it is, and realize that Bioware is offering up an awful lot that can appeal to people, but probably isnt everything for everyone. I'm pretty darn happy with we've got!<br />
<br />
Apologies for running into character issues and extending this short section. Part 4 will involve classes.</blockquote>

]]></content:encoded>
			<dc:creator>Hengist</dc:creator>
			<guid isPermaLink="true">https://archive.aureusknights.com/entry.php?56-The-Definitive-Star-Wars-The-Old-Republic-Beta-Review-(Part-3)</guid>
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			<title>The Definitive Star Wars: The Old Republic Beta Review (Part 2)</title>
			<link>https://archive.aureusknights.com/entry.php?55-The-Definitive-Star-Wars-The-Old-Republic-Beta-Review-(Part-2)</link>
			<pubDate>Sun, 27 Nov 2011 20:37:18 GMT</pubDate>
			<description>*_Gameplay:_* 
 
*Combat:* 
 
We don’t see some radical design changes that involve active blocking or dodging, what we see is a very familiar...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore"><b><u>Gameplay:</u></b><br />
<br />
<b>Combat:</b><br />
<br />
We don’t see some radical design changes that involve active blocking or dodging, what we see is a very familiar mechanic that has been around since nearly the dawn of MMO’s. While Bioware chooses to not push the envelope in this area, I think they are banking on people feeling comfortable with what they offer, and feeling comfortable very quickly. <br />
<br />
Animations are smooth and fluid, and each class looks distinct, even if the factions have mirror abilities, they still look unique. One of the best aspects, from the point of view of a lightsaber wielder, is that you actually see your lightsaber move to block incoming blaster bolts. This may not sound like a lot, but to sync the attack animation with the block is something that is very noticeable and appreciated.<br />
<br />
Yes, the game is based on the Tank/DPS/Healer trinity, but because of the limited (4 person) group size it works much better than doubters would suspect. Very simply if you have a skill on your hotbar, odds are that you are going to be using it. From my first experience at Pax East this year, until this weekend I’ve come to believe that hybrid’s actually work to an extent.  A tank may be a tank, but a healer isn’t a healbot, he’s adding DPS, doing CC and using skills other than his heals for most fights. Boss fights he may find himself in a standard role, but as a whole, this is definitely something that I like. Most flashpoints encourage or are easier if you have classes who can off heal or be a secondary tank. That isn’t to say they are impossible otherwise, they aren’t, but for a standard combat system to allow players to really use all their skills make the game seem a lot more enjoyable. <br />
<br />
If you are looking for a breakthrough combat system then you are barking up the wrong tree. I know revisionists praise Age of Conan for trying to break new ground with their combat system, what they tend to conveniently forget is that the vast majority of players did not care for it, and felt that ranged classes had significant advantage over melee classes. It is one thing when that is class balance, but when it is a fundamental result of the combat system as a whole, it’s a different story.<br />
<br />
I feel that Bioware has hit a reasonable sweet spot, and made the absolute best out of a system most MMO players are familiar with. By allowing people to use all their skills they have maximized combat as a whole, without making wholesale changes to a system.<br />
<br />
<br />
<b>Space:</b><br />
<br />
I’m giving more space (sic) and time to this topic than it deserves, because frankly it is simply a mini-game. People have wanted a successor to SWG:A Jump to Lightspeed for years, because it was an open ended, fun to play addition to Galaxies. What people forget is that Galaxies launched without that space component and JTL was a fully fledged expansion. I’m sorry if you were looking for more, but Bioware has been upfront since day one that this was not going to happen.<br />
<br />
I’m happy to admit that I felt JTL was perhaps the best addition to Galaxies, and one of my favorite parts of the game, and I would like nothing more than to see it again, but that isn’t in the cards for release.<br />
<br />
I wont get into the debate about “should it have happened”, but the truth is many of the arguments I’ve seen on the official forums are simply re-hashes of things that were said during the beta of Galaxies. “How on earth could Galaxies release without a space component” was a familiar cry. In a pretty simple manner The Old Republic has one upped ‘em, because like it or not, it has a space component.<br />
<br />
So taking it for what it is, I enjoy it. It’s a time waster, it is something to do for experience here and there, and I know that I’m never going to sink endless hours into. I’m actually okay with that. In fact I probably spent more time this beta weekend playing around in space than I had the past couple of months combined. I enjoyed the simple missions, I enjoyed upgrading my ship, and it is what it is. It’s not the full-fledged game many people wanted, and if you don’t like it, don’t play with it. <br />
<br />
This is one I wish people would take it for what it is, opposed to people being upset it isn’t exactly what they wanted, and with the selective memory thinking that Galaxies had it, so any “brand name” successor should have it as well.<br />
<br />
<br />
<b>Flashpoints:</b><br />
<br />
These “dungeons” are probably the signature aspect of the game. Having spent time in beta I think the newness wore off a bit on me, and over the past few beta weekends, I have really enjoyed playing with friends who were seeing these for the very first time. As a group, they were blown away with what was offered, and felt like the scripted environment, and atmosphere far exceeded any MMO experience they had ever had. <br />
<br />
It wasn’t a matter of running it once, it was that they wanted to do it again, so they could take a different path. Sure, you may end up in the same place when it is all said and done, but the fact that the journey would change (at least one part) gave the game a serious level of replay ability for them. I know people have argued that there is limited replay ability because you get to the same place, but to me that’s missing a big part of the game, as it isn’t just about destination. It wasn’t always that way, fact is The Old Republic is breaking that mold and making it that way.<br />
<br />
I don’t want to give any spoilers away, but there are some big moments via flashpoint where big figures in the Old Republic (Revan, and Darth Malgus) among others are dealt with. In some cases they almost should have been bigger moments, but Bioware definitely has woven key characters into the game, and made it enjoyable for players to find out what happens to them. This probably is more for fans of Knights of the Old Republic, but in a few cases, I had people asking what the history of Revan was, as this was their first exposure, and seen them get drawn in. To me, that’s the mark of a good story, if it sucks you in, even if you aren’t interested, and in the end you want to know even more.<br />
<br />
Since I have started with beta, a couple of non-factional Flashpoints have been added, and its good to see that Bioware is interested in expanding on this element of the game.<br />
<br />
<b>Companions:</b><br />
<br />
I’ve never been sure how I felt about companions ever since Bioware announced them. Having played plenty of Bioware games in the past it was something that I was familiar with, but I wasn’t sure how it would translate into an MMO. Over the months I’ve seen all kinds of evolution, and adding customization was something that was needed. Instead of seeing thousands of “Mako’s” now I see 3 or 4 variations of her, and that helps.<br />
<br />
From not talking enough, to talking way too much, I think I said there have been tweaks, no? I’ve had issues with companions getting in the way of my looting, not going down elevators, or going thru certain doorways. I feel pretty happy to say that most of those issues appear to be gone now, because they definitely had me concerned. <br />
<br />
Despite my being apprehensive I’ve actually come to like companions. I’ve tested them in lieu of other players in certain Flashpoints, and while not being a replacement for a person, found them to be passable in many circumstances, usually slightly over-leveled, but still viable. They will never replace a real player, but the AI is decent enough that if you are missing “just one” person, or if you want to tackle a Flashpoint that is a few levels lower than you, odds are you can go and get it done.<br />
<br />
Their impact in crafting is invaluable, and appreciated, but that’s the next topic.<br />
<br />
<br />
<br />
<b>Crafting:</b><br />
<br />
Despite having automated (companions) help to gather and craft much like SWG (harvesters and factories) the comparison between the two systems pretty much ends there. Being honest, a couple of builds ago I had exceptional high hopes for the crafting system. Just about all items had multiple modification slots, and it really felt like you could keep a piece of equipment infinitely as long as you upgraded as you went. This appealed to me since I could keep a “look” and feel unique. <br />
<br />
Bioware threw a change-up, and gave lower level gear less modification slots as a whole, which meant that keeping a unique and cool look was far less likely. The better the gear, the higher the level the closer to the max modification slots were available. What they have done is simplified things, but it definitely took something away from the whole. Some professions seem more useful than others, but I have to admit that I love that they have removed much of the tedium, and just let me make choices.<br />
<br />
In Vanguard I was a shipwright, and including time gathering materials, finishing materials, and assembling, I was putting in close to 8 hours to make a single ship. That is a lot of tedium, and is a massive time sink. Nothing wrong with that, but The Old Republic has taken a lot of the time sink out, and made me feel that I was choosing what to make, what to reverse engineer (for a better recipe) and so on. In short it makes me feel like my time is better spent here.<br />
<br />
(ran into a character issue here, so extended to 4 parts)<br />
<br />
Part 3 is UI and other items along with conclusions and Part 4 is classes.</blockquote>

]]></content:encoded>
			<dc:creator>Hengist</dc:creator>
			<guid isPermaLink="true">https://archive.aureusknights.com/entry.php?55-The-Definitive-Star-Wars-The-Old-Republic-Beta-Review-(Part-2)</guid>
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			<title>The Definitive Star Wars: The Old Republic Beta Review   (Part 1)</title>
			<link>https://archive.aureusknights.com/entry.php?54-The-Definitive-Star-Wars-The-Old-Republic-Beta-Review-(Part-1)</link>
			<pubDate>Sun, 27 Nov 2011 20:33:08 GMT</pubDate>
			<description>I’ve really been on hiatus for too long with this blog, but in my defense not too long after the last edition, I received an e-mail from Bioware...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">I’ve really been on hiatus for too long with this blog, but in my defense not too long after the last edition, I received an e-mail from Bioware with an invitation of the sort where you were allowed to say “there is a beta, and I am participating in the beta” and not much more. With that in mind, I felt putting my blog on hiatus was a good thing, because I did not want to spill anything that I knew as a result of beta and that was not public knowledge. So here we are, just a few short weeks until early access begins and with the last big beta weekend nearly complete and it’s finally time to share my own impressions, and I’m going to do it in a fairly blunt manner, so brace yourself.<br />
<br />
<br />
<b>Overall MMO Design:</b><br />
<br />
I’ve seen idiots suggest that Bioware was really making a single-player or co-op RPG with TOR, and really there is nothing farther from the truth. The most amusing thing, this close to release is that these same single digit IQ folks are trying to justify their point of view thru some pretty ridiculous arguments. The truth of the matter though is pretty different. What Bioware did was simply add a deep storyline to the genre, and while it is scripted it is something that the genre really hasn’t seen, and is fairly welcome. If you are looking for typical MMO conventions they are all there. This is as much an MMO as any post 2004 title has been, without exception.<br />
<br />
<b>World Design:</b><br />
<br />
From jungle to ice world, from desert to city, Bioware gives players a diverse group of worlds to adventure on. I use the word adventure because unfortunately I think exploration is one aspect of the The Old Republic that comes up a little bit short. Themepark style MMO’s tend to herd players from quest hub to quest hub, and that’s exactly what The Old Republic does as well. Should you choose to do all the quests available on given planets you will invariably explore 99% of that planet in your normal travels. People who want to see what is over the next hill just for the sake of seeing and knowing might feel a little disappointed. Datacrons are a nice way to inject a little bit of the explorer bug for people, but it really isn’t enough, although solving the puzzle of getting to them is something, it isn’t enough.<br />
<br />
<br />
I never really considered the concept of how to build a huge city planet before, and have it be satisfying for everyone. How would you build a planet with buildings that are hundreds of stories high, with doors you could enter and explore and make it still feel populated? The path here on Coruscant and Nar Shadda is to make it a “taxi world.” Where certain districts are accessed by taxi, and it feels like the world is split up into smaller playfields instead of one large world. In some ways the illusion works and you feel like you are part of a larger world and in some ways you don’t. My biggest objection on the Republic side is simply that Coruscant and Nar Shadda come too close together so the world feels much slower to open up for a Republic player than it does for a Sith player. <br />
<br />
One of the bigger objections I’ve seen about the game is the lack of a day/night cycle. While I’ve appreciated it in other games, I honestly did not notice or miss it in The Old Republic. I understand that Bioware feels setting is essential to telling a story, and while I’d love to see Korriban or Coruscant at night, I never felt like I was missing anything. This is an element of immersion that clearly passed me by. For the vocal crew who seems to feel it is essential, I’d suggest an appointment with a doctor and some medication. I know it is different strokes for different folks, but this objection really strikes me as not being able to see the forest thru a few branches. This game does a great job telling a story, yes your story is the one Bioware wrote not the one you imagined, but take a step back and appreciate it, and I think you’ll find its worth it.<br />
<br />
One of the other objections I’ve seen is lack of swimming. In my 4 plus months of adventuring I never found a body of water I said “I need to swim across that.” This is just another item that I never missed, nor did I feel was essential to spending time and enjoying a game.<br />
<br />
The final objection I commonly see is that with phasing/instancing it just isn’t a real world, and it’s a co-op world. During this large scale beta weekend, I’ve seen multiple instances of certain planets, but in almost all cases I had 200-300 people in the instance that I was in. To me, that feels like a fully populated place where I can still quest and enjoy the game. Bioware has made it pretty clear that their intention is to use this technology mostly at release in order to make the game more playable. Honestly that sounds like a sharp thing to do, and makes a lot of sense. If it is still being used six months after release then I think we’ve got something to talk about, but I have yet to see any indication that is the case.<br />
<br />
Finally, the use of story telling instances is genius. We’ve seen it in other games, usually with a loading screen, but the way Bioware has done it really sets The Old Republic apart. It is smooth, it is seamless and your experience is great. This doesn’t take a bit away from the MMO feeling, to me it adds something, the ability to have my own events without outside interference. It isn’t all the time, and that’s the key.<br />
<br />
<br />
<b>Art Direction/Graphics:</b><br />
<br />
If you look at the art that was released in 2008 compared to what you see today, there is no comparison. Even in the four months I’ve been participating I’ve seen a dramatic improvement. I’ve seen more detail, more sharpness added, and there are times I’m blown away by it.  We obviously aren’t talking photo realistic, but we are seeing the fruits of a direction that wants a good looking game that is accessible by as many people as possible. Sure, Bioware could have went the same direction Funcom did with Age of Conan and tried for the best looking graphics possible, but a limited audience is probably not what they wanted to see.<br />
<br />
It can be hotly debated if you like the art style or not, and that’s a valid point of view. For me, I think they work, they don’t make me feel that I’m in a cartoon, and I get incredible FPS and that makes it all the better.<br />
<br />
Aside from the obvious taste discussion, the only other objection I see is from people who claim to have the most cutting edge system possible, they run Battlefield 3 at 105 FPS but they can only get 22 FPS on TOR. I handle that objection with a laugh and the knowledge that in general they are completely full of Bantha poodoo. That isn’t to say that some video card drivers degraded performance during beta, because there were a few occasions that they did, rather that I think we should all be smart enough to realize these folks are really stretching for something to dislike. In most cases, it’s something with their internet connection or with their system. <br />
<br />
<b>PvE (Player versus Environment)</b><br />
<br />
Did you really think that you were going to escape the “Kill 10 xyz animals and come back” types of quests? If you did, you’d be mistaken. Bioware has tried to couch those quests with voice over, but calling a spade for what it is, it’s what we’ve seen and done before. If someone skips past the voice over, which gives context to the quest, it’s exactly what other MMO’s have done before it. What Bioware really focused on with the voice over, was giving context to just about everything that you are doing in the game. I know that I appreciated this during my first play thru, but I admit the longer I’ve been in beta the less apt I am to sit and listen to parts of the story I already know. This is a huge reason why I cut myself off with certain characters, simply because I did not want to know more. <br />
<br />
From a class quest line to flashpoints, to operations, there is an abundance of PvE elements to enjoy. Over the course of beta Bioware has definitely had to tweak experience so players would be at appropriate levels when leaving certain worlds. My short piece of advice to anyone here is simply to do every quest available on a planet and don’t just skip items that don’t apply to your class quest. I’m always amused when I see a level 6 character wondering why he/she can’t kill the level 9 elite mobs they need for a particular quest. <br />
<br />
<br />
<b>PvP (Player versus Player)</b><br />
<br />
My lasting enjoyment of any game is usually found thru PvP, and that’s the eye thru which I look at The Old Republic. I’ll start by saying that if it reminds me of any other game, it is definitely Warhammer Online, so the EA partnership with Mythic certainly is evident. PvP is paced much slower than a game like World of Warcraft, where I could stun-lock someone with my rogue and kill them without them being able to do a thing. I think that PvP in The Old Republic is more new player friendly, and allows for a greater depth because of that design. New players can “make mistakes” in PvP and still recover, it gives them a greater opportunity to have fun. Veteran players on the other hand work towards playing mistake free. <br />
<br />
The addition of PvP lakes with control points and larger scale PvP are great. That being said they have been added relatively late in the process and I haven’t spent near enough time with them to understand them, or to enjoy them completely. This is something that I’m pretty confident that I will enjoy, but just don’t have enough time with to say with passion.<br />
<br />
<br />
My biggest issues with PvP involve class survivability, which I will get into later, and an overabundance of crowd control abilities. These two items though are fairly large issues that need to be addressed, especially for the PvP viability of several classes. For me, at this point that means there are several classes that I wont consider playing because of those reasons alone, no matter how much I want to experience that story.<br />
<br />
<br />
Part 2-Gameplay<br />
Part 3- UI and Misc<br />
Part 4- Classes</blockquote>

]]></content:encoded>
			<dc:creator>Hengist</dc:creator>
			<guid isPermaLink="true">https://archive.aureusknights.com/entry.php?54-The-Definitive-Star-Wars-The-Old-Republic-Beta-Review-(Part-1)</guid>
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			<title>The Old Republic: A Blog Rebooted</title>
			<link>https://archive.aureusknights.com/entry.php?44-The-Old-Republic-A-Blog-Rebooted</link>
			<pubDate>Sun, 10 Jul 2011 01:21:17 GMT</pubDate>
			<description>_*The Old Republic: Rebooted Blog*_ 
 
 
Real life always seems to find a way to suck more time than you expect it to, but despite the hiatus, I...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore"><u><b>The Old Republic: Rebooted Blog</b></u><br />
<br />
<br />
Real life always seems to find a way to suck more time than you expect it to, but despite the hiatus, I figured it was time to get busy again with the blog as it is becoming more and more evident that The Old Republic is nearing release. A suggestion was made that instead of talking about features or videos, the best thing to do is talk about what really interests me with The Old Republic, and that maybe it would give someone who has had little more than a passing interest in the game to pay attention.<br />
<br />
First of all, lets just say that I fully admit that The Old Republic isn’t going to be a game for everyone, but it is a game for me for a few big reasons, let me share ‘em, and see if/where those are reasons you might share.<br />
<br />
<br />
<u><b>Background:</b></u><br />
<br />
It all starts with Star Wars for me. I’m not going to get deeply into it, but I’ll just say that it was one of the first movies I ever saw in a theater, and it has had a lasting impact in my life. While I was always a sports oriented kid, and my heroes were athletes, I got lost in the Star Wars universe and understood sacrifice, heroism, and evil as concepts that George Lucas put on a big screen. Probably not the best examples, but I would have put Luke Skywalker and Han Solo in my pantheon of heroes along with Walter Payton and Joe Montana. As I grew older I found heroes to admire outside the realms of sports or stories, but qualities that I admired kept some heroes far longer than one would expect.<br />
<br />
<br />
I’ve never been a tabletop gamer, although I did have a few of the books, and I did give Shadowrun a spin once upon a time. (Don’t start me, but there is a game that really needs to be an MMO.) My entry into multiplayer RPG’s was really Ultima Online, a game that is still in a class of its own in my mind to this day. If I look back at it, and the reasons that I enjoyed it, I’m pretty sure that if I picked it up today, I would not care for the game. Back then my life was different, I was able to sit and play for long stretches, and if I got PK’d, and lost my gear, I shrugged it off and started again. Could I really stand to play that today? I think not.<br />
<br />
Thru the years I tried other games, and have found that at heart, I love PvP, and no games have done it better than Dark Age of Camelot and to a lesser degree Warhammer. You see, I found that I loved the RvR style of PvP far more than what I experienced in UO, or even than what I experienced in World of Warcraft.  I did the whole 40 man progression raiding, and did it as a guild leader of one of the better raiding guilds on my server during vanilla WoW. Want to know something? While I loved working with 39 other people to see cool content that not everyone got to see, I utterly hated the job of being a guild leader and having to deal with all the different personalities. Where I had my most fun, was with some friends, gathered in Ventrilo either talking or listening to streaming music, and queuing up for PvP. There were instances of us not losing a match for a couple of weeks at a time, and we’d do that two, three, four hours a day. <br />
<br />
<br />
Like I said though, life sometimes takes more time than you think, and as a husband I’m lucky my wife will play so we can share some time together, but still a real job, a house, a daughter, and suddenly my time isn’t what it used to be, and that’s one of the drivers for what I enjoy. I can’t afford the time to get lost in a sandbox world, or a place where I can lose all my items in a matter of seconds and then build up again. I need something that I can bite off it bits and pieces, and fit it around my life. So to begin with, I guess I’ve finally embraced (I played, just never embraced) the idea that I’m a theme park gamer today.  From that point of view, The Old Republic promises to be the ultimate theme park for me. It is an IP that I know and love, and the game is definitely a theme park a la WoW. I can have my game in chunks, as much as I can afford to invest.<br />
<br />
<br />
<b>Story</b><br />
<br />
<br />
What I loved about seeing Star Wars in the theater when I was a kid, is the epic story that was told. I’m a sucker for a good story, and I always have been. I can get sucked in to a story and lose myself for hours. My imagination then takes me to some great places. When it comes to games, I enjoy single player RPG’s that tell a story, or make me the central part in a story. <br />
<br />
When it comes to MMO’s, I’ve generally found story to be lacking. Reading a quest text just doesn’t do much to immerse me into a game world. Put it this way, in EQ2, I was the guy who wondered who had lived in Stormhold,  (teen level Antonican dungeon) what its significance was, and what happened to turn it into a ruin. In a single player RPG, you’d find quests, clues, and you get that tie to the game world.<br />
<br />
This has been a huge focus for Bioware, and I generally love the way they tell a story. Within a real MMO world, a large world just like any other MMO world, I’ve got an actual story. They offer a class arc, and maybe I’m going to share it with everyone else who plays “X-Class”, but having it fully voiced with NPC companions, yeah, it works for me. In a world of many, there is a part that is “special” for me, developing my character within a larger world. That’s just not something I’ve ever had in an MMO, short of imagining it. What is more interesting, is that it appears this decision isn’t unique to Bioware, and teams like Funcom are moving in this direction as well.<br />
<br />
<br />
<b>PvP</b><br />
<br />
<br />
To me world PvP died back in Ultima Online because after that, I found reasons to PvP, it did not just have to be random. RvR introduced me to taking and defending territory, and that gave life to PvP for me. While we don’t know how it will exist in TOR, we do know that they have talked about RvR lakes, and a good part of the Mythic team that brought us Warhammer PvP is working on PvP for The Old Republic. Scenario PvP is just a fact of life in MMO’s these days, and the couple of bits they have shown us do look intriguing.<br />
<br />
<br />
<br />
<b>Group Size</b><br />
<br />
I loved (notice the past tense) doing things with 39 other people, but I cant do it anymore. I love that this games dungeons are currently balanced around a 4 man group. In my time playing a healer at Pax East, I never felt like a healbot, if there was a skill on my hotbar, I was using it, and to me the smaller size allows people to use more skills instead of just a few, and that is fun.<br />
<br />
The other benefit, to me, is companions, so if I have less than 4 and at least 1 other person with me, I can give an instance a try. It may not be optimal, but I can at least try. Raids appear to be between 8 (info given) and at around 20 (just a guess based on watching a raid video). Much more suited to small groups.<br />
<br />
<br />
<b>Star Wars</b><br />
<br />
Geoge Lucas invented a unique universe, and ever since I saw a Star Destroyer chasing a Corellian Corvette towards a dusty planet, it has been a world I wanted to inhabit. Other games have let me see a portion, and SWG gave me a home for a time, but for the first time, it appears I’ve got a universe to explore, and be able to do it on my terms, in my own time.<br />
<br />
<br />
So I’ve given just a few reasons why I’m interested, and why I like what I see. Where did you come from? Have you found an interest changing based on where you are today? What’s the draw to a game for you? What aspect is going to give you the most enjoyment from an MMORPG?<br />
<br />
<br />
<br />
<b><u>Video of the Week: </u></b> <a href="http://www.youtube.com/watch?feature=iv&amp;v=7uDBWlhcVR8&amp;hd=1&amp;annotation_id=annotation_428076" target="_blank"><b>Choose</b></a></blockquote>

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			<dc:creator>Hengist</dc:creator>
			<guid isPermaLink="true">https://archive.aureusknights.com/entry.php?44-The-Old-Republic-A-Blog-Rebooted</guid>
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			<title>The Old Republic: PvP Revealed at Fan Summit Days</title>
			<link>https://archive.aureusknights.com/entry.php?40-The-Old-Republic-PvP-Revealed-at-Fan-Summit-Days</link>
			<pubDate>Tue, 10 May 2011 02:25:21 GMT</pubDate>
			<description>*I love PvP* 
 
In the two and half years since The Old Republic (http://www.swtor.com/) has been announced there hasn’t been a topic that I’ve...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore"><b>I love PvP</b><br />
<br />
In the two and half years since <a href="http://www.swtor.com/" target="_blank">The Old Republic</a> has been announced there hasn’t been a topic that I’ve wanted information on more than PvP.  My obsession began in Ultima Online, followed me into Dark Age of Camelot, again into Star Wars Galaxies, and then eventually into World of Warcraft and Warhammer Online. In fact, PvP is a benchmark for me, something that defines if I will be able to get into a game or not. My foray into Rift was cut short for a variety of reasons, but key among those reasons was the laughable PvP system. <br />
<br />
I’ve been a “bad guy” when it comes to PvP, I’ve killed someone over and over to the point where they could not login a character, and I’ve done it for several days on end. I’ve run thru lower level towns and killed every player character that I saw, and every quest giver that I could find. (My only defense is that I never stay, its do it and then leave ‘em alone, leveling people should not be griefed). My World of Warcraft rogue reached the rank of Marshall (Field Marshall and Grand Marshall felt too pretentious to go after). My SWG Bounty Hunter made a “living” off hunting player bounties. Warhammer Online saw me lead RvR and Scenario groups as both a Knight of the Blazing Sun, and as a Warrior Priest. When it comes to PvP, I’ve run with all the archetypes: Tank, Healer, Melee DPS, and Ranged DPS. To think, this “love affair” began with me getting ganked, repeatedly in UO and having all my crafting supplies taken. I died more times than I can conveniently remember, and one day it hit me, fighting a player was more challenge than I would ever find in fighting the AI.  Ever since then, I’ve been a man driven to PvP, and not just PvP, but to be the absolute best PvPer that I could be. <br />
<br />
<div style="text-align: center;"><img src="http://i300.photobucket.com/albums/nn32/sportslegends/111AAA/oldrepublic.jpg" border="0" alt="" /><br />
<br />
Hengist &amp; Friends Prepare to PvP</div><br />
<br />
<br />
<u><b>Types of PvP</b></u><br />
<br />
We do have scenarios in The Old Republic. These instanced PvP fights have become a standard in MMO’s, and The Old Republic is no different. The first warzone that we received information about was Alderaan. This warzone is something akin to Arathi Basin in WoW. There are drop ships for each faction, and the PvP centers around three ground based turrets. Instead of holding for some invisible point, you hold the turret for control of it to shoot down the enemy drop ship, when a drop ship dies, one side wins. This is a pretty simple mechanic and obviously you want to hold 2 of the 3 nodes for as long as possible.<br />
<br />
The second warzone that has not been shown, but has been talked about is The Void Star. The Void Star is a derelict ship that has been found and both the Republic and Sith have dispatched teams to find out where it went, and what happened to it. This is pretty much an attack/defend mechanic. The attacker needs to capture the ship and must go room by room, with each room having a different objective. Those include breaching a door, extending a bridge, and turning on a shield projector. There is a time limit, and once that is reached, or once the objectives are met the teams switch sides.<br />
<br />
<div style="text-align: center;"><img src="http://pcmedia.ign.com/pc/image/article/116/1166154/star-wars-the-old-republic-20110504061603619-000.jpg" border="0" alt="" /><br />
<br />
The Void Star</div><br />
<b><u>RvR</u></b><br />
<br />
There has been no direct confirmation that there is RvR. However there were a couple of interviews that indicate we just might have something here. <br />
<br />
<div class="bbcode_container">
	<div class="bbcode_quote">
		<div class="quote_container">
			<div class="bbcode_quote_container"></div>
			
				<div class="bbcode_postedby">
					<img src="images/SeamusLight/misc/quote_icon.png" alt="Quote" /> Originally Posted by <strong>mmorpg.com interview w/Emmanuel Lusinchi</strong>
					
				</div>
				<div class="message"><br />
<b>Mmorpg.com:</b> Will there be meaningful ways for Guilds to get involved in PvP? Will guilds or groups of players be able to hold territory?<br />
<br />
<b>Emmanuel Lusinchi:</b> I won’t say anything on that. Sounds fun!</div>
			
		</div>
	</div>
</div><a href="http://www.mmorpg.com/gamelist.cfm/game/367/feature/5202" target="_blank">Full Article</a><br />
<br />
In another interview, a comment was made that even on PvE servers there will be areas for open world PvP, which would seem to indicate that there might be some objective’s, and some RvR presence.<br />
<br />
<br />
<b><u>Dueling &amp; Open World PvP</u></b><br />
<br />
Yes, the Old Republic will have dueling, and there is open world PvP, however even PvP servers will have “safe zones”. We know for a fact that opposing factions cannot see Capital Worlds, and that they cannot go to “starter” worlds. Above and beyond that we aren’t really sure. What we are really talking about is merely having guards in some quest hubs. In a story driven game that is going to be essential for people who want to PvP as a sideline, and not as their primary reason for playing.<br />
<br />
<br />
<b><u>PvP Features</u></b><br />
<br />
One of the most useless archetypes in PvP is generally the tank. While being needed in PvE, the tank has always found it a struggle to find a place in the PvP environment. One of the best mechanics that Warhammer had was the “Guard” mechanic. TOR has adapted that, and essentially a tank can put “guard” on any other player, and will absorb 50% of damage that the other player would take. This makes healers harder to kill, and DPS classes even more deadly if they essentially have their HP doubled.  In addition, tanks can “taunt” an enemy and reduce the damage the enemy does for a short period of time. This combination makes a tank not only fun but useful. I would never thought that I would enjoy a tank in PvP, but if it plays like Knight of the Blazing Sun, then I know I would have an absolute blast.<br />
<br />
The other addition is “resolve”. This isnt really something new, most MMO’s have diminishing returns on crowd control, TOR just took the step of putting a bar on the screen, and allowing people to see it. The designers wanted to keep the “long animations”, and heroic abilities so their solution was to fill a bar with CC. If the player is CC’d for 2 seconds, the bar fills-up 2 seconds worth (8 seconds is 100% full), once the player reaches 100% resolve, they have 8 seconds of CC immunity. As someone who has played a rogue, this is a welcome addition, no more stun-locking a player into submission.<br />
<br />
<b><u>Miscellaneous (from: <a href="http://darthhater.com/2011/05/05/fan-site-summit-pvp-information-learned/" target="_blank">Darth Hater's PvP Info Learned</a>)</u></b><br />
<br />
<br />
<ul><li style="">Warzone maps include power-up scattered in key locations that refresh regularly. Observed power-ups include Increased Speed, Increased Damage, and Healing.</li><li style="">You can receive at least four different rewards for PvP: Valor, Tokens, Experience, and Credits.</li><li style="">Valor is tracked like social points. Your Valor level supplies additional titles and other prestigious privileges (i.e. within a Warzone players with the highest Valor are the party leaders, can mark targets, etc).<br />
Tokens are physical items that can be redeemed for stims and medkits within Warzones, or accumulated to buy PvP-specific gear and trinkets.</li><li style="">PVP gear will come with a &quot;PVP Stat.&quot; This stat will increase a character's damage, damage absorption, and healing effectiveness specifically in PVP. It was stated that PVP gear will be, at most, 10% better for PVP then comparable PVE gear. This limit is in place to give PVP focused players a boost while still letting non-PVPers compete.</li><li style="">Match results track several stats including: Commendations, Damage Done, Kills, Defense, Deaths, Healing, Objectives, and Badges. Hovering over each of these items will give a breakdown of more stats. For example, if you hover over damage you will also see the largest hit, DPS, etc.</li><li style="">Each player is allowed to assign one commendation at the end of the match to any teammate. These commendations increase the rewards acquired by that player.</li><li style="">Kills are tracked by two numbers: enemies who died after you damaged them (or assists) and killing blows. The composite of these two numbers is the primary display on the results screen.</li><li style="">The Defense number shown on the result screen is the accumulated damage absorbed while using the &quot;Guard&quot; ability, as well as the damage prevented through the taunt ability.</li><li style="">Objectives are tracked by two numbers based on offense and defense. Participating in capturing a location gives you one point while participating in defending a location also gives you one point. The composite of these numbers is the primary display on the results screen.</li><li style="">Badges are rewards acquired by actions performed in a Warzone match. Similar to the point rewards seen in modern First Person Shooters such as Call of Duty, these badges will pop up on screen for a multitude of reasons. Each badge has a specific name relating to the accomplishment (i.e. guardian badge). You get them for things like absorbing 10k damage with guard without dying, reaching 100k damage overall, defending three objectives, etc.</li><li style="">When you earn a badge in a Warzone, the reason you earned one is printed in the chatbox. We were told that you will also see the reason you earned them on the scoreboard in later builds.</li><li style="">Characters on badge streaks are promoted to every player though text announcements and a general voiceover announcement (i.e. &quot;An ally is unbeatable!&quot;). This lets allies know who is doing well and opponents know who they should target or avoid.</li></ul><br />
<br />
<br />
<br />
<br />
<b>Summary:</b><br />
<br />
I'm driven to PvP, and many of my MMO memories hinge around PvP experiences. I know that the audience here is more PvE than PvP, but I think the early indications are that TOR is making an effort to appeal to different styles of play. Personally I've always felt that Arena's were an e-peen measuring contest and were unfriendly to new players, so I'm glad we are not seeing those at launch and are instead seeing a focus on scenario's, and the open world style PvP which are generally more friendly to folks who have a casual interest in PvP. I'll eagerly await information on any RvR objectives, but that seems to be the last piece in the PvP puzzle for me.<br />
<br />
<br />
<br />
Video of the week: <a href="http://www.swtor.com/media/trailers/warzones" target="_blank"><b>Warzones</b></a></blockquote>

]]></content:encoded>
			<dc:creator>Hengist</dc:creator>
			<guid isPermaLink="true">https://archive.aureusknights.com/entry.php?40-The-Old-Republic-PvP-Revealed-at-Fan-Summit-Days</guid>
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			<title>The Old Republic Fan Summit In Review</title>
			<link>https://archive.aureusknights.com/entry.php?39-The-Old-Republic-Fan-Summit-In-Review</link>
			<pubDate>Wed, 04 May 2011 01:21:52 GMT</pubDate>
			<description>The Old Republic (http://www.swtor.com/) did not start dropping good info until the very end of the week, as an embargo dropped allowing Fan Sites...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore"><a href="http://www.swtor.com/" target="_blank">The Old Republic</a> did not start dropping good info until the very end of the week, as an embargo dropped allowing Fan Sites and press to start talking about their recent experience at Immersion Days. That’s a big reason I’m five days late in getting my thoughts together, as once again I’ve got a couple of things that I think are worth bringing up.<br />
<br />
<br />
<div style="text-align: center;"><img src="http://shocknawesome.files.wordpress.com/2010/01/dromund51.jpg" border="0" alt="" /><br />
<br />
-Dromund Kaas (Sith Captial)</div><br />
<br />
<b><u>Immersion Days</u></b><br />
<br />
The press had some time in the UK, and at some EA studios while fan sites were invited down to Austin for a few days to get some serious hands on time with The Old Republic. We all saw my rather venomous diatribe last week at the PC Gamer (UK) article. This week it flared again for a bit over a nothing UK tech review site: Bit-Tech. While I’m going to guess that Bit-Tech got a record amount of hits this week and can call it mission accomplished, I am going to suggest that I approve of his negative preview simply because he stuck to his guns. He had his mind made up in advance and Bioware was unable to change it. If you have a chance go ahead and read it, and you can compare it to some of the professional pieces that appeared this week. The internet, what a powerful tool that allows any idiot with access to make his opinions known, even me! <br />
<br />
On Day One the groups had their choice of Imperial Agent and Bounty Hunter and were told that they could go as far as they could get we got to see a ton of previews on both classes. On Day Two as I understand it, they had a little more time with those classes but then they hit a point where they got to PvP and play any class that they wanted. Unfortunately those experiences are still under embargo, so we are unable to discuss them right now.<br />
<br />
I’m just going to pull a sample of quotes about the experiences. Forum member <a href="http://www.swtor.com/community/showthread.php?t=307824&amp;page=55" target="_blank">Dyves</a> was kind enough to pull this list together, so drop by the thread and thank him for taking him time to do that!<br />
<br />
<div style="text-align: center;"><img src="http://theoldrepublic.dk/wp-content/gallery/dromund-kaas/0001-ss_20100108_dromundkaas01_800x450.jpg" border="0" alt="" /><br />
<br />
-Dromund Kaas- </div><br />
<ul><li style="">After playing Taral V at PAX East, and now The Black Talon at the Fan Site Summit, I feel confident in saying that fans of this kind of group content have all the reasons in the world to believe that BioWare is going to deliver in this area <b>(Lethality, Ask A Jedi)</b><br /></li><li style="">Out of all the ways Star Wars: The Old Republic is excelling, the one prevalent strength it has for me is how it has this pervasive momentum, the same kind that we see in BioWare's best works, where the more you play, the more you want to keep playing. Nem'ro's Palace alone has several conversational NPCs, many of whom will open up possibilities to new quests. There's compulsion to just wander the world, kill things, and just soak in the Star Wars universe, but I'm also conflicted in wanting to forward the plot, side missions or otherwise. It's a nice problem to have <b>(G4TV)</b><br /></li><li style="">As an Imperial Agent. This is a Sith character, focusing on stealth, subterfuge and sabotage. And perhaps what most surprised me was that this isn’t just what defines my skill tree. It changed how I play the game <b>(Rockpapershotgun) </b><br /></li><li style="">I think the crucial thing I took away from two days with the game was that I wanted to carry on. It frustrates me that I can’t keep playing, and I’m pretty certain that’s the key to both a good story-led RPG and monthly subbed MMO <b>(Rockpapershotgun)</b> <br /></li><li style="">I'm still not sure how I feel about the Imperial Agent's overall play style, but I really liked the story so far. Having a secret identity made me feel like a ******, and in classic Bioware fashion, there were tough decisions to be made <b>(Dana, IGN)</b> <br /></li><li style="">While we couldn't fully attach to our characters over the two days we were allotted with the game, we were given free reign to get as far as possible in the PvE campaign, talk to any NPCs, take on any quests, and run any flashpoints we could find. And the game is looking great—expansive, immersive, even a little moving in parts. [Bioware] has accomplished the meshing of online play and RPG better than any of their predecessors <b>(Arstechnica) </b></li></ul><br />
<br />
<a href="http://www.swtor.com/community/showthread.php?t=307824" target="_blank">Here</a> is a list of those articles, some great info, and if you enjoy any of them, please make sure you take the time to let the writers know.<br />
<br />
Those are just a handful of the comments people had in general about their time with The Old Republic. If you take the time to visit the thread, you’ll see what was said about combat, the UI, animations, and the environment.<br />
<br />
This isn’t exactly a newsflash but by in large people are really enjoying their time with the game. I know that nobody is ready to call The Old Republic a “sure fire” winner of this round of MMO releases, but the signs are stronger and stronger that it will sell a massive amount of boxes, and should hold gamers interest for a significant period of time.<br />
<br />
I’ll also have to make a pitch again this week for Gamebreaker.TV’s episode: <a href="http://www.gamebreaker.tv/swtor-the-republic-38-hands-on/" target="_blank">The Republic Episode 38, Hand’s On</a>. The more of these I watch the bigger fan I become of what they do. This week the special guest was MikeB (aka Fony) from zam.com. He was one of the journalists who got to play The Old Republic and he spent an hour sharing his experiences with the game. I wanted to note that MikeB has always been someone who seems to have enjoyed more action MMO’s and not someone who is into role-playing at all. If you listen to him talk, you realize (and he realizes as well) how wrapped up in the game he really became. <br />
<br />
The Old Republic isn’t going to appeal to every gamer or every MMO player out there, but with everything that it is offering, and its introduction of real story to an MMO players should begin to take note, especially if you haven’t done more than give it a passing look.<br />
<br />
<br />
<b><u>Character and Community</u></b><br />
<br />
I’m not going to look at Ultima Online and Star Wars Galaxies thru rose colored glasses and say how great they were. (ICQ anyone?) I recently was talking with some folks about what made characters memorable, and I found that some of the first characters I ever had in MMO’s are ones that I remember mostly strongly. For me, I felt that because of the community and the depth of my involvement, those characters took on a much stronger “personality”. The past six or seven years of MMO’s, I’ve spent time in many MMO’s, and some good times, but if you asked me what specific parts of my time in game, or my character stood out I would be hard pressed to name more than a couple. In fact, I found experiences blurring together, so that a character I played in Vanguard got confused with what I played in EQ2. Strange isn’t it, that I remember the long past better than the recent past? <br />
<br />
I know that some of you reading this are going to say “Hengist, nothing compares to your first MMO’s, and that’s why you think those are better.” I’m not saying that they are better though, but that my experiences stuck with me that much more. Partly because of the community, and partly because of depth of character than only can be built by a community.<br />
<br />
This wasn’t all just randomness, I do have a point. If you have spent even a couple of minutes looking at The Old Republic I’m sure you’ve seen or heard the focus on story. For the first time since those games I mentioned, I’m excited for my character. Instead of a random character that appears in the middle of a quest hub off to follow a path to level, now I have a reason for doing what I do. I cannot express how much that means to me as someone who values a character having personality.  So what about community?<br />
<br />
This is the double edged sword with The Old Republic. While I once again have a reason to care about my character, it is given to me thru the story and not thru my involvement with the community. I have no idea how robust a guild system we’ll see in TOR, but honestly games like Warcraft, Warhammer and Rift have guild leveling systems but they feel extremely hollow to me. What they offer is perks, not reasons to be a part of a group, there is subtle difference that somehow developers seem to not understand. <br />
<br />
I’m not passing myself off as smarter than developers. They spend oodles of money on market research so they know what their demographic really wants. I’m speaking for myself. I’m hoping that over the next few months we can start some roundtable discussions about The Old Republic, and our place in that universe. I’d like to see if Aureus Knights cant build its strongest in-game community and presence in a game since our inception. We wont let strength be determined by numbers but by our commitment. Let’s set some goals in advance, see if we can plan ways to reach them. We’ve always been a guild that strives to have fun together, so lets make sure that our definition of fun means we get to achieve all that we want, and do it <a href="http://www.youtube.com/watch?v=2gZrGu1kKSc" target="_blank">As One</a>. (There we go, this weeks’ wonky music tie-in! A little Dropkick Murphy’s never hurt anyone! Besides bagpipe music is good for the soul.)<br />
<br />
<div style="text-align: center;"><img src="http://media.moddb.com/cache/images/groups/1/2/1088/thumb_620x2000/UnidentifiedSithLord-TOR.jpg" border="0" alt="" /><br />
<br />
<a href="http://www.swtor.com/guilds/62613/aureus-empire" target="_blank">Aureus Empire</a> is watching you! </div><br />
Of note Wednesday May 4th is “International Star Wars Day”, and we’re also hoping to get some info on a potential release date thru the EA Investor call. Who knows?<br />
<br />
Video of the week: <a href="http://www.gametrailers.com/video/sith-warrior-star-wars/713384" target="_blank"><b>Sith Armor Progression</b></a><br />
<br />
May the Forth be with you!</blockquote>

]]></content:encoded>
			<dc:creator>Hengist</dc:creator>
			<guid isPermaLink="true">https://archive.aureusknights.com/entry.php?39-The-Old-Republic-Fan-Summit-In-Review</guid>
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			<title>The Old Republic: Miscellaneous File</title>
			<link>https://archive.aureusknights.com/entry.php?30-The-Old-Republic-Miscellaneous-File</link>
			<pubDate>Sat, 23 Apr 2011 02:14:54 GMT</pubDate>
			<description>So this has been a pretty dry week, actually it’s the second straight fairly dry week with updates from our friends at Bioware about The Old...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">So this has been a pretty dry week, actually it’s the second straight fairly dry week with updates from our friends at Bioware about <a href="http://www.swtor.com/" target="_blank">The Old Republic</a>. I’d sat down early this week to churn out a hard hitting, and yet humorous piece about companions and the role they play in The Old Republic. (Any Star Wars piece I can work in an Elvis reference to Lonesome Tonight is by definition humorous.) At the last minute I put the brakes on and decided to go in a different direction. After all, the roles of companions aren’t finalized, and I wanted a more free form piece to talk about a few random elements that have been on my mind regarding the game. This is my blog, so time for me to either pontificate or to rant. Deal with it for a week.<br />
<br />
<br />
<b>Revan</b><br />
<br />
<div style="text-align: center;"><img src="http://i62.photobucket.com/albums/h116/hghlndr827/DarthRevanWallpaper.jpg" border="0" alt="" /></div><br />
If you haven’t played Knights of the Old Republic this may be something you know nothing about, and let me say “shame on you” for not having played thru the game, this is a true RPG classic. Anyhow, one of the biggest characters of this era of Star Wars has been Revan, the hero of the Jedi Order who fell to the darkside only to be redeemed. (That is the canon version at least.) Fans of Knights of the Old Republic and of this era in the Star Wars timeline have generally gone crazy with any mention of his name. Relax, no spoiler, but I will link the <a href="http://www.gametrailers.com/video/timeline-trailer-star-wars/702876" target="_blank">timeline video</a> that talks about what happened to Revan. There is at least one video that gives a hint to his fate from the <a href="http://www.gametrailers.com/video/pax-10-star-wars/704085" target="_blank">Sith storyline</a>, and then there is now new speculation on his final fate from the <a href="http://www.youtube.com/watch?v=dvVxIVs8Ntc&amp;feature=player_embedded" target="_blank">Republic story</a>.  (Watch the early dialog.)<br />
<br />
So what does any of this matter? Simple, the Friday Update for today was news that <a href="http://www.drewkarpyshyn.com/" target="_blank">Drew Karpyshyn</a>, who wrote the story for Knights of Old Republic, and the Darth Bane trilogy is working on a book titled “Revan”. For better or worse, and I’m not sure which it is because I love the existing mystery, we are going to read all about the final fate of Revan. Of course there is no date for the release of the book, in fact, the interview says “This book is months away”, but it also concludes by saying “Revan will go on sale worldwide later this year.” Anyone want to suggest it wont release within weeks of TOR hitting the shelves? Check out the <a href="http://www.swtor.com/news/news-article/20110422-0" target="_blank">interview!</a><br />
<br />
Knights of the Old Republic is the third best entry into the Star Wars universe behind A New Hope, and Empire Strikes Back. Being totally honest, Revan has been one of my favorite characters in the Star Wars universe, and while I’m not a collector or hobbyist I did actually buy the <a href="http://lh4.googleusercontent.com/public/zr_0jTH7hdqpZfsAMvo2ggKbEyqM3A9AIXankotRVc1kQpkUlVAt6dZ_ZdntVbducMIou6Gl_JTgyAKovHTczy4UuIrD6J3dOCtHp7IlVdwGg15jDR9PXpihWzXsxn44V_TerYyFYyPs" target="_blank">Darth Revan bust</a>.  See how much I like this charcter? My only concern now is that finding out what happened to him robs some of his mystery. All I can say is: “Drew, you’d better not screw this up buddy!”<br />
<br />
Revan will be the third book of The Old Republic, following <a href="http://www.amazon.com/Star-Wars-Republic-Fatal-Alliance/dp/0345511328/ref=sr_1_1?s=books&amp;ie=UTF8&amp;qid=1303521385&amp;sr=1-1" target="_blank">Fatal Alliance</a> by Sean Williams, and <a href="http://www.amazon.com/Star-Wars-Old-Republic-Deceived/dp/0345511387/ref=sr_1_1?s=books&amp;ie=UTF8&amp;qid=1303521356&amp;sr=1-1" target="_blank">Deceived</a> by Paul S. Kemp. The first two books (totally separate stories) are never going to be mistaken for Shakespeare, Hemmingway, or any of the greats, but if you happen to be a fan of The Old Republic, fairly entertaining reads.<br />
<br />
<br />
<b>The Bad</b><br />
<br />
I think it is time to rant for a little bit. A few weeks ago Bioware started inviting some journalists in to show them the game. They also put on an event in the UK, and are having several prominent fan sites in next week as well.  Journalists got to play for two days, level as far as they could, followed by a playable demo of the Alderaan Warzone. This is just a little background for where I am going.<br />
<br />
Somehow, PC Gamer (UK version) did not have a competent or intelligent writer on staff that had an ounce of familiarity with the MMO genre as a whole. Instead, what they did have was an <a href="http://www.pcgamer.com/2010/01/01/tom-francis/" target="_blank">absolute hack</a>. I don’t like to give too much attention to folks like this, but as someone who was a journalism student years ago while in college I was actually offended to read his article. I could point to the condescending tone, or the fact that he obviously did not have the most basic grasp on MMO mechanics, but what really got to me, was that throughout the article he did little more than find things to complain about and in the last paragraph he suggests that Bioware has made the right choices. Huh? Talk about a complete 180 away from what you spent your entire article saying. Now I was taught that before I wrote a piece, my job was to research it, to know something about it, and be able to put it in the right perspective. I was taught that your impressions should support your conclusion. The issue here is that our resident hack did not have the cojones to stick to his guns, and say that he did not like it. An alternate idea is that he did come to like it, but he was incapable of writing a coherent or balanced article that expressed both the good and the bad. The final possibility is that he did not like it, but was afraid to essentially “tell off” Bioware, as magazines like PC Gamer depend on ad revenue, and Electronic Arts does carry a big stick. That leaves me with a pretty simple conclusion, either he lacks integrity to stand by his beliefs or he is a horribly incompetent writer who should consider himself lucky to get paid because he lacks skill.<br />
<br />
Gamebreaker TV did an <a href="http://www.gamebreaker.tv/swtor-the-republic-37-embargoes/" target="_blank">episode</a> analyzing the article this week, with Larry Everett from Massively as a guest, and it truly was amusing to watch Larry try to find tactful ways to talk about what was said.  He showed some restraint and was a class act.<br />
<br />
Don’t get me wrong. I’m a fan of TOR, but I don’t pretend that someone can’t have legitimate reasons to dislike TOR, because everyone has a different taste in a games. It’s okay to dislike something, but either stick to your guns, or learn how to write a balanced and fair article, especially when you are paid for your job.  It’s integrity, and he lacks it. Here is one difference, this is my blog and I'm sharing an opinion, I'm not trying to pretend that it is anything other than my opinion. When I've brought facts into a piece I take the time to cite, or hyperlink them, so folks can read for themselves. I'm not trying to be objective, and when  I am trying to be objective I'd like to think it is evident to anyone who is reading. What PC Gamer published, and what our resident hack wrote is simply a steaming pile of excrement. Nothing more, nothing less. Would you like one other difference? You could say I write a weekly pile of the same, the difference is that I'm not charging for it, and calling it quality.<br />
<br />
<br />
Rant over, I feel better. You?<br />
<br />
<b>The Good</b><br />
<br />
The press event in the UK was under embargo, but some other articles are starting to pop-up, and the information is pretty great. In fact Buffed (German) turned out a great piece about the game. If you happen to read it, and compare it to the previously mentioned  article, I think you’ll see the difference when you have a journalist who has a clue about their topic. I’ll leave a link here with the <a href="http://www.swtor.com/community/showthread.php?t=302609" target="_blank">english translation</a>, but be aware there are a ton of spoilers for the Bounty Hunter class.<br />
<br />
PC Gamer (US) also arrived in mailboxes this week with some very positive information for fans. Once again, I’ll leave a link for people who are interested in more of the <a href="http://www.swtor.com/community/showthread.php?t=303168" target="_blank">highlights</a>. I think my favorite comment though was “…the game’s PvP system feels like an upgraded version of Warhammer Online.” One of the few things Mythic got right in Warhammer was PvP, and it is nice to see their influence on TOR. Little things like tanks being able to “guard” allies is something I welcome again. In fact the article suggests that the pace of combat is manageable, with no one shot kills. Good stuff, right? Bioware has really focused on story, so now it is great to get a glimpse of PvP.<br />
<br />
<div style="text-align: center;"><img src="http://images4.wikia.nocookie.net/__cb20101204162428/swtor/images/thumb/8/81/SS_20101101_warzones01_full.jpg/800px-SS_20101101_warzones01_full.jpg" border="0" alt="" /></div><br />
<br />
<b>Roundup</b><br />
<br />
Thanks for taking the time to read, and next week I’ll get back on track. I would expect that next Friday should be a pretty juicy news day as we’ll start to see the fan sites report on what they saw, along with more and more info from the press events. Hopefully we can broach some topic’s soon like ranged tanking, companions, PvP and social rewards among others. If you are interested in the game, I'd highly suggest you take the time to read those two articles!<br />
<br />
<b>Video of the Week</b>:<br />
<br />
From 2011 Pax East: <a href="http://www.gametrailers.com/video/pax-east-star-wars/711622" target="_blank"><b>Fate of the Galaxy</b></a><br />
<br />
<br />
Have you signed up to <a href="http://www.swtor.com/tester" target="_blank">beta test</a> The Old Republic yet?</blockquote>

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			<dc:creator>Hengist</dc:creator>
			<guid isPermaLink="true">https://archive.aureusknights.com/entry.php?30-The-Old-Republic-Miscellaneous-File</guid>
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			<title>Sith Are Just More Interesting Than the Republic</title>
			<link>https://archive.aureusknights.com/entry.php?28-Sith-Are-Just-More-Interesting-Than-the-Republic</link>
			<pubDate>Fri, 15 Apr 2011 21:01:52 GMT</pubDate>
			<description>Sith are evil, that’s just the way we roll, and that’s one of the big reasons that the Sith Empire is a far more interesting “playground”...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Sith are evil, that’s just the way we roll, and that’s one of the big reasons that the Sith Empire is a far more interesting “playground” than that of the Galactic Republic. This isn’t just the radical statement to draw people in (although it is to a degree) I genuinely believe that the Sith “Evil Empire” makes for a far more rewarding, and interesting style of play. Talk about a tough sell around here!<br />
<br />
Many RPG’s subscribe to the “White Knight” formula, where the protagonist kills bad guys, rescues fair maidens, saves the world, and kills the big bad guy. While they are doing those things they get sunshine, rainbows, ponies, kittens, puppies, and pie. Let me take a moment to pause while I gag. I realize that being a hero appeals to many of us, but being a villain is simply far more memorable, and enjoyable. <br />
<br />
<br />
Daniel Erickson made a great post on the TOR forums about the Sith, one that illustrates where I’m coming from:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_quote">
		<div class="quote_container">
			<div class="bbcode_quote_container"></div>
			
				<div class="bbcode_postedby">
					<img src="images/SeamusLight/misc/quote_icon.png" alt="Quote" /> Originally Posted by <strong>Daniel Erickson Lead Writer for The Old Republic</strong>
					
				</div>
				<div class="message">Hey Folks,<br />
<br />
First of all, let me say that I love this thread. It always makes me smile to see people really digging into the setting and thinking about how it works together. Star Wars has a fascinating universe that is almost fairy tale simple on the surface and endlessly complex underneath. There is room for exceptions to every rule and variations on every theme. But in the interest of time, I'll keep this post to the general. The rule, not the exception.<br />
<br />
Sith are evil. <br />
<br />
The Sith philosophy is evil and encourages evil in its participants. We can get into endless philosophical discussions about whether anything is actually evil or actually good but if we are speaking from our modern, western view on the concept of evil then the Sith clearly qualify. They are encouraged to put the personal over the group, power over compassion and to judge everything's worthiness to survive on its ability to fight for that survival. Mercy, sympathy, generosity, these are seen as weaknesses. Anger and rage are seen as strengths. These are not people most of us want to work with or have as neighbors.<br />
<br />
That does not mean, however, that the Sith see themselves as evil. <br />
<br />
In our own world, slavery as something that is inherently evil is something the majority of the world has agreed about only in the most recent centuries. Imperialism, expansion through conquest, the rights of the few to rule the many because of birthright - these are things that our world's cultures have accepted as the natural order for a far larger percentage of history than they have rejected them.<br />
<br />
In the Star Wars universe, followers of the Sith philosophy genuinely believe that these things we deem evil, are actually in the best interests of a society. They look at the disorder, corruption and infighting of the Republic and they scoff. &quot;What those people lack,&quot; an Imperial thinks, &quot;is strong leadership.&quot;<br />
<br />
It's important to remember that movements towards freedom normally come during the reign of weak, distracted, or greedy rulers who are not providing for their people. The Sith Empire has had 1000 years under an Emperor who rebuilt them from almost nothing, led them in conquest and glory against their neighbors, returned the Empire to power and then led them in revenge against the Republic. A Republic who had previously attempted to eliminate the Empire's entire existence because of their beliefs. If this was ancient Rome the vast majority of the people would throw the Emperor a victory parade, not ask for representational government. <br />
<br />
It's equally important to remember that you don't have to believe in any of this to play on the Empire's side in The Old Republic. You can be the exception to the rule. You are merely making a choice to be someone who was born on that side of the fence. Or, in the case of the Bounty Hunter, someone who tends to work in that part of space. The light side Sith who works tirelessly to make his Empire a better place is a deeply compelling character. The pragmatic Agent who wants nothing more than to protect the millions non-Sith citizens from harm is equally interesting. The Bounty Hunter gets to be his own man and spit right in the face of anyone who he doesn't agree with. Being a good man in a bad place is one of the all time great role-playing options. <br />
<br />
So when you roll a character on the Empire side you're going to hear the arguments about why the war is important. You're going to feel the anger of a people who were told they didn't have the right to exist and were chased out of known space. You're going to see the culture that created and maintains their hierarchy and strange form of order. And you're going to make a choice about how much or how little of it your character wants to believe. Then you're going to start making choices. That's when it gets hard.<br />
<br />
Hope that helps!<br />
Daniel </div>
			
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</div><a href="http://www.swtor.com/community/showthread.php?p=5397475#post5397475" target="_blank">Link</a><br />
<br />
Mull that over for a little bit, and perhaps you’ll see where I am going with this. A <a href="http://www.gametrailers.com/video/gdc-11-star-wars/711331" target="_blank">Bounty Hunter</a> may work for the Sith, but he is his own man, doing what he thinks is right for his own reasons. It truly is a prime example of being a good man in a bad place. On a personal level, I can cite many movies, characters, books and even a few games (<a href="http://en.wikipedia.org/wiki/Red_Dead_Redemption" target="_blank">Red Dead Redemption’s</a> protagonist John Marston fits this bill perfectly) that grant this type of freedom, and sense of strength of character that resonate with me. <br />
<br />
An <a href="http://www.gametrailers.com/video/imperial-agent-star-wars/706929" target="_blank">Imperial Agent</a> who gives a sense of superiority and control of any situation a la James Bond. (The Sean Connery/ Daniel Craig version not the Roger Moore) Choices are made based on your whim, you might do what the quest giver wants, but you might do it for your own reasons, or you might not. <br />
<br />
The light side <a href="http://www.gametrailers.com/video/sith-warrior-star-wars/100719" target="_blank">Sith</a> who have forgotten about the <a href="http://www.swtor.com/info/holonet/timeline/great-hyperspace-war" target="_blank">Hyperspace War</a> and how the Republic essentially tried to commit mass genocide and wipe the Sith from the galaxy are interesting. In my first blog I mentioned a quest that takes some time and the Sith are given a “light side option” and if they take it, they end up having to re-do the quest. Erickson made the <a href="http://www.g4tv.com/videos/48648/Star-Wars-PAX-2010-Panel/?quality=hd" target="_blank">comment</a> (you'll need to go to the Q&amp;A segment about 69:30 in to the presentation, TOR as a whole starts about 15:20 in)  “Being a light side Sith is hard.” It is far harder to be a beacon of light in an environment that would kill you for it, than being bad in a society that merely discourages it.<br />
<br />
<br />
This is depth of character; this is what ties me to that character. I’m not tied to an arbitrary sense of goodness. I’m given a choice to do what I want to do, but also to possibly suffer the consequences for doing it. With a person we’d call that a sense of growing responsibility for our actions.  Maybe folks wont look that deeply into their character, and maybe the character is simply a chance to live out a “Jedi Fantasy” that they’ve had for years. I get that, I do. If you feel an affinity for your character in the least, if you put yourself into it, Bioware has now actually given you a way to <a href="http://www.youtube.com/user/logun24x7#p/u/4/JX0LqCz0ywk" target="_blank">express</a> that, to make your choices matter, and to evolve your character. That is something that has been missing in most MMO’s to me, where the choice between good and evil is often just cosmetic, with no real depth to it. Here, if I played as a Dark Side Sith, I would pay a cosmetic price as well, as my avatar will <a href="http://www.youtube.com/watch?v=0sEPJrBZUW0" target="_blank">change</a> with prolonged exposure to the dark side.<br />
<br />
Of course the Republic will have some variation, and you'll be able to express some dark side tendencies there as well. A big difference though is in how each respective society would view a person of a different morality within it. In a Sith society a person would likely be killed, but in the Republic at worst they would be shunned or imprisoned. Context matters. With a heavier price to be paid, more weight is put on individual decisions. How can we possibly equate the pressure to conform to each society?<br />
<br />
Now I won’t suggest that Sith having tough guy voices, or English accents makes them better (even if it does). I wont suggest that my belief that the Jedi are deeply flawed and apply their code only when it is convenient. I won’t say that the Republic is a false embodiment of a good system of government. I won’t say that some of the most interesting characters in the Star Wars universe are interesting because of their flaws, their challenges, or their independence. I won’t even touch the idea that people flock to being good guys simply because it’s easy to do it in a game, and it makes them feel good about themselves. I know there are counters to all of those. I'll go a different route.<br />
<br />
I'm going to adapt a line from the <a href="http://www.gametrailers.com/video/gdc-11-star-wars/711331" target="_blank">Bounty Hunter Class Video</a> though: &quot;Aureus Knights you've earned a death mark, so we'll be seeing each other real soon. Dont let it go to your head though, to me you're just another job.&quot;<br />
<br />
<div style="text-align: center;"><img src="http://furiousfanboys.com/wp-content/uploads/2011/03/ss_tech02_800x450-e1299271293974.jpg" border="0" alt="" /></div><br />
I hope to see a few more of you venture over to <a href="http://www.swtor.com/guilds/62613/aureus-empire" target="_blank">Aureus Empire</a>, our Sith Chapter for TOR in the coming weeks.<br />
<br />
Video of the week: <a href="http://www.gametrailers.com/video/developer-dispatch-star-wars/61197" target="_blank">Designing the Dark Side</a></blockquote>

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			<dc:creator>Hengist</dc:creator>
			<guid isPermaLink="true">https://archive.aureusknights.com/entry.php?28-Sith-Are-Just-More-Interesting-Than-the-Republic</guid>
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			<title>WoW can The Old Republic deal with the 800lb. Gorilla?</title>
			<link>https://archive.aureusknights.com/entry.php?27-WoW-can-The-Old-Republic-deal-with-the-800lb-Gorilla</link>
			<pubDate>Fri, 08 Apr 2011 00:54:20 GMT</pubDate>
			<description>Since I put up my first blog in the SWTOR series, the question that has really cropped up, is: “So how close to World of Warcraft is The Old...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Since I put up my first blog in the SWTOR series, the question that has really cropped up, is: “So how close to World of Warcraft is The Old Republic anyhow?” It is inevitable that The Old Republic is going to be compared to World of Warcraft. WoW is simply the benchmark game in the genre that most people have played, and just about everyone knows at least something about. <br />
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Detractors are going to look at a game like The Old Republic, and call it “WoW in space.” And one of the co-founders of Bioware, Dr. Greg Zeschuk made a recent <a href="http://www.vg247.com/2011/02/10/bioware-world-of-warcraft-established-the-mmo-standards/" target="_blank">comment</a>: “Every MMO that comes out, I play and look at it. And if they break any of the WoW rules, in my book that’s pretty dumb,” at the DICE Summit earlier this year. That comment alone made detractors start complaining about “lightsabers in space”, and might have made some fans cringe a little bit. What Dr. Zeschuk did not say, is what those WoW rules might be. I think those rules are worthy of a little bit of discussion, because they may not be quite what you think they are. <br />
<br />
In 2007, then co-studio director Gordon Walton gave a speech at GDC-Austin that outlined twelve lessons of making an MMO in a post WoW environment. Note that 2007 was one year before Bioware announced that they were even in production of The Old Republic. It is my belief that several of those “lessons” are a great basis for this discussion, and a glimpse at what those WoW rules might be. I’m just going to pull four of them for this discussion, but please read the entire <a href="http://www.gamasutra.com/php-bin/news_index.php?story=15386" target="_blank">article</a>, because there are eight additional lessons that make good points as well. (I’m going to pull the lessons, and the commentary from the <a href="http://www.gamasutra.com/php-bin/news_index.php?story=15386" target="_blank">Gamsutra article directly</a>)<br />
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					<img src="images/SeamusLight/misc/quote_icon.png" alt="Quote" /> Originally Posted by <strong>Gamastura Article on 2007 GDC Speech by then Bioware-Austin Co-Studio Director Gordon Walton</strong>
					
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<b><u>Lesson One</u></b><br />
His first point was that although Blizzard were not experts in the genre -- in fact, the company had never shipped an MMO before -- <b>Blizzard learned well from the genre's past.</b> Essentially, Walton posited that taking a critical look at your genre rather than being a fan or having experience developing it is of utmost importance.<br />
<br />
<br />
<b><u>Lesson Two</u></b><br />
<br />
According to Walton, another success of WOW was Blizzard's insistence on <b>keeping system specs low</b>. He railed against developers' addiction to high-powered gaming PCs -- asking the crowd how many replace their rigs every year, every two years, every three. He noted that regular people simply don't replace their boxes that often, and that &quot;there's a lot more real humans than there are us.&quot; <br />
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As he'd asked for questions during the speech rather than after, someone piped up to ask if the fact that reviewers don't have time to fully appreciate an MMO means that concentrating on graphics -- implying that good press would result -- is the answer. Walton didn't think so. <br />
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<b>&quot;This is not about getting some more customers -- this is the opportunity to get lots more. Like 4-10x more.</b> There is maybe one game a year that drives hardware sales... they get a lot of hype, but look at their numbers. How much do they sell?&quot; He also expressed surprise that Blizzard did a Mac version of the game, seeming unsure if the ROI was there. On that front, no conclusions were drawn.<br />
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<b><u>Lesson Three</u></b><br />
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<b>&quot;Quality counts.&quot;</b> This one was interesting because it sounds so obvious, but as Walton pointed out, in the MMO world... it's not quite the case. &quot;What was consistent about every MMO pre-WoW is that they were buggy as sh*t. They were rough. Even if they were fun, they were rough. They all launched with hundreds, if not thousands, of known bugs. Everyone basically ran out of money and launched their games.&quot; <br />
<br />
He continued, <b>&quot;I think that quality was a true innovation on Blizzard's part. Nobody had done that before at that level of play. Because they did that, their game stood out night and day above everybody else's games. What's the biggest mistake? What everybody did without exception -- shoving it out the door.&quot;</b> He admitted that he was guilty of doing the same thing in the past (we can thus infer that BioWare will not in the future.) <br />
<br />
A audience member asked if publishers or venture capitalists new to MMOs would recognize the quality factor. Musing on the question, he talked about human nature: &quot;We fool ourselves into doing things that we know are not right because of the current circumstances... human beings tend to think short-term... the future value of the MMO is immense if you don't blow the launch. [If you launch a bad game] you can look at something and go 'I flushed hundreds of millions.' <br />
<br />
<b>With &quot;one chance to make a first impression&quot;, he posited, &quot;the brand value of an MMO is created within the first week of launch. End of story. You're done the first week... I say a week, but it might even be a day.&quot;</b> The implication was clear: get the moneymen on board with the quality equation or suffer. He offered this simple warning: &quot;It's a post-World Of Warcraft world. You better do that.&quot;<br />
<br />
<b><u>Lesson Four</u></b><br />
<br />
One thing that WoW is frequently recognized for is its solo play. Walton's fourth lesson was: support this, because gamers want it. According to Walton, older games that forced players into groups missed the point: <b>&quot;[the] truth is that people soloed every game to the best they could and when they couldn't anymore, they quit. Embracing solo play that was a true innovation for WoW.&quot; </b><br />
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It was pointed out that players who hit the level cap are pretty much forced to group in WOW; Walton still felt like the game &quot;feels like it's a level playing field for all people at that level&quot; and thus isn't quite as sinful as it could be. He offered a Blizzard quote on the solo issue -- &quot;We look at soloing as our casual game.&quot; Given the weight of the phrase &quot;casual game&quot; in 2007, you can bet the audience was scribbling that one down.</div>
			
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Again, please read the complete <a href="http://www.gamasutra.com/php-bin/news_index.php?story=15386" target="_blank">article from Gamasutra</a> for the remaining lessons that Walton talked about. <br />
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<br />
When I take a hard look at those four lessons, I don’t actually see anything all that bad. What I do see is a critical look at what seems to be important in the genre. As simplistic as the “quality” lesson seems to be, and the addendum that “you only have one chance to make a first impression”, we still have developers release games like Age of Conan and Final Fantasy IV. While Funcom has cleaned up AoC, and Square Enix is in the process of re-working FFIV, do you think both of those companies would like to have a do over with those products? If that’s a lesson from WoW, I think I’ll take it each and every day of the week.<br />
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<br />
My personal belief is that these are some pretty solid lessons that have been learned, and if that is what Zeschuk was referring to, then we are already starting with a pretty solid foundation. If we take those lessons and build, does it make this game a WoW clone? Absolutely not, it makes Bioware a pretty smart developer who is building a game that should sell an awful lot of boxes out of the gate. (Magic eight ball is broken so I wont guess at retention, although I think it should be fairly solid.)<br />
<br />
Supporters and detractors all have their “special causes” like <a href="http://www.youtube.com/user/logun24x7#p/u/4/JX0LqCz0ywk" target="_blank">quest presentation</a>, no auto-attack during combat, similar UI, some instanced PvP and focus on loot. To me, many of those are actually moot, because just about all MMO’s share similar features, and if you find something that people like, it would be silly to try to re-invent the wheel. People are going to slip into TOR, and feel very comfortable, and very quickly. <br />
<br />
The Old Republic isn’t presenting itself as something it isn’t. It isn’t revolutionizing the genre, it isn’t going to be an MMOFPS, it isn’t going to break ground with a new combat system (like AoC set out to do), but it is taking the absolute best it could find from the current generation, adding its own twist, and making the end result its very own. Look at how they infuse story (a direction Funcom shares with a high focus on story in their upcoming MMO The Secret World, have a look at Creative Director Ragnar Tornquist's <a href="http://www.thesecretworld.com/news/blog_update_ragnar_on_the_story_in_the_secret_world" target="_blank">Blog</a>) Expect a polished, interesting, and highly addictive experience that very likely will do one other thing that World of Warcraft did in spades: Bring fans to the genre from outside. With an IP this large, and a dedicated following of single player RPG’s, Bioware has the potential for a massive infusion of players into the market, and for everyone who enjoys MMO’s, that’s a good thing.<br />
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So how is The Old Republic going to deal with that 800lb gorilla? From where it looks today, pretty darn well.<br />
<br />
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Video of the week: <a href="http://www.youtube.com/watch?v=dvVxIVs8Ntc&amp;feature=player_embedded" target="_blank">Taral V Flashpoint Play</a></blockquote>

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			<dc:creator>Hengist</dc:creator>
			<guid isPermaLink="true">https://archive.aureusknights.com/entry.php?27-WoW-can-The-Old-Republic-deal-with-the-800lb-Gorilla</guid>
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			<title>Star Wars The Old Republic Is Getting Warm, Are You Ready?</title>
			<link>https://archive.aureusknights.com/entry.php?24-Star-Wars-The-Old-Republic-Is-Getting-Warm-Are-You-Ready</link>
			<pubDate>Fri, 01 Apr 2011 00:28:39 GMT</pubDate>
			<description>I’ve been debating sitting down and starting a blog for weeks now but I kept coming up with random excuses. I wanted to make sure it was something...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">I’ve been debating sitting down and starting a blog for weeks now but I kept coming up with random excuses. I wanted to make sure it was something I’d commit my time to on a regular basis, and that it would actually have something worth taking your time to come and read. Right now, we are a very Rift focused guild and I don’t want to take anything away from that, but it’s also a good time to start talking about what I think will be the next big thing in the MMO genre, and for Aureus Knights. Namely <a href="http://www.swtor.com/" target="_blank">Star Wars: The Old Republic.</a><br />
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To me, Star Wars is something that nearly everyone has had some contact with. From my generation that fell in love with A New Hope and the rest of the original trilogy, to the slightly younger group who first found Star Wars thru the prequel trilogy, to a new generation that is finding Star Wars from The Clone Wars. I’m not saying that everyone has seen all the movies, but I don’t think there are too many streets in North America that you could walk on, and ask “Hey, have you ever heard of Star Wars?” and get a “no, what is that?” in response. I imagine that many folks across the world have at least had some contact, and know what Star Wars is. <br />
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<br />
The journalist Bill Moyers said that <a href="http://www.jcf.org/new/index.php" target="_blank">Joseph Campbell</a> claimed that George Lucas was his best student, even though he never actually taught him. For those who don’t know who Campbell is, he was a professor for 38 years at Sarah Lawrence College, and one of his passions was myth. He coined the word monomyth which more traditionally became known as <a href="http://www.thewritersjourney.com/hero&#39;s_journey.htm" target="_blank">“The Hero’s Journey”</a>. This basic concept refers to a basic pattern that appears in most myths. I wont go in depth here, I’d just recommend reading The Hero With A Thousand Faces by Joseph Campbell, or The Power of Myth by Bill Moyers which is a synopsis of interviews he did with Campbell for PBS in the 80’s. The point that I’m gradually getting to, is that George Lucas created more than just an intellectual property, he created a modern mythology that rivals (for our time) ancient Greek, and Roman myths. I think the heart of this created myth is why interest in the topic is starting to rise.<br />
<br />
So what does all this have to do with Star Wars: The Old Republic? I think a few things. This is one of the most polarizing games in the MMO genre in many years. There are people who are so firmly on one side of the fence, or the other side of the fence and for a variety of reasons. That being said, there might not be a single other IP in the world that has a potentially deeper fan base, right from the start. This is the game that comes will all sorts of expectations, and with the ability to appeal to an extremely broad audience. <br />
<br />
Maybe this is a good place to start, because every place I go, folks who are casually interested, or are just starting to delve into the game for the first times are overwhelmed. There are many strong voices, and quite often I see people speaking passionately about something, and quite often they are taking a position that really doesn’t have much in the way of foundation. Instead of waxing in a poetic fashion about The Old Republic, I thought I’d approach this by taking some of the most common questions, and concerns I’ve seen, and trying to answer them.<br />
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<b><u>Q. So who is doing this game, and what have they done?</u></b><br />
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A. Bioware is building the game, and you probably know them for games like Neverwinter Nights, Mass Effect 1 &amp; 2, Dragon Age 1 &amp; 2, Knights of the Old Republic, and Jade Empire. They’ve built their reputation as one of the best single player RPG studio’s around. Their games though are generally more linear, and less open world than games like Oblivion and Fallout.<br />
<br />
Electronic Arts owns Bioware, but they aren’t the ones doing the creating, they own, and are publishing the game.<br />
<br />
Lucas Arts of course remains involved simply because they own the Star Wars IP.<br />
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As a side note, Electronic Arts also owns Mythic, who was responsible for games like Dark Age of Camelot and Warhammer Online, and several of those folks have been shifted to work on the PvP aspect of The Old Republic.<br />
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<br />
<b><u>Q. So what is the big hook with this game?</u></b><br />
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<b>A.</b> Listen to a developer interview, and start doing shots every single time you hear them say either “story” or “heroic.”. Bioware has made no secret that they wanted to add a story pillar to an MMO, they feel that past MMO’s have left out the RPG, and they think that it will be  You’ll be out of commission in about 3 minutes.  Story has been the biggest hype feature to date, and it makes sense. Its what Bioware does best, and it is what is different about this game than other games.<br />
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The other thing that comes up quite often is the fact the game is fully voiced over. Not only your character, but every NPC in the game has voice over, which has been a tremendous amount of work. <br />
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The <a href="http://www.youtube.com/user/logun24x7#p/u/4/JX0LqCz0ywk" target="_blank">presentation of quests</a> is going to draw you in with dialog, instead of a text box. It opens up all sorts of layers, and how quests progress especially since this isn’t a single player game, and paths can change based on group choices.<br />
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<b><u>Q. So a single player game really trying to hide itself as an MMO?</u></b><br />
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<b>A. </b>No, Bioware has been pretty adamant that the instancing is limited. It is mostly used while you are involved in your class quest, but can be seen for the <a href="http://darthhater.com/2011/03/11/pax-space-combat-demonstration/" target="_blank">space mini-game</a>, and in <a href="http://www.youtube.com/watch?v=dvVxIVs8Ntc&amp;feature=player_embedded" target="_blank">Flashpoints</a>. You’ve got <a href="http://www.gametrailers.com/video/crew-skills-star-wars/708542" target="_blank">crafting</a>, raiding, dungeons, and open world. The planet Alderaan, is about the size of 7-8 World of Warcraft zones, essentially about the same size as Northrend. (The Wrath of the Litch King expansion zone), and to date there have been 17 planets announced. Not all are as big, but there is definitely a large world.<br />
<br />
It has all the other trappings of an MMO that you would expect as well, <a href="http://www.swtor.com/news/news-article/20101105" target="_blank">PvP</a>, Raiding, and a <a href="http://www.youtube.com/watch?v=FdKw1z_cQUA&amp;hd=1" target="_blank">player driven economy</a>.<br />
<br />
<br />
<b><u>Q. What is the deal with this whole companion thing?</u></b><br />
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<br />
A. Well, Bioware has pretty much always used NPC “companions” to help them tell a story.  Each class will gather between 6-10 companions over the course of their experience. Each companion will have their own story which you can choose to follow or not. Your actions will impact how your companions see you, they can grow to like you, dislike you, leave you, romance you, or even romance you and then cheat on you. <br />
<br />
They are also used to do menial tasks, they’ll sell off “grey” items, they will offline gather crafting matierals, or craft. In Star Wars Galaxies terms, they are going to act as your harvesters and factories.<br />
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<b><u>Q. The game looks pretty cartoony and behind the times, no?</u></b><br />
<br />
<br />
<b>A.</b> To each his own. The Old Republic looked at what has worked, and they made a choice to go with what they call, stylized realism. If you look at World of Warcraft, they have never been really called a “graphical game”, but part of the genius was that people across all kinds of systems can run their game, plus it has aged far better than games like Everquest 2, which today looks very dated when you compare it to games like Aion and Age of Conan.<br />
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There are few <a href="http://www.youtube.com/user/logun24x7#p/a/u/1/OskRij8AYaU" target="_blank">videos</a> out there that really demonstrate how far the game has come, and how it compares to current heavyweights. <br />
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<a href="http://www.youtube.com/user/logun24x7#p/u/2/2ayNgd_60qw" target="_blank">Animations</a> are a whole ‘nother story, and are something that The Old Republic has really made an effort to focus on.<br />
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<br />
<b><u>Q. So really, can I be a light side Sith?</u></b><br />
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<b>A. </b>There is a great <a href="http://www.g4tv.com/videos/48648/Star-Wars-PAX-2010-Panel/?quality=hd" target="_blank"> Daniel Erickson story</a> (you'll need to go to the Q&amp;A segment about 69:30 in to the presentation, TOR as a whole starts about 15:20 in)  here. He tells of a time where Bioware had people in testing a Sith Warrior, and at the end of a 15-20 minute quest you are approached by a “pathetic” student at the Academy who says he could not get the shards that you were looking for. You have a few choices, one of which was to give him your shards. Several good hearted souls took that path, and then were surprised that their quest re-set to &quot;collect all the shards in tomb three&quot;, and showed that they did not have any shards, and had to go back and re-do that particular quest. Like Erickson said, “being a light side Sith is hard.”. You can go that route, but don’t expect it to be easy.<br />
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In the future, I’ll get into some of the detail, but I just wanted today to begin to give a broad overview of what we can expect with Star Wars: The Old Republic. With 1.5 million beta sign-up’s to date, and a release that should be 5-7 months away, The Old Republic is just starting to heat up. Fans and haters are popping up out of the woodwork. While I’m not sure that any game is ever going to challenge the throne that World of Warcraft has sat on for years, this game looks to be the ne plus ultra of the current generation of MMO’s, with just enough innovation to get people excited.  I’d like to think that this likely will be the next big thing to hit the genre.<br />
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I fully expect The Old Republic to become a flagship game for Aureus Knights.<br />
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Last comment. <a href="http://www.gametrailers.com/video/e3-09-star-wars/49936" target="_blank">Deceived</a> in all of its 3:52 of goodness, was possibly the best addition to the Star Wars universe since The Empire Strikes Back.</blockquote>

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			<dc:creator>Hengist</dc:creator>
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