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Star Wars: The Old Republic Patched

The Star Wars: The Old Republic Website solicits screenshots showing off your celebratory moments leading up to the first anniversary of the Star Wars MMORPG on December 20th. The site also offers details on a new version 1.6 "Ancient Hypergate" updated that's now live in the game. Word is: "Game Update 1.6 will introduce new PvP mechanics in the new Warzone: Ancient Hypergate, which locks Republic and Imperial force in an epic conflict to unleash the power of an ancient Gere technology. Also, see exciting gameplay of new Level 50 Heroic Space Missions. After viewing the video, be sure to log-in to The Old Republic™ and experience the new content first hand!"

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22. Star Wars: The Old Republic Patched Dec 12, 2012, 20:05 D_K_night
Zan Lynx wrote on Dec 12, 2012, 15:54:
LgFriess wrote on Dec 12, 2012, 15:15:
The problem I found was, despite the story, the game play is still the old school MMO stuff. By that I mean packs of mobs just standing there waiting to die, dailies (the most horrible video game idea ever...EVER), grind, 95% repeated missions with different characters.

I played for the first 6 months, found a good guild, had some fun times, but it is what it is... WoW in space but not as good.
I think you must have burnt out playing WoW. See, I never played WoW and I'm still having a ton of fun in SWTOR a year later. It helps that I play a reasonable number of hours a week and don't burn through all 8 class stories in two months, I suppose.

I think that you know what you find boring, but did you consider the alternatives? I've played text MUDs that had zones with hunting packs of coordinating monsters. It was NOT FUN. There isn't time to plan, there isn't time to recover between fights and you can get curb stomped by multiple roaming groups at once. It may be more realistic but in order to win you need to have group coordination on the level of a military unit or a SWAT team, with a command hierarchy, formations and reserve units. Most gamers just don't have the time to learn how to do that. The gaming guilds that are that good would love it, I am sure, but the number of subscribers to a game like that would be low. Very low.

And it is a sad fact of life that creating content is always slower than consuming it, which means gamers will always be hitting the end of the available quests/missions, leaving nothing to do but repeat them over and over or play PvP which at least provides a new challenge each time.

I always find it interesting that people call Everquest and WoW "old school" and believe their game play is the original. Most people don't realize that the older text-based MUD games have tried most everything, long before WoW or EQ were around. There were games with evolving worlds; randomized world layouts; killer enemy squad AI that would hunt you down across the entire world map, cut off your retreat and even back off and heal themselves when losing; monsters that would regularly attack the town guards and sometimes sack the place, killing all the newbies as they logged in. There were games with fully unrestricted PvP where groups of players would sack the town and kill all the newbies logging in, or force them to pay to drink at the town fountain or die, or epic level mages would charm all the players in town and order them to jump into the pit.

Most of those things didn't get into the big games because THEY'RE NOT THAT FUN. Which is why "old school" MMO stuff that WoW uses is everywhere: because the formula works, for the most part.

And all those things you described happened all in a text-based format. Why did you leave the MUDs then, if they were still superior to graphical stuff?

I think also that much of the stuff you describe was embellished quite a bit. The "AI" you describe is pretty easy to simulate or make you think it's "intelligent" when you're constantly typing and feeding the game the location where you'll be or where you want to go.

There are games that have those things in there. Try Darkfall.
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