Showing posts with label makeb. Show all posts
Showing posts with label makeb. Show all posts

10/07/2024

My 7 Favourite Post-Launch Story Updates

Over the years, a lot has been said and written about the merits of each of the different class stories, but there's been comparatively little discourse about the expansion stories from what I've seen - which I think is a shame, because in my opinion there's some pretty good stuff in there. Obviously, no single storyline can live up to the eight original class stories in terms of sheer breadth of unique content, but that aside, I disagree with the general sentiment I often see expressed that those stories were the peak of the game's storytelling and that it's all just been downhill from there. The more cinematic cut scenes post Knights of the Fallen Empire have been so much more exciting to watch than anything in the original class stories, and many of the non-player characters that were introduced in later years are much more interesting than the vast majority of NPCs we interacted with in the base game.

With all that said, I wanted to write a bit of a love letter to some of my favourite expansion stories. Back in 2019 I wrote a post called "Good Quest, Bad Quest" in which I laid out what I think makes an MMO quest good or bad, and those are the main items that influenced my ranking of these stories as well: presentation, writing, plot, characters, gameplay and world building.

Honestly, the most difficult thing was to decide what actually counts as a separate story. In the past it was pretty clear-cut for the most part, but ever since Ossus the game's ongoing storyline has been a bit of a never-ending soap opera in which different plot beats get picked up and dropped again without necessarily coming to a proper conclusion. You could argue that it's basically all been "the Malgus saga" since then, but I don't entirely agree with that as everything around Onslaught (and somewhat randomly, the Manaan part of Legacy of the Sith) has felt more like a classic and mostly self-contained Republic vs. Empire story to me, while I tend to think of Echoes of Oblivion as a stand-alone adventure that referenced a lot of older content. Spirit of Vengeance involved the Mandalorians for the first time, but then the focus kept ping-ponging between them and Malgus again.

Anyway, I obviously decided to make some choices in regards to the above; this is just to add some context.

The Jedi Under Siege loading screen, with Darth Malgus looming large over Tau and Malora

1. Jedi Under Siege (2018)

Also known as Ossus or the prelude to Onslaught, released with patch 5.10. There was never going to be any doubt in my mind that this was going to take the top spot on my list, because I loved this update so frikkin' much. Seriously, if you go back to the blog archives from December 2018, every other post is just me gushing about some aspect of this update or another that I loved.

I'd yearned for a return to Republic vs. Empire after Knights of the Eternal Throne, and while Iokath had paid lip-service to this, it had also been done in an extremely lacklustre way, just to then immediately steer away from the subject again to pivot into what would later become known as "the traitor arc". Comparatively, Jedi Under Siege felt like a return to form, the likes of which we hadn't seen since the base game. Ossus was a beautiful planet that made it a joy to explore again, something that hadn't really been the case with the very limited environments of the "Knights of" expansions and Iokath's confusing architecture.

We were introduced to several new and interesting characters in the form of Tau Idair, General Daeruun and Major Anri, and several companion returns that people had been anticipating for many years were skilfully worked into the story in an organic way (Doc, Nadia, Khem Val). On top of that other minor characters made surprise re-appearances, such as Jonas Balkar from the trooper story, NR-02 from the Black Talon, or Darth Malora from Korriban.

Not to mention that Malgus came back! You may be tired of him now after watching him sit around and mope for the last two years, but back then I thought this was a genius move and a fun surprise. And of course, the storylines for Republic and Empire side were different and well-written. I just had a blast all around with this content and am always happy to revisit it on alts. The fact that it takes place on an open world planet instead of constantly shunting you through instanced corridors feels very liberating, and I enjoy seeing the little variations in dialogue depending on what class you play and whether you had any pre-existing relationship with any of the returning NPCs.

The Onslaught loading screen with Tau, Arn, Anri, Malgus and a lot of space battles going on

2. Onslaught (2019)

In this context I'm talking about the story content that came with the immediate 6.0 expansion launch, meaning the story on Onderon and Mek-Sha plus the finale in the Objective Meridian flashpoint.

Onslaught honestly repeated a lot of what Jedi Under Siege did, only with some minor flaws. We quested our way through two new planets again, met some interesting new and returning characters (Arn, Darth Savik, Jakarro and D4, to name but a few) and once again saw things from different perspectives depending on our faction and to some degree our class (getting the option to reclaim your Dark Council seat as a Sith inquisitor was fire). It just wasn't... quite as good. For example the Republic story on Onderon suffers a bit from your senator liaison being a bit boring, and on Mek-Sha too much of the content for both factions overlaps, but it's still a storyline that I love to replay.

The Rise of the Hutt Cartel loading screen, featuring Lemda Avesta, Lord Cytharat and Toborro

3. Makeb (2013)

This the storyline from which the Rise of the Hutt Cartel expansion got its name, except the Hutts don't really get to rise very much at all before you slap them down again. They came in 2.0 and went within the same patch. This is a piece of content on which my opinion has changed a lot over time. Initially I liked it well enough, but the mobs on Makeb were quite numerous and tough at launch, and replays quickly started to feel like a slog. Not to mention that it was being sold to us as chapter four of our class stories for a while when it very obviously wasn't that.

However, considering how much smaller expansions got in the years afterwards, I've really grown fond of our adventures on Makeb in retrospect. We get to explore a large, picturesque planet over the course of a pretty meaty storyline, and it's totally different for Republic and Empire side as well. The Imperial storyline is admittedly a lot stronger, since the Republic one feels a bit odd with the whole "the planet is about to blow up" threat never seeming entirely convincing, but it's not terrible either. It's where we first meet Doctor Oggurobb after all.

The Shadow of Revan loading screen, featuring Revan looming large over Lana and Theron

4. Shadow of Revan (2014)

I'm mainly thinking of the actual 3.0 expansion launch story here, though I wouldn't blame anyone for wanting to include the Forged Alliances story arc that formed the prelude to the expansion; I'd just personally treat that as its own thing. I'm also not really including the Rise of the Emperor patch here, since that had nothing to do with Revan anymore really. 

Many people cite this as their favourite expansion, but as I've stated many times before, I think it's somewhat overrated. That doesn't mean that I think it's bad however, not at all! Again, we got to quest our way through two beautiful new planets, Rishi and Yavin IV, and the tale of battling the Revanites and their new-old leader was compelling enough. There were some bits that fell a little flat for me, but I did enjoy the story overall.

It's also the expansion that had us start our adventures with Theron and Lana in earnest (including the option for some romance), which I guess is a big plus for some, though it's been more of a mixed blessing to me personally. I know many people love Lana, but if you think Malgus is worn out as a character, imagine how those of us feel who aren't crazy about Lana and yet have had to listen to her tell us what to do for over a decade now...

5. Echoes of Oblivion (2020)

I hesitated a bit to put this one here because I actually don't necessarily think that this is a great piece of content to replay on multiple characters, which is something that is quite important to me. The final boss fight is (in my opinion) one of the worst in the game and the whole thing is pretty linear without any meaningful variations based on your faction or class. However! In terms of world building, this storyline did so much to tie up several years worth of annoying loose ends that I can't not list it here as a piece of content that was very meaningful to me when it came out. It just felt like a love letter to the game's lore in a big way, trying hard to improve on all kinds of tidbits that had felt a bit unsatisfying in the past. Plus hanging out with Kira and Scourge was fun. I wrote a longer review about it back then, which you can find here.

6. Legacy of the Sith or Whatever It Is We're Doing Right Now (2020-?)

As mentioned in the intro, it's very hard to pin down a clear start and end point for this one, but personally I see what I'm talking about here as starting with the introduction of the Mando plot in Spirit of Vengeance in patch 6.2 and then pretty much everything that comes afterwards, except maybe the storyline on Manaan since that doesn't really tie into anything to do with the Mandalorians or Malgus. I'm also treating this placement as tentative since I'm not sure whether 7.5 will turn out to be a real cut-off - I suspect not, so future updates might change my opinion on this storyline. It's honestly been a bit of a ride, and I know many players have understandably been put off by the sheer amount of real time that has passed while all of this has been going on. But I still like the storyline because it has given us both new flashpoints and multiple new planetary areas in terms of gameplay, plus it's had a lot of what I think is great character writing. I'm really interested in seeing where things go with 7.6!

7. Oricon (2013)

Technically part of the Rise of the Hutt Cartel expansion and only a short side story, I liked patch 2.4's "The Dread War" for giving us a cool daily area and bringing the story of the Dread Masters to a satisfying conclusion. The plot and writing are pretty basic - here are some really scary bad guys, we need to beat them - but it showed us how something that isn't technically part of the main storyline about our character could still result in a really interesting and enjoyable story update.

I'm going to stop here because after this point, I think I'd start to be a bit more grouchy about the storylines that remain, and this is meant to be a positive post! You might be surprised by some of the things I haven't listed - I know the "Knights of" expansions have their fans for example, but I'm not one of them to be honest. You can read more about why here if you want.

If you've played through all the expansion content to date, how much do you agree/disagree with my rankings? Is there a post-launch storyline that I didn't mention here and that you feel is really underrated perhaps? Feel free to chime in in the comments.

03/10/2022

Enjoying the View

A year ago, in the run-up to the game's ten-year anniversary and the Legacy of the Sith expansion, Bioware held the "Best View in SWTOR" contest. It wasn't anything fancy, just a basic screenshot contest inviting players to capture nice views of their virtual environment, but I liked the idea. After all, I like taking screenshots!

In the end I only submitted screenies for three of the ten eligible planets though (the ones used to illustrate this post) - I honestly don't remember why I didn't go for more. I only remember running around Zakuul for a while trying to take a shot that satisfied me but that I was ultimately not happy with any of the results.

I didn't win anything, but I can't really complain about that. In the news post that announced the winners, they stated that they received "thousands" of entries, and their chosen winners were all highly deserving. I still don't know where the winning Yavin IV screenshot was taken, but it looks amazing. (Feel free to enlighten me in the comments.)

Either way, I figured this contest was just a one-time thing for the anniversary, so I was very pleasantly surprised when the team announced a few days ago that we were all invited for another round this autumn, just with a different selection of planets.

I'd already liked the contest last year, but this time around it very much felt like the right thing at the right time for me. The other night I spent a whole evening just travelling to different planets and taking screenshots of the sights - it was quite refreshing to not think about gear or Conquest points for a change. As a result I've already submitted shots for nine out of the ten eligible planets this time around. I'm not sure I'll still come up with something for Odessen... in my opinion there just aren't a lot of good opportunities for nice views outside cut scenes there.

Again I'm not really expecting to win anything... but it just felt like a nice feel-good exercise, you know? I suspect that the devs and artists also enjoy looking at all the pretty screenshots and take satisfaction in knowing that players really look at their work and appreciate it. If you're feeling inspired yourself, you still have until the 12th of October to send in one or more submissions of your own.

14/11/2021

Day 4: Missions & Conversations #IntPiPoMo

I'm taking part in IntPiPoMo, and this is the fourth of ten screenshot posts I'm making this month, each one themed around a certain topic. Today's topic is... missions and conversations, which means everything surrounding story content and the sorts of cut scenes we get to experience while playing through it.

I think I've said it before, but the Makeb storyline is one of those pieces of content that I've come to appreciate more and more over time. When it came out it seemed like a downgrade from the unique class stories, but from where we are now I see it as a good example of a planetary story that is unique for both factions, with both halves coming together to form something greater.

One thing I like about the Imperial storyline in particular is that the Imps are effectively doing good for selfish reasons, like in this scene where they end up rescuing some civilian scientists from evil mercenaries... because they need them for their own ends of course.


Another thing I've mentioned before is that thanks to the quick travel between planets I don't see the "planetary ship approach" cut scenes very often anymore, so when I do come across a shot like this one of the Jedi knight ship landing on Voss it honestly takes my breath away.


Beautiful scenery and framing are another thing I loved about the Ossus storyline, such as this series of shots of Darth Malgus and the player character coming out of the Jedi library.

Speaking of framing, I like this shot of my group coming up to Lord Tagriss to claim the last Dread Seed. I've done this infamous group quest more than a dozen times, but I hadn't really taken in the sights of the corrupted Jedi temple properly until this time.

Another thing I enjoy taking screenshots of: good action scenes! Above we first have a Sith warrior facing off against Nomen Karr during their chapter one finale, and below we have Senator Nebet fighting Beast Lord Akoru on Onderon.

Of Akoru I also have this fun shot of my bounty hunter whispering to him... I think it's to blackmail him? But the gestures and expressions make it look more like she's making a pass at him or something, hehe.

IntPiPoMo count: 30

23/06/2021

Shintar's Galactic Seasons Diary, Week 8

Day 1:

Got GSF and flashpoints as my weeklies and re-rolled flashpoints into ops. My dailies were generic killing in Hutt Space, and killing 75 insectoids on Voss. I re-rolled the latter, naturally, but it just transformed into insectoids on Ossus instead. I mean: yes, that's better, but still not great. At least the two dailies went well together. I went to Ossus on my Guardian and picked up five daily missions in bug-infested areas, did those, and then ran around killing some extra Geonosians since the quests only got the counter to about halfway. Both objectives completed at the same time.

Day 2:

I did a bit of a double take when I saw that my dailies were generic mob killing in Hutt Space and to do three GSI dailies on Makeb. Looking back at my Seasons diary, I've only had the latter objective once before, back in week three, which was also focused on Hutt Space. I don't know why they don't have these as options during other weeks; after all, GSI dailies exist on a number of planets. Or maybe the objectives also exist and I've just not seen them outside this one week? I assume they only have a chance to show up if your first daily login is on a character that actually has a seeker droid and macrobinculars, hmm...

Anyway, I quite appreciated this change of pace and took my Vanguard tank to Makeb to do some GSI dailies there, expecting the associated mob killing to come naturally. I tried to pick the "opposing set" to the missions I took last time to keep things varied. It was a chill enough time, though I have to say the macrobinocular quests pretty much always work out to be the better deal. The seeker droid ones always sound really appealing on paper, technically requiring zero combat and all, but then the things to dig up are so hard to find that you have to do three rounds of the map and things end up taking forever anyway.

Day 3:

Insectoids on Ossus and Voss for both my dailies, are you freaking kidding me? Naturally I re-rolled the Voss one and got GSF instead. In the match I played, a guildie of mine on the enemy team killed me over and over and we lost. I feel like I'm just losing these all the time, but I don't know if that's just in my head. I'll have to do a tally at the end of the Season to figure out the actual numbers.

For Ossus I did another round of five dailies on my Guardian. Since I knew from day one that I'd have to kill extras, I tried to do so, but probably because it was earlier in the evening it was actually quite busy, I struggled to find any mobs at all in places. So I then did another round of five dailies on my Sage, and both together did get me my mob tally quite comfortably.

Day 4:

Generic mob killing and Voss insectoids again. I re-rolled the latter and it turned into Ossus insectoids instead, so it was off to Ossus for another combo deal of doing five dailies each on two characters. For the second round I chose an Imp this time. It's a good thing I love Ossus as much as I do or I probably would've got a bit annoyed by all this repetition.

Day 5:

For the third day in a row, the game tried to send me to Voss to kill insectoids, and for the third day in a row I re-rolled it, this time into Ossus dailies. This was nice as I could just do the second half of the weekly on my Marauder without worrying about mob kills.

My other daily was Galactic Starfighter, which ended up being a domination match that was a decisive win for my team. Looking at the scoreboard at the end, it appeared to have been really unbalanced in our favour, with a lot of proper aces on my side.

Day 6:

This time my dailies were GSF and Ossus insectoids. The latter made me think hard since I didn't really want to go to Ossus for the fourth day in a row, but re-rolling could potentially result in Voss insectoids instead... in the end I decided to risk it and fortunately the die landed on "play a warzone" instead.

The GSF match was another disastrous loss during which I suffered my first death before my team had scored even a single point, but it was still decent fun. I played the regular PvP match on my Shadow in the levelling bracket and got into an Ancient Hypergates, which ended up being a very close loss. It was a good game though - we seemed to be hopelessly outmatched in the actual fights but me and another Shadow did the brunt of the point scoring for our team - sadly it just wasn't quite enough.

Day 7:

My last two dailies for the week were GSF and the killing of generic mobs in Hutt Space, both of which I was fine with. The GSF match also completed the associated weekly - just in time. It was another match where I got shot down by a guildie and we lost horribly. More annoyingly though, I had really bad lag again. There was one point where I hit the speed boost on my way to a satellite, then let go because I wanted to stop, but the ship just kept going on and on and on, shooting right past the satellite and into space because I couldn't make it stop. I just about managed to turn around but got killed right afterwards anyway (unsurprisingly).

This was also the day when I got my second weekly done, by running Scum and Villainy story mode with my guild. I don't think I've ever left both weekly objectives until so late in the week. Finally I completed the mob killing daily by doing a couple of quests on Quesh on my evil Juggernaut.

Week 8 thoughts:

I don't think I've explicitly said it before, but I don't actually care that much about any of the rewards from Seasons, I just enjoy filling the bars. I won't say no to another free companion, but truth be told I have more than enough of them already. Likewise, all the old rewards now available on the vendor are irrelevant to me since I was already playing when they were given out the first time. About the most interesting thing I thought were the two new fleet apartments - while I have more empty strongholds than decorated ones, they at least have some novelty value.

I realised this week that I had earned my eighth token, meaning that I had enough to buy one of the two strongholds. (The way it's designed you can only buy one per Season.) I meant to buy the Republic one but was tired when I talked to the vendor and so ended up buying the Imperial one by accident instead. D'oh! Oh well, I guess I was planning to eventually get them both anyway. Now it's just the Republic one that will have to wait until the next Season.

18/05/2021

Shintar's Galactic Seasons Diary, Week 3

So, hey! I guess me keeping a diary of my Seasons progress is a thing now.

Day 1:

New week, new bugs. When I logged in to check my new objectives, I found that I only had one weekly instead of the intended two. I could only add my voice to the forum thread talking about this bug and move on for the time being. The one weekly I had was flashpoints again. While I wasn't sure whether that one had been fixed, I wanted to wait a little with re-rolling to see if any more information was going to surface about the bug with the missing weekly first (in case it reappeared and I found myself wanting to re-roll that one).

My dailies were Hutt space enemies... and insectoids on Voss. I couldn't even think of any insects on Voss off the top of my head! Shaclaws count I guess, but still... I re-rolled it and got... three GSI missions on Makeb? Unexpected, but at least something different. I did them on the Scoundrel with whom I also did the GSI round on Alderaan in week one and made a point of not trying to be too sneaky so that I would naturally kill a decent amount of mobs on the way. This worked out well enough and I completed both daily objectives at almost the same time.

Day 2:

I checked the forum thread about the missing weekly and it was up to four pages of people saying that they had the same problem. There was some theorising going on about what might be happening, but nothing conclusive and no dev response yet.

My dailies were to defeat 75 enemies on any Hutt space planet and do two heroics on Makeb (I think - title and description disagreed on whether it had to be Makeb or could be another Hutt space planet). I figured I might as well go for it. I decided to go on my Vanguard tank, picking two Makeb heroics from the fleet terminal more or less at random. I know I've done them all before at some point, but it's been so long I honestly couldn't remember anything about them at all.

Then a funny thing happened when I charged into the first pull at the first heroic: I... died? And with hitting some cooldowns even! Another Vanguard was there too and threw me a group invite just before I died, which I accepted. Then he attempted what remained of the pull, and died as well. We both revived, and dusted ourselves off with slight embarrassment before proceeding to do the rest of the heroic together, which was of course much easier. The friendly fellow agreed to team up for another one as well, and he accepted me sharing my second choice of heroic (we did try the other way round but it said I wasn't eligible for the one he had picked).

I honestly can't remember the last time I grouped up with someone for a heroic other than to avoid fighting over limited spawns and it genuinely felt beneficial as well. Anyway, that little adventure took care of both of my daily objectives in short order.

Day 3:

I was pleasantly surprised to find that the devs had actually rolled out a hotfix for the missing weekly issue, and on login I now had a second weekly to do warzones. At this point I decided to risk re-rolling the flashpoints, as I was signed up for a Scum run with guildies the next day and it would have been nice to also get the operations weekly completion from that, but I got GSF instead, which I was also fine with.

It also aligned with one of my dailies being GSF, which ended up being a domination match during which I managed to blow myself up not just once, but twice, and yet still came out as the second highest ranked on my team. Unsurprisingly, with that being the average skill level of my team, we were three-capped and it was over quickly.

My other daily was more Makeb heroics, and that still felt novel enough to me that I didn't re-roll it. This time I took another one of my Scoundrels and picked two different heroics, hoping to save some time by stealthing since I didn't need the kills... probably needless to say that this once again didn't work out. I'd forgotten how involved some of those heorics were: fight three turrets that become immune to damage on a rotation - almost like a boss fight - pick up some explosives, free prisoners, plant explosive charges at four different points on an AA turret, start doing the same on another turret before a scripted interruption brings in an elite droid... and that was all in the same heroic! At least I didn't die this time.

Day 4:

My dailies were GSF again and more Makeb heroics. I decided that I didn't want to go to Makeb for a third day in a row (though according to my guildies the heroics on another planet should have worked as well, despite of the objective name only stating Makeb) and risked a re-roll while crossing my fingers in hopes of not getting shaclaws. I got the one to do a PvP match and all was golden.

My GSF match was another one of those in which everyone was so terrible that we ran out of time before achieving a sufficient number of kills, which I actually tend to find kind of fun, but sadly my team was still on the losing side. In contrast to that, my Sage's PvP match took her to the Huttball pit on Vandin once again, where she personally scored two of her team's goals (we won 5-0) and generally achieved some beautiful synergies with a few of her team members.

Day 5:

GSF and Makeb/Hutt space heroics again! I re-rolled the latter again and got the generic "kill mobs on these planets" objective instead.

For GSF I took a different character out for a spin since my Assassin tank was long done with her Conquest. My Powertech tank had never done a GSF match at all and did very badly, but as it happened that particular domination match ended up being a win anyway.

For the mob kills I did a couple of random quests on Quesh and Makeb on my DvL Assassin and my Juggernaut tank.

Day 6:

Got GSF as my daily yet again and the one to do a warzone. Honestly, that's pretty much the perfect combo for me, but if I was someone who hated GSF, I could see it being frustrating to get it as a daily objective four days in a row.

For GSF, I got into a death match where my team completely obliterated the opposition (no thanks to me), which also completed my GSF weekly objective to play four matches. My warzone ended up being another Vandin Huttball which was a pretty well-balanced game that we won 3-2 (and the enemy was close-ish to potentially scoring again so it really could have gone either way). Sadly I noticed in this Vandin that while Bioware did indeed address certain lag issues, de-sync still isn't a thing of the past, as I still witnessed people catching the ball while being nowhere near it on my screen and similar shenanigans.

Day 7:

On the last day of the SWTOR week, my daily objectives were GSF and Hutt space heroics yet again. I decided that I was okay with the heroics today and would just try a different planet than Makeb, but I didn't really want to do any more GSF after completing my weekly. I re-rolled it in hopes of getting a warzone maybe... and was promptly punished for this foolish gamble by being given the "kill 75 insectoids on Voss" objective, with no escape this time. D'oh!

I went to do a warzone on my lowbie Merc anyway, since I needed one more for my second weekly objective. I got into Vandin again (have I been doing anything else recently?), though this one was a 0-6 loss. I was tempted to blame it on the level disparity again (my team had no level 70+s, while the opposition had several) but if I'm honest it was probably just bad tactics. They had a stealther waiting on our line that nobody seemed to bother to dislodge for ages - I eventually went back myself and knocked them down twice but they kept coming back. Oh well.

As for my daily objectives, I remembered there being one or more Imperial heroics on Voss that had some shaclaws in it, though I wasn't sure which ones they were. I went on my Juggernaut tank and picked up both Ancient Guardians and Rock Eaters, since they sounded like likely contenders. Ancient Guardians turned out to be the right one, as it did have ten shaclaws in it, though it contained even more droids. Rock Eaters was also the heroic I'd expected it to be, but I'd misremembered the big mob at the end - it was a vorantikus, not a shaclaw.

I then swapped to my DvL Assassin to do Ancient Guardians a second time. I killed both groups of shaclaws in it and paused. My insectoid counter was on 20/75. It was really late in the evening and while I was sure there were plenty of shaclaws out in the open world somewhere, I didn't know for the life of me where exactly, and I knew that driving around blindly to find some would take me forever.

I remembered how commenter Pallais had mentioned the idea of resetting a heroic over and over (probably this one) in response to my last Seasons diary. It was only ten mobs... but they were all non-elites, right by the entrance, and as a stealther I could skip the pull consisting of strong and elite droids located between the two groups as well. So I exited, reset the phase (just the phase, not the heroic), went back in and killed the shaclaws again. Then I repeated this process five more times.

Once my insectoid killing objective was completed, I continued to actually complete the heroic, which took care of the second objective. (Fortunately the game had no qualms about giving me credit for doing the same heroic twice on two different characters.) All in all, this was actually reasonably quick, but I have to confess I felt slightly dirty. Talk about degenerate gameplay.

Week 3 impressions:

The bugginess hit a new high (or low?) for me with the missing weekly, though I appreciate that this particular issue was addressed quickly. Still, the amount of small bugs continues to be headache-inducing, as it feels like you should be visiting the forums every day just to check which objectives are reported as buggy before actually attempting to do anything.

In terms of RNG, I felt pretty lucky this week as about half of my objectives were things I liked doing anyway. I do kind of appreciate how the system encourages you to take part in different activities though, including things you may not have done in a while (or ever, in the case of some more casual players I guess). I'd seriously forgotten so much about those Makeb heroics...

I saw someone on the forums say that Seasons is basically what Conquest used to be (the personal part of it at least), back when it had more limited objectives and the weekly themes were more distinctive. This feels very true to me.

16/07/2019

Random Makeb Love

Telwyn is finally playing through the Makeb story on Imperial side, only six years late... and here I thought I was slow when it took me two months to get to it! Funnily enough, I was reading his post on my second monitor while I was using my primary to play through Imperial Makeb myself... for the second time in recent weeks, in fact.

Looking back at some of my old blog posts, I've had a very on-and-off relationship with Makeb. At first I quite liked it, but then repeating it a couple of times quickly made me feel burnt out. Finding that every single one of my characters was getting funnelled into it as "chapter four" of their class stories felt disingenuous and annoying.

Then after Shadow of Revan came out my attitude towards it softened again, since it wasn't considered a requirement to progress the new storyline but rather just another piece of side content, like the various daily areas. Since then I've often skipped it since there's already enough strictly linear story content that I have to get through to get to the bits I like, but every now and then I like to take a character through it again - fortunately it doesn't matter where they are in terms of personal progression; you can do Makeb at any time.

The release of Ossus also made me oddly nostalgic for Makeb. As I discussed in this post, sometimes you don't know what you've got until it's gone. At the time of its release, Makeb had seemed a bit lacklustre compared to the class stories, but after more than three years of plodding through a one-size-fits-all storyline, I can't help but see it in a very different light. The depth of the world building conveyed through totally different story threads! All those different NPCs you get to interact with that have their own lives instead of everything being about your companions all the time! It suddenly tastes oh so sweet.

And it oddly makes me wish that we could meet some of those characters again one of these days. As it stands, the only story references to Makeb after its release were a brief mention about Isotope-5 powering Imperial ships in Lana's summary of what happened during your five years in carbonite, and of course Doctor Oggurobb joining your Alliance. On Imperial side though there are so many more characters that would be fun to meet again. I'd like to see how Captain Hanthor is doing for example. (And this time give us a flirt option while you're at it!)


I've even come to appreciate the relatively minor players such as Nadrin and Sergeant Bedareux. Actually, the latter made me realise that I don't recall another character anywhere in Star Wars canon that has a French-sounding name - based on the spelling anyway, even if it's then pronounced in a very English way in the English client. I wonder if the German and French voice actors actually pronounced his name closer to what you'd expect? Also, if you do know any other French-sounding characters from Star Wars canon, do let me know please because now I'm oddly curious.

08/12/2018

Back In My Day: Dailies

"Back In My Day" is an irregular series in which I take one aspect of Star Wars: The Old Republic and look at how it has evolved over time. This particular installment was inspired by me doing a lot of questing on Ilum recently, which got me thinking about how many of the quests there used to be daily repeatable but aren't anymore.

Launch - The Dailies That Weren't Really

At launch, it was very obvious that SWTOR hadn't originally been conceived as a game with daily quests as an endgame activity in mind - until someone at the Bioware offices had a sudden panic attack three weeks before launch or something, and in order to shoehorn the daily concept into the game somehow, they took two quest chains that had been designed to be done at or near the level cap, the Ilum storyline and the Belsavis bonus series, and turned all the missions that weren't part of the main quest chain into daily repeatables that handed out endgame rewards. (I remember some of them gave out purple item modifications, but I seem to remember that this wasn't the case for all of them.)

This went about as well as you would expect. In a post from February 2012 describing my first impressions of the Belsavis dailies, I hilariously noted that I didn't even know where to go and where to start, as there was no "daily hub" or anything, and the daily missions were utterly indistinguishable from regular one-time quests.

Story-wise, a lot of them made no sense either. Now, daily tasks in an MMO require a certain suspension of disbelief most of the time, but there are still ways to make them more credible vs. blatantly hitting the player over the head with how little sense it makes to repeat certain things. My favourite example of this was always the Republic quest on Ilum that had a little astromech droid desperately seeking help and supplies for his owner, a recently crashed fighter pilot... who apparently crashed every day? We used to joke that the guy was really just a hermit who happened to live in a ship wreck and we were basically his daily supply run.

Mechanically, things were pretty bad as well. People were complaining about others not space-barring through the daily quest givers' dialogue quickly enough long before anyone got tired of the cut scenes in flashpoints, but at the same time they didn't just want to have the mission shared with them because they did want to go through the cut scene to farm social points and/or companion affection.

The area also didn't really seem to be designed to have a large number of people questing in it at the same time. Most infamously I remember the quest on Republic side to kill Rattataki leaders, of which you needed three for the quest, and there were only about five in the area, with half of them habitually bugged out and unkillable. Sometimes I'd just sit down and wait for the same guy to respawn three times.


Now, all of this may sound horrible, but it wasn't really that bad. It wasn't well designed for its purpose, but at least for me it also managed to stay below the threshold of actually becoming tedious and annoying. The fact that the Belsavis bonus series included no less than three heroics encouraged people to group up for the whole chain of dailies, and the end result felt kind of awkward but also fun. The payout was also high enough that you never really felt like you actually had to do the whole thing on a daily basis to stay afloat.

1.2 - Into the Black Hole

Patch 1.2 introduced the game's first "proper" daily area, the Black Hole on Corellia. It was a bit of a pain to get to as you had to go through no less than three loading screens to travel there, but it was much more streamlined for its purpose. There was an introductory quest with dialogue on the fleet, but then the actual dailies could just be picked up from a terminal all at once and were neatly clustered around the area.

Bioware decided to keep encouraging people to group up by also adding a heroic mission, as well as a weekly meta quest that required you to complete each mission, including the heroic, exactly once. I noted at the time that the concept of the weekly was very much in line with SWTOR's very casual-friendly approach, in that the best rewards only required you to visit the area once a week. It was also very much worth doing as the weekly also offered a new type of currency called Black Hole commendations, which could be used to buy new and more powerful gear from vendors on the fleet.

1.5 - Experiments in Section X

Section X iterated on the Black Hole and mostly tried to improve it. 1.5 was also the patch that included the free-to-play conversion though, which led to the weird experiment of making the new zone into paid content that you could unlock by subscribing or via a special access pass (which was eventually dropped).

I can't even remember what sort of rewards the missions gave at launch, but they were most assuredly overshadowed by the introduction of the reputation system, which also made Section X the first daily area with a reputation attached and gave players an incentive to increase their standing with the faction just to get access to things like cosmetic armour shells and pets.

The area was also spiced up by featuring the start to the quest chain to acquire HK-51 and having the world boss Dreadtooth path around the area. People with an interest in world PvP were delighted to actually run into the other faction on occasion now - one thing that had been a bit odd about the Black Hole was that even though technically Republic and Imperial players were playing on the same map, their quests were on entirely separate halves of it and they never even crossed paths. In Section X the two factions still had their own separate missions, like in the Black Hole, but they took place in roughly the same area, and the heroic mission for the weekly was even located in the same instance.


The heroic mission in Section X was the one somewhat controversial thing about the area, as it required exactly four people for successful completion - you couldn't substitute someone with a companion as there were several sections where people needed to click on things in sync to bypass some force fields. This was a bit of a nuisance, and was later on removed without much fanfare, though the quest's [Heroic 4] tag wasn't changed. Personally I only found out that I was suddenly able to solo it pretty much by accident.

1.7 - The Gree Revive Ilum

Patch 1.7 introduced the Gree event, the first world event that was designed from the ground up to be repeated, and which re-purposed the previously abandoned Western Ice Shelf on Ilum where the big open world PvP debacle from launch had taken place. While it also featured one instanced and two open world bosses, the main focus was once again on daily missions with which you could earn reputation to unlock some nice goodies from the local vendors.

The biggest controversy here was Bioware's attempt to use dailies more openly to encourage people to engage in world PvP within a small separate area down south, which would not allow you to be in a group larger than four, dismissed companions, and flagged you(r group) for free-for-all PvP. Personally I thought this was quite fun and novel, but some people got very hung up on the mere existence of two daily quests that required you to flag for PvP, despite of their rewards being minimal compared to the regular dailies.

2.0 - Makeb and Galactic Solutions Industries

2.0 was not a very successful addition to the game in terms of daily quest endgame. There were daily quests to do on Makeb, but they were part of the super awkward Makeb Staged Weekly and required you to limit yourself to one mission at a time, which had you travelling all over the damn place and wade through dozens of mobs just to achieve a single objective. Myself and most people I knew did it once or twice and then decided to go back to the old daily zones because they were much more fun.


Rise of the Hutt Cartel also introduced Galactic Solutions Industries as a faction, which asked us to make use of our new Seeker Droids and Macrobinoculars which we had acquired through one of 2.0's side mission arcs. Like the Makeb dailies these were very spread out, across different planets even, though at least the fact that many of them were on lower level planets allowed you to travel largely unimpeded, and quite a few of them didn't even require any combat at all. Unsurprisingly, these weren't a huge hit with people either, though there does seem to be a niche audience for them that appreciates the slower and more relaxed gameplay that they offer.

2.3 - CZ-198 & Bounty Contract Week

CZ-198 was the first daily hub to be introduced post 2.0 and went back to the classic model of having a small area shared between the two factions in which you could just "do the rounds" for some credits, and it quickly became popular because it was very quick and easy to do and therefore a very efficient way to make some money. It was also the first permanent daily area that didn't really differentiate much between the factions, as they both got the same quests. (I'm not counting that Republic players collect kolto and destroy toxin while the Empire does the opposite. It's still "click on these containers five times".)

What was really odd about CZ-198's weekly mission though was that it required you to run both of the local flashpoints in addition to doing all the dailies... which was a bit awkward to be honest. It's probably the reason I got the achievements for running these on story mode twenty-five times more quickly than for any other flashpoints, and I remember trying to always have the CZ weekly in my log before running a random just in case one of the Czerka flashpoints would pop up. This odd system was eventually patched out in 3.2, when the requirement to run the two flashpoints was replaced with a single heroic mission to kill a big droid.

2.3 was also the patch that introduced the second recurring world event, Bounty Contract Week. This followed more in the steps of the Makeb Staged Weekly, by making you choose a single daily quest that you then saw through to form a kind of storyline. It was a little weird, but still made a lot more sense than the stuff on Makeb.

2.4 - Oricon

Oricon always felt to me like it was made by the same team that created CZ-198, only with small improvements: again we were in a small area shared by both factions, both doing the same quests. Even though the change to the CZ weekly to not require flashpoint running anymore didn't come until much later, it seemed like Bioware already felt a bit awkward about that particular design decision, so the Oricon weekly featured a daily in a heroic area instead. It was brutal and I loved it - to this day it remains at least moderately challenging despite of how much heroics have been toned down in general.

What was different was that there were bonus missions for those who had unlocked their Seeker Droids and Macrobinoculars - CZ-198 had only featured a one-time quest for a pet, but the bonuses on Oricon were attached to dailies and therefore repeatable.

More importantly though, there was a much bigger attempt to tie the whole area into a story. On CZ-198, there was an introductory quest that asked you to run the flashpoints, and the flashpoints were part of the weekly, but the dailies were just kind of... there. Oricon took a different approach, by unlocking the daily quests one at a time and tying them into a quest chain narrative that you had to complete once before the missions unlocked as daily repeatable from the nearest terminal. (As an aside, the story was also refreshingly different for the two factions despite of running along the same general lines.) The story quest then cumulated in you being sent to do the two Dread operations, something that generated some resentment among solo players, but that's really another story as it had no impact on your ability to do the dailies.


2.5.2a - Return of the Rakghouls

(Fun fact, I couldn't actually find any patch notes about this... I only know that the event came with this patch thanks to my blog posts about it.) The third big repeatable world event, the Rakghoul Resurgence that would come to rotate between three different planets, took a fairly conservative approach and basically mirrored the basic setup of the Gree event, with a small enclosed daily area, an instanced operations boss and a couple of open world bosses. They just dropped the PvP area and replaced it with another heroic area instead.

What was somewhat revolutionary at the time was that the event was trying to be level-agnostic - the mobs in the tunnels were mostly very low level and would only spawn reinforcements of your character's level once you got aggro, allowing players of (nearly) all levels to join in the fun. The operations boss The Eyeless was also the first boss that featured PvE bolster, boosting lowbies to a high enough level that enabled them to participate. It's kind of ironic that this whole event appears to have been overlooked when they introduced the galaxy-wide level sync in 4.0, which now makes it feel kind of outdated and causes lowbies to get left out of parts of it due to some of the system's limitations.

3.0 - Soloing on Rishi & Yavin IV

Shadow of Revan's two new planets were a funny bunch in terms of dailies. Rishi featured several missions that were daily repeatable, and some of them even had achievements attached to repeating them often enough, but they were scattered all across the area and had no coherent theme or reward structure to them.

Yavin IV was the "real" new daily area of the expansion but required you to complete the storyline first. There was the whole thing with giving you the choice of either doing dailies or doing the Temple of Sacrifice operation to complete the storyline, which was honestly just kind of awkward. The dailies themselves, once unlocked, were decent enough fun and proved very popular. I ranted at the time though that I thought they were actually kind of over-incentivised, with the hugely powerful companion gear that was rewarded by the weekly making you feel like you kind of had to do them to kit out your companions (this was back when their gear affected their power level). What's also noteworthy is that while there was a weekly quest to kill the walker world boss on Yavin, this was completely separate from the regular weekly mission for the daily quests, which could be done solo in its entirety and was therefore the first of its kind to not feature any kind of grouping component.

3.2 - Pointlessness on Ziost

After the fun of Yavin, the dailies on Ziost felt like a bit of a step back. Requiring the completion of both the basic Shadow of Revan story as well as of the Rise of the Emperor patch, they presented the as of then largest number of hurdles to overcome in order to gain access to a new daily area. It wasn't exactly a prohibitive amount of effort or anything, but compared to the ease with which any alt could jump into any of the pre-3.0 daily areas it felt like a lot.

Mechanically it was interesting in that all the dailies were non-combat missions, enforced by the circumstances of the story... but the big problem was that there was basically zero incentive to come back. Where Yavin felt like it was almost showering you with too many rewards, Ziost had nothing, neither a reputation to work on nor anything interesting to buy with the currency the quests rewarded. I expect the value of all rewards to deprecate over time, but I distinctly remember Ziost being the one planet where I did one round of the missions on the day of release, looked at the local vendor, and realised that he didn't have anything of interest to offer even on day one, which was kind of disappointing. My impression is that I wasn't alone in this and that Ziost has remained comparatively unpopular with the masses for this reason... though again, some players did appreciate the novelty of the combat-less mission design.


4.0 - Goodbye To All The Quests I've Loved Before

Knights of the Fallen Empire brought with it a new focus on solo story, and new dailies were not really a part of Bioware's plan because they were considered too MMO-like I guess. Since the devs were busy retuning a lot of content anyway though, they decided to make most of the old heroics soloable while also attaching Alliance endgame rewards to them, which basically means that they morphed from being open-world group content for levelling players into just another set of endlessly repeatable dailies. I hated that, but based on the responses I got to the linked post a lot of people felt the opposite way.

As part of this great, galaxy-wide tidy-up, the former dailies on Belsavis and Ilum were also turned back into the regular quest chains they had clearly been meant to be from the beginning, so you did them once and that was it. I didn't even notice this for a long time, but as with all things, there were people who were unhappy about the change because they had actually still been doing those old dailies, mostly as a way to farm companion affection.

5.2 - Icky Iokath

Nearly two years after Ziost, Bioware brought us our first new daily area in ages in the form of Iokath. While everyone was quite excited about getting a new planet to explore, what we eventually got felt a lot less iterative than the previous daily areas, and more like they struggled to remember how to design this kind of content after a long time away from it. It felt as if they picked a bunch of features from the old areas, mixed in a couple of new ideas, and simply hoped that the end result would be fun. Unfortunately the different parts didn't gel too well and in the end it was more of a slightly awkward mishmash.

There is an initial storyline like on Oricon, and a couple of the quests you complete in it do return as dailies, but most of the repeatable missions are actually quite different. The quests are more or less the same for both factions and take place in a shared area, though it's larger than most daily areas. Travelling around the zone is also very convoluted, making questing on Iokath very time-consuming.

One of the new features was the concept of different daily missions rotating on the terminal from one day to the next, and the player being expected to do more than one day of them to complete the associated weekly quest. There were also several vehicle quests, which were very badly tuned in terms of cost vs. reward at launch, and while Bioware fixed this later, the bad first impression tarnished many players' impression of the planet forever. The vehicles were also meant to encourage PvP, but the combination of the initial high cost to buy them as well as the awkward geography not really encouraging people to meet up made that fall flat on its face as well.

Nearly three years after the last bunch of daily quests that also featured group content, Bioware also decided to include a single world boss on Iokath, the Colossal, and to make a daily quest for him... but since it wasn't required for the weekly and wasn't even marked as a group quest, most people picked it up once, went "mm, nope" once they saw what they were up against (or maybe did it once just for the achievement) and that was that. It's not like the boss drops anything either.


Looking Back And Looking Forward

Looking back at this history of SWTOR's daily quests / areas, I see several different developments over time. Aside from launch and it's "improvised" dailies, the Black Hole's precedent of the terminal with both dailies and a weekly quest was something that quickly became the norm and that has persisted to this day, but other aspects of the system have been more fluid.

First off, there was a lot of experimentation with story. The first daily areas just offered a voiced introduction and then tried to engage you by giving you different things to do on each faction. On Makeb and with Bounty Contract Week they seemed to try to create a sort of daily repeatable miniature story, with very mixed results. The Oricon approach of weaving the dailies into a one-time story was the most attractive way of going about things in my eyes. More recently they have gated largely separate dailies behind doing a longer, one-time story quest, which I haven't been quite as fond of.

There was also a gradual abandonment of group content. The early weeklies up to Oricon all had some sort of group component to them (even if CZ-198's flashpoint running requirement was eventually abandoned as a failed experiment), but with Shadow of Revan that all went out the window. The Colossal on Iokath felt like a hesitant breadcrumb thrown at players who liked to group up, but it wasn't handled very well in my opinion.

Finally, there is an interesting undercurrent of wanting to incentivise world PvP every now and then, most notably with the dedicated PvP area on Ilum but also with the Iokath vehicles, yet people never seem to have taken to it very well. From my experience the best thing to do still seems to be to simply force both factions into a small space and then let them sort themselves out. I've had some enjoyable world PvP both on Oricon and in the Rakghoul tunnels.


In a few days we'll all get to see the game's newest daily area on Ossus. I've mostly avoided spoilers about it, though I hear that there are supposed to be some new heroics, which is something that I at least would definitely appreciate. As far as story integration and world PvP goes, we'll just have to see!

22/07/2018

Total Galactic War Returns

This week the Total Galactic War event made its return. As I noted at the time, one of my biggest disappointments with the new Conquest system was that Total Galactic War had been turned from a huge, unique event into just another Conquest, and I said at the time that I was really hoping that Bioware would reconsider that change. And they did! This week Total Galactic War broke out with a total of 19 planets up for grabs (21 if you count the faction-split Balmorra and Taris twice).


I had completely forgotten that this was going to happen, so I came online on Tuesday to a lot of frenzied discussion among the officers about which planet to invade. Since I still think back on my very first Total Galactic War as one of my fondest Conquest experiences, I got super excited and immediately began studying the state of the leaderboards. With SWTOR Conquest currently out of commission it was quite hard to judge the competition at times. While I've made a habit out of screenshotting the board at the end of every week since the new Conquest system was introduced and could therefore gauge some guilds' strength, others remained dark horses even so.

Back in the day when it was all about getting into the top ten on the leaderboard, just finding a planet that wasn't too crowded was usually our main consideration, but with how much Twin Suns has grown lately and a mere top ten placement not granting anything special anymore, there was no doubt for us that we wanted to go for gold.

Eight of the 21 planets are now large yield targets, seven promise a medium yield and six a small yield. And this is where the whole "hoping that large guilds will go for a large planet" system actually worked decently for a change. At least for us, it was clear right away that we didn't want to go for a small yield planet. If we didn't win first place, it would have felt hugely wasteful to have limited ourselves to a small reward, and also somewhat unfair to the smaller guilds who finally saw their big chance for a win in this event.

After much back and forth we settled for invading (large yield) Alderaan, where we knew that we would be facing another large guild as competition, but one I reckoned we would be able to beat if we tried hard enough. I don't want to jinx it because the event isn't over yet - knock on wood - but so far it looks like our gamble might have paid off, as we're sitting at a score of over two million at the time of writing this, while our nearest competitor only has achieved a little more than half of that.

Those of us with an interest in Conquest have been banging on about it all week, asking every guildie to make at least a small contribution, even if Conquest isn't usually their cup of tea. With the event's activities being focused largely on dailies and small group content/PvP, there were certainly plenty of opportunities to take part. Trying to lead by example, I also leaned into it myself as hard as I could, and I'm currently on track to finish with nine characters having hit their personal target.

It's certainly been an interesting experience - queuing for PvP comes quite naturally to me, but it was nice to have more guildies grouping up for it than I've seen in a long time. And while dailies are not something that I'm particularly fond of, it's not as if I dislike them so intensely that doing each area once this week would have been a major chore.


Feeling pretty spent after completing all of these and then some...

I can't even remember if I ever did the new Makeb weekly after it was no longer staged, if not this would have been my first time. Somewhat bafflingly, there is virtually no difference compared to the old system except that you can pick up more than one mission at a time now, but since the quests themselves are the same, you still end up doing them one at a time as they all take place on separate mesas and don't overlap. That quest to steal Regulator speeders in particular... oh my god!

The GSI dailies are another piece of content that I hadn't done in a long time. I know that FibroJedi likes them because most of them are effectively non-combat missions (except for the heroics and any mobs that might incidentally be in your way), which could be considered relaxing I guess. Looked at it from another point of view though, they are examples of the kind of old-school MMO quest design that many people hate, where you get sent all across the map just to click on something, with more time spent travelling than actually doing anything.

A lot of the missions are also bizarrely unintuitive the first time you do them - for example the original Seeker Droid quest chain teaches you to dig up objectives or treasure by placing your droid in a random spot and then following its indicators. However, the dailies don't work like this - instead they require you to (visually) find certain spots on the ground and plant your droid exactly on top of them. That's not a bad thing exactly, and I actually prefer it to the way the treasure hunting works, but without knowing this in advance, you could easily spend twenty minutes on your first GSI daily, wondering why your Seeker Droid is suddenly so useless and maybe giving up on the whole thing altogether before you've even really started.


Also, they make you dig for what looks like poop. I know that's not what the quest says, but...

Doing the Macrobinocular mission to find "Big Red" on Alderaan also gave me flashbacks, since I remember that the first time I did it, I didn't realise that there were several map markers for this quest and that you're supposed to visit all of them and find at which point "Big Red" just happened to spawn that day. As a result, I thought the first marker I visited was the only one and spent twenty minutes unsuccessfully trying to scan random thrantas that were flapping around in the background, wondering why Bioware had made the objective for this quest so hard to target.

Anyway, despite of these niggles about some of the quests, this week has felt hugely exciting for me in SWTOR, facing challenging competition for that first place spot on Alderaan and getting to revisit some older content at the same time.

17/11/2016

Day 6: Environments #IntPiPoMo

Wondering what the hashtag in the title is all about? Click here. Want to know all the themes that I have used and will be using for my 10 Days of SWTOR Screenshots? You can find the full list here.


Let's start with another picture that I originally took for my Flashpoint Friday series and then never used: lightning on Taral V. I had to spam print screen a lot to actually catch a strike!


Makeb is mostly known for its beautiful mesas, but this volcano base is on Makeb too and I think it looks impressive in its own right.


Every time I get to this day in this series I mention how I don't look up enough and all the amazing sights I miss out on due to this. This year, exhibit A of this is the Rishi Maze a.k.a. an entire galaxy visible in the night sky! I wasn't even aware of it until someone told me to look up into the sky while on the northern island on Rishi - which was well after I had already run through Shadow of Revan multiple times without ever doing so.


Can you guess where this is? It actually took me a moment to remember myself: It's part of the caves in Temple of Sacrifice, around where the Underlurker... lurks. Pretty scenic, don't you think?


Even though what happens on Ziost is terrible, the lifeless black-and-white world that it becomes retains a strange beauty of its own.


Even though it might be hard, I ask you not to focus on my knight's mighty bust in this picture, as that wasn't the point - it's the funny glowing creature on the ceiling! This was in KotFE chapter seven when you enter Zakuul's old world, and I just thought it was funny that someone put in the effort to place that little creature there, inside a phase you can't go back to and where few people will even look up and notice it. Though apparently Darkbrew noticed it too! Before reading his post I didn't know that there were even more of them.


This was taken on the Tatooine Star Fortress and just fascinated me because it seemed like an odd result of the Star Fortresses' modular nature. They do tend to have some wildlife from the planet they are guarding situated behind glass panels somewhere, but slotting sand people in the same place comes across as a bit strange. They just kind of appear to have been plopped into the middle of some sort of animal nest here.


Finally, I think I've said it before, but I was quite pleased that KotFE chapter fourteen allowed us to return to Darvannis. I generally like desert planets, and I like how Darvannis manages to capture a different "flavour" of desert than Tatooine, what with the strong sandstorms, palm trees and perpetual dusk.

IntPiPoMo count: 51 - that's the target hit, but I will continue!

14/11/2016

Day 5: NPCs #IntPiPoMo

Wondering what the hashtag in the title is all about? Click here. Want to know all the themes that I have used and will be using for my 10 Days of SWTOR Screenshots? You can find the full list here.

Paring down the number of screenshots for this one was extremely hard because a) SWTOR features a lot of interesting non-player characters, and b) I've taken even more screenshots of them in the past year. In the end I just accepted that this would be a big one with lots of pictures.


Okay, this is neither a great screenshot nor are these great characters, but I just felt like including it anyway as a reminder of just how creepy the few child characters in SWTOR are. Rav made a whole post about this once. Why does a boy who's apparently meant to be about eight have half his head shaved (not to mention that the rest of the haircut is terrible)? Why does a girl of presumably the same age have an adult figure and boobs? Yikes.


I really like the subtle ways in which the original class stories are intertwined with the world story arcs, meaning that while they work perfectly fine as self-contained tales there are plenty of "Easter Eggs" to be found for those in the know. For example Doctor Ianna Cel here, whom you encounter on Imperial Taris as an Imperial agent, is a quest giver for all Republic players on Republic Taris.


For me it's quite rare that I meet an NPC that makes me go "huh, this guy/girl is quite good-looking" but this Sith Pureblood was a rare exception. His name is Lord Torius and he features in the trooper class story on Voss.


Another interesting connection between class and world stories is the fact that while "The Three", the rulers of Voss, are mentioned pretty much all over the place, the Imperial agent is the only one who actually gets to meet them in person during their class story... and in the process finds out just why the Voss have been so stubbornly neutral for a long time.

 

Captain Hanthor on Makeb is an NPC that I found quite memorable, what with being the first Cathar we see in the service of the Empire. He serves to illustrate the somewhat increasing Imperial tolerance for aliens after the whole Malgus debacle. I also think it's quite clever that while he's only a very minor character in the main story, you have the option to talk to him and get a bit more background in at least one of the side missions.

 

I just love this screenshot of Revan and every time I look at it I feel the urge to turn it into a meme saying "Sad Revan is sad".


That sad face totally runs in the family by the way.


I'm really proud of this shot of Master Surro because it took me several playthroughs of Ziost to actually capture this split-second frame of her Force-pushing someone away (I think it was Lana). Master Surro in general is quite a striking and memorable character, but if you think about it properly, we actually know virtually nothing about her as she spends 99% of the Ziost story being possessed by the Emperor.

 

I really loved the looks of these two Jedi you meet in the People's Tower on Ziost. I think I may have subconsciously modelled my Guardian Starberry after the Mirialan here because I just love the contrast of the sassy pink hair against the green skin.


This screenshot may superficially appear to be centred on everyone's favourite cranky engineer Tora, but the real reason I saved it was that it made me notice the diversity of Vik's stable of thugs! First we have that lady to the left who appears to be a Bothan, making her the... what, third one in the entire game? And to the right of Tora there's that walrus guy... I don't know what they are called, but I know they exist in KOTOR as well and I had never seen one in SWTOR until then.


While I think that Vaylin's character in KotFE is quite underdeveloped for someone with this much screen time, she seriously has the best facial expressions.

IntPiPoMo count: 43