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Comments
On the minus side this doesn't equate to free range, just a bigger cage.
(blah blah blah wow was never good blah blah blah the gameplay isn't that different blah blah blah I don't care)
But the little things that are different (no auto-attack, generally fighting groups of enemies instead of one at a time) and the big things (story and the way that it's told, for instance) make me enjoy it a lot more than WoW.
Also, it's pretty much the first RPG that's ever really inspired me to role-play. Most games, my characters are either BIGGEST DOUCHE IN THE GALAXY FOR ALL THE DARKSIDE POINTS or STUPIDLY NICE TO EVERYONE. But here I'm actually trying to develop character for my toons. Like one of my mains: my Light Side Sith Inquisitor: he hates the Sith, so he mouths off to them as much as he can without getting himself killed, but he goes along with the training and does evil things now and then so that one day he can try to help take them down from the inside.
I might make a thread later to gather all of my TOR thoughts in one place.
On TOR, I dislike its WoWness because KotOR 1 and 2 were so great. With three basic classes and three Jedi classes one could nevertheless build one of a startling array of characters. It was great because your class only decided how far certain skills or feats could go, not which ones you could or could not take. It was a modular, game-length character building process as you went through the story.
But now, with TOR, the class system railroads character builds. Yes, there is a degree of choice, but we're still talking standard skill trees. In KotOR, there were no skill trees; you had skills, which had a numerical value, and you had feats. Many feats had two or three levels, and some had others as prerequisites, but there was no concept of particular feats truly being more heavily advanced than others. It was all about the build you wanted and where that build would get you.
For instance, rather than having a class for dual wielding, dual wielding had a universal inherent penalty. This could be reduced a number of ways:
- Using a lighter weapon in the off hand.
- Taking the feat that would reduce this penalty, which came in three levels.
- Taking a further feat which gave bonuses to your attacks, but only while dual-wielding.
Or perhaps you'd rather excel with a single saber? That's fine, too, and there were feats that supported that. The rest of your feat expendature could be anything, from taking more advanced attack types to getting bonuses on skill checks to dealing better with droids. Then you had a similar amount of choice when it came to Force powers. Nevermind that, from beginning to end, you could define your character's physical and mental attribute levels.
And then TOR. Rigid classes, loot and skill trees.
y u do dis, Bioware?
Eh, even if you had something more generalized like in KOTOR, you'd still end up with the same situation. People would still do the math to find out exactly which feats/skills/powers will optimize to produce the best possible DPS/Healing/Tanking. Everyone would still be railroaded if they want to be competitive, whether it's got talent trees or not.
Also, eight classes means (from what I've seen anyway) eight high quality storylines, meaning a ton of content. And there's enough variability in each class to be enough for me. If I'm a Sith Inquisitor, I can be a Darth Maul-style double-ended lightsaber damage dealer badass, I can be a dual lightsaber evasion tank, I can go all Emperor Palpatine and base myself around force lightning DPS, or I can be a healer/buffer.
TLDR what works in a single player RPG or small group of players won't necessarily work in an MMO.
Anyway, yeah, I like it better than WoW, and I played that for a long time.
Hmmm..