12/3/09 4:28 AM -
General Information Learned 
by Dover
, posted December 3rd, 2009 at 4:28 AM
During our time in San Francisco we gathered a lot of information that, while pertinent, was not deep enough to warrant an entire post. This article will deal with the general abilities and information that which does not pertain to any one class garnered during the hands-on demo. To keep the information separate this article utilizes a bullet-point format; discussing only the information being highlighted at the time. The bullet-points follow no particular order of importance.
 
Call Shuttle Ability (Hearthstone, Recall)

It will come as little surprise to anyone who has played a recent MMO that a working Hearthstone or Recall-to-town ability is currently in the game titled Call Shuttle. When activated the character opens a datapad on his/her arm displaying a holographic image of a planet that persists while channeling the recall. This ability, like many other channeled skills, can be interrupted by taking damage. As of right now, the ability is usable inside of buildings and underground, however, the name implies that this may not work inside of buildings when the game is live.

Current Character Stats

Stats seen on the character sheet during the demo are as follows Cunning, Presence, Willpower, Strength, Agility, Accuracy, Absorb percentage (Armor Value), and Armor Rating. It should be noted that these ability values could change down the line and should be considered placeholder until stated otherwise by BioWare. Armor Value expresses damage mitigation and the Armor Ratings seems to imply gear statistics. Crit chances were also seen near the bottom of the character sheet.

Warhammer like Quest-helper System

Possibly the biggest bit of general information garnered during the demo, Star Wars: The Old Republic has a system of questing similar to Warhammer. The system currently in place draws circles around areas where you can find your objectives on the map. It also directs you to zones or different levels of a dungeon with a green waypoint arrow pointing you in the right direction. The intent of this system is to get away from the requirement of having to have a web browser open while playing to find where to go for a quest. The system also updates you when you complete parts of your quests by popping up yellow text saying for example Collect monkey rings 1/4 and so on in similar fashion until you complete the quest. If this system continues to work throughout the game the way it did during our hands-on session it will succeed in that regard.

Tiered Maps

As you go up and down stairs searching for your quests you will see the mini-map and world map change to reflect what is on that level. This allows them to stack maps on top of each other and yet still allow players to navigate non-instanced floors without receiving information overload. This implies that we could be seeing much more depth and complexity from the dungeons and buildings in The Old Republic.

Quest Colors Answered

One of the long running questions that has persisted since the beginning of our dissection posts has been about the blue/yellow quest representation. From the hands-on demo we found that blue quests appear to be side quests and yellow quests are main story quests.

Looking for Group


While fumbling through the quest log we noticed a button at the bottom that said Look for Group. It is implied that you will be able to look for a group for an individual quest or dungeon through a system similar to World of Warcraft. In this demo, the system was not in place, all that was in place was the button itself to Look for Group. No specifics could be learned about the system at the time of the hands-on demo but it is likely we will hear about it down the line. You are also able to abandon and track selected quests from the quest log.

Right Click is Attack, No Auto Attack

As we mentioned in the Sith Inquisitor page, during the demo we discovered that pressing right click on an enemy NPC is your base attack. After the abilitys animation was completed the character did not continue to attack, requiring another right click to continue the battle. Additionally, the Inquisitor did not automatically move into attack range like you would normally see in an MMO, the player has to manually make sure they are in range to perform the attack.

More Facial Cosmetics Seen

Facial cosmetics were seen in the form of tattoos and scars on one of the quest giver NPCs as well as eye liner on sado's female character and a pencil mustache on Dover's male character. What the implication is of this is unknown. Since we were unable to create the character for the demo ourselves we cannot say how much this implies about facial customizations.

Companions are Summoned and Dismissed on Command


Companions are summoned via clicking a channeled ability called Summon Companion. Dismissing the companion was not seen during the demo as we were unable to actually complete the summon of the companion but the fact that you can summon them implies that you can dismiss them as well. It is also of note that the companion image seen for the ability Summon Companion was a Human Female, likely placeholder.

If a companion dies they can be revived by the player via the Revive Ability. Description of the Revive Ability Single target revive, can revive companions or allies with the ability. It is not known if every class has this ability or just the Sith Inquisitor, however this could be implying that all classes may have this ability.

Enemy Rank Added

We noticed when jumping into the hands-on that the enemy NPC ranking system featured a new classification Standard. In our prior dissections(Link) we pointed out that a ranking system for the enemy NPCs was seen and was similar to the World of Warcraft Elite system. We do not know if this new rank, Standard, means a completely new rank added to the game or has one of the previous ones was simply renamed.

Walk, Run, Sprint

In the current demo there are three different modes of movement walk, run, and sprint. In its current form, sprint does not have a length of use limit. Sprint currently works as a faster version of run, is not an ability, and is merely just one extra button press while running. It should also be noted that force users will passively deflect blast bolts in all three movement modes in the current build.

New Smoke Effects

In screenshots released quite some time ago we saw the Sith Holocron on Korriban without smoke effects. In the current demo smoke effects have been added to the surrounding area of the Sith Holocron. The effect itself looks great, we cant wait to see it used in other areas or adapted for other uses.
This article's tags:

52 Comments
Comment by Dissected: Designing the made on December 30th, 2009 at 2:42am
[...] in this one. Dissection after the jump. The first of the images involves facial customization that we saw in our trip to LucasArts. It seems to confirm at least on the player characters that we will have [...]
 
Comment by Deidare made on December 12th, 2009 at 4:42pm
With all this news I figure I’d just compose a list on what I think, and predict may happen with these abilities, hopefully you'll read some of my post ;)

Call Shuttle: The name is call shuttle, so one would believe that it would only be useable outdoors. However if you think about it, would the shuttle actually just fly by and pick you up? When you hearth, or return to your home in other MMOs the screen often goes to a loading screen, so you never really know what happens when you “hearth”. So for this game, when it switches off to the loading screen , or just goes blank for a second and then switching to your “home” your character may have ran out of that large building. I hope that made some sense. And in a non RP aspect, most other MMOs allow you to hearth indoors, because its… well, convenient.

Current Character stats: I’m glad BW is putting a decent amount of stats into the game, adding diversity between what kind of roll you want to perform. Hopefully there won’t be many more, to many stats is a bad thing. Here’s what I think the stats would entail: Strength will probably be your damage output with melee damage, and melee abilities. Agility: Your chance to crit, and maybe increasing how long you could sprint? Accuracy: your chance to hit. Willpower: How much healing you can put out, and maybe increases the amount of “mana” or “force energy” you’d have (I’m not sure what kind of “mana” system TOR has). Presence: Because nothing seems to indicate that it would increase your health, this is the only stat I’d figure would increase your overall health amount. Cunning: Chance to dodge, or “parry” light sabers/ blaster fire.

Warhammer like quest-helper system: What else can I say, that’s just great! That would save me from having to download those annoying add-ons.

Tier Maps: Once again I amazed at BW’s approach to trying to make this game so much more fluid, and yet give it so much diversity and progression. Tier maps ties into that statement.

Quest Colors: Another small, yet helpful, placement that just makes this game look better and better,

LFG: That’s an essential essence for any MMO, however with companion characters I wonder how much it might slow down the LFG needs. And how the LFG system might work, because if any of you have played WoW lately, their LFG system has totally been remade, and is really cool. However I think walking to dungeon added a RP feel to the game, now you just teleport there.

No auto attack: I’ve grown up with MMOs all my life. All of them had auto attack. I can’t say til I play the game whether that would be a good thing for myself and the community, or whether it wouldn’t. Or maybe BW hadn’t even put in an auto attack system yet? That I doubt though 

Summing up the rest: As you can see, everything just looks great, everything past auto attack looks great to me, only thing I need to comment on is the sprint/Revive ordeal. Sprint probably will only be for a certain time by the games release, because of pvp reason it would just seem chaotic to me to be able to run at full speed all the time. And the Revive thing took me at shock, in a good way. That would save a hell of a lot of time trying to revive a wiped group, if any class could do it. Now I think “healing classes” would probably have improved reviving abilities, like a combat revive, or an instant cast revive. I’m not sure, it could just be like that til the beta’s released. We’ll see in due time. Thanks for the amazing info DH, well done. Can’t wait to hear more about this game.
 
Comment by Deidare made on December 12th, 2009 at 4:54pm
Sorry couldn't edit my post, went back and listened to the podcast, mana would be "energy". So willpower could increase your overall energy, and your energy regain rate.
 
Comment by Ryan made on December 10th, 2009 at 3:01am
Is their alot of grining involved in the quests like WoW or Aion? Or do the quests actually involve some story and importance to them? (if you had the chance to quest that is)...
 
Comment by Ryan made on December 10th, 2009 at 3:02am
Sorry I meant *grinding* lol.
 
Comment by Jorus made on December 6th, 2009 at 1:18pm
Any word yet if there is going to be use of first and last names of created characters in the game or will we be stuck just having to use one name? Example: Can I name my toon Luke Skywalker or will it have to be just Skywalker? (not using the name obviously). I'm just worried that it will be a WoW like naming system and all the toons I want to make have full names.
 
Comment by Sylus made on December 7th, 2009 at 12:34pm
Jorus, this Fikkle by chance?
 
DH Team
Comment by sado made on December 6th, 2009 at 5:58pm
Unfortunately no, we did not hear anything about that at the event.
 
Comment by Jorus made on December 6th, 2009 at 6:57pm
Np, please post once you guys find out, your site is great thanks a lot :)
 
DH Team
Comment by sado made on December 6th, 2009 at 9:27pm
Will do and thanks :).
 
Comment by Darth Hater: General SWTO made on December 4th, 2009 at 5:22pm
[...] Hater: General SWTOR Information From Darth Hater During our time in San Francisco we gathered a lot of information that, while pertinent, was not [...]
 
Comment by Belgaer made on December 5th, 2009 at 4:36am
Did you happen to find out if Faction governs who you can party with or not? A friend of mine wants to play Consular, but I want to play Inquisitor, and we'd really like to be able to do a good majority of the stuff in game together. I imagine looting, EXPing, and the like wouldn't matter. But what about quests, missions, 'flashpoints', etc.? Or did you not find out? :/
 
DH Team
Comment by sado made on December 5th, 2009 at 4:42am
We were restricted to 1 quest line and the sith inquisitor without any ability to party up. Considering that, we cannot answer your question.
 
Comment by Belgaer made on December 5th, 2009 at 5:04am
That's a shame. Thanks a lot for the quick reply though, and I really appreciate all this fantastic info! :D
 
Comment by Dart Matsuraki made on December 4th, 2009 at 3:24pm
I noticed you guys tested the 3 methods of movement (Running, Walking and Sprinting), but what about jumping and an actual vertical axis. Did you guys have a chance to see if that is implemented into the current version of the game?
 
DH Team
Comment by Dover made on December 4th, 2009 at 3:41pm
we did jump around... a lot lol. (This is an MMO afterall). I recall it being "normal" in height, slightly less then wow, but still functional for moving around obsticals
 
Comment by RogueJedi86 made on December 4th, 2009 at 4:59pm
Asking about jumping is normal, since SWG doesn't really have the Y-axis. You can jump with Spacebar, but it's just the canned emote /jump, not an actual ascension into the air. No diving in water either. So can you tell if it's real jumping? Could it potentially be used to jump over barriers and such?
 
Comment by Dart Matsuraki made on December 4th, 2009 at 5:31pm
There's another question right there. Was there water anywhere, and if so, was there a swimming mechanic?

If so, I'd expect that if there is a mechanic allowing you to move in all directions underwater, it is very plausible for them to use the same mechanic for spaceship control. Much in the same way that Swimming and using a Flying Mount in WoW use the same movement system.
 
DH Team
Comment by sado made on December 4th, 2009 at 6:06pm
Not sure if there is a swimming mechanic, we saw no water ;)
 
Comment by Pinio made on December 4th, 2009 at 5:17pm
In some old interviews developers told about jumping, and on flashpoint walkthrough we can see that powers which allow to get quickly close to opponent show that player jump over barriers and from higher level to lower. And in trooper video there are situation when trooper shot the opponent and then he fly on ship. Smuggler video also start when he stand on some ship an then jump down to ground :)
 
Comment by Pinio made on December 4th, 2009 at 4:28pm
And probably there are no clues about force jumping? I dream about my jedi can jump onto roofs and make some crazy parkour... :D
 
Comment by DarthAgonny made on December 4th, 2009 at 12:24am
the only thing that takes my hype down is the fact that Parrying and deflecting blasters are passive abilities
 
Comment by keroko made on December 4th, 2009 at 5:10am
I personally don't see the problem with this. Nearly every Star Wars game has had blaster deflection as a passive skill, even KotoR, so why does it matter for TOR so much?
 
Comment by Pinio made on December 4th, 2009 at 2:59am
But is natural that you haven't to deflect manualy. Simply defensive actions should be passive, its not a fighting game, and if we remember about lags so... In combat we wont be forced to clicking even two times or more per second to deflect blaster shots ;) This is some trend in gaming that if player hero can make more various actions that some of them are contextual because of limitations of controlers, and its make ridiculous and so hard when to controll our avatars we must used several dozen buttons.
 
Comment by DarthAgonny made on December 4th, 2009 at 12:21am
by far the best article i have read today
 
Comment by eria made on December 3rd, 2009 at 5:02pm
I actually don't like the quest helper that they used in Warhammer. I can understand why...being a game that wants to cater to as many players as possible, a lot of players will need hand holding...but hopefully there is an option to turn it off for people who actually like to read quest and get into the lore a little bit more.
 
Comment by keroko made on December 4th, 2009 at 5:07am
Not that I'm against the option to turn it off, but wanting to read quests and get into the lore doesn't really require you to turn it off, does it?
 
Comment by DarthAgonny made on December 3rd, 2009 at 11:47am
so there is no button to deflect the laser bolts? its a passive ability therefore it doesnt depend on your skill?
 
DH Team
Comment by Dover made on December 4th, 2009 at 12:26am
it is passive, however it is not yet known if there is a base skill that changes it's frequency. We did notice a place holder skill called "Presence." It wouldn't be outlandish to speculate that this could be associated with deflection %
 
Comment by Huskell made on December 3rd, 2009 at 6:17am
It's cool you guys are able to handle all this information as journalists. Just the facts... The official forums should be fun after this. LOADS of stuff for us to draw predictions from. All-in-all, great job. Two questions, what level toons did you guys play? And how long did you get to play them?

P.S. I bet you guys are gonna get flamed hard for no good reason back at SWTOR.com. Seems to be a trend.
 
DH Team
Comment by emlaeh made on December 3rd, 2009 at 8:28am
Level 8, half hour.
 
Comment by PurpleCliff made on December 3rd, 2009 at 6:20am
Everyone on the Official Forums are just jealous. :P
 
Comment by heybarn made on December 3rd, 2009 at 6:16am
Collecting "monkey rings" eh? = poor space monkeys with sore arses... ;-)

Interesting stat info. Willpower = Force power and pool amount to draw from? Lots to think about.
 
Comment by Fedaykin made on December 3rd, 2009 at 5:17am
Nearly expecting fancy shuttle pick-up animations with that "Call Shuttle" ability.

Once again: Thanks Darthhater for posting all this, it's -awesome-, I've just read it all once and I'll probably be reading it a few more times the coming days.
 
Comment by KecanDeta made on December 3rd, 2009 at 5:03am
I like what I see. The news is light, but it reveals a lot about the direction this game is headed. I'm definitely getting the "traditional MMO" feel now.
 
Comment by PurpleCliff made on December 3rd, 2009 at 4:59am
I love Walk, Run, Sprint. Truly makes the game far more epic!

And I hope I won't have to keep right clicking in fights ...
 
Comment by Fedaykin made on December 3rd, 2009 at 5:33am
Well consider it like playing a mage character, you'll have to keep casting 'spells' to do any hurting. I'm just glad they made everything the same way, so the difference can be made in the abilities, not in the clumsyness of utilizing the buttons.

I always found that auto-attacking a bit weird in WoW. Warriors and Rogues could engage something and auto-attack it down, while Magi would die helplessly unless you started mashing buttons.
 
DH Team
Comment by emlaeh made on December 3rd, 2009 at 8:30am
Need to re-read our Sith Inquisitor article again.

Specifically the part that says that the Inquisitor has to melee -- using force powers by itself didn't kill anything.
 
Comment by RogueJedi86 made on December 3rd, 2009 at 9:35pm
That's disappointing, knowing both versions of Sith mainly use saber combat. It leaves me wondering the differences between Warrior and Inquisitor.
 
DH Team
Comment by emlaeh made on December 5th, 2009 at 9:20am
My extremely speculative opinion is this:

Warrior: 60% melee / 40% force

Inquisitor: 60% force / 40% melee

And those dominant percentages become progressively greater over time.
 
Comment by Fedaykin made on December 4th, 2009 at 3:34pm
You're not getting my point, but I guess that's just my faulty explaining. I'm not comparing classes, I'm comparing the game mechanics. Sorry, nevermind it.
 
Comment by Jet made on December 4th, 2009 at 1:13pm
I think its fantastic a Sith Inquisitor has to melee. Nobody wants a wow recreation and also, why would he only use force if he has a light saber? Palpetine could not just use lightning from the start to kill Mace Windu.
 
Comment by RogueJedi86 made on December 4th, 2009 at 12:25pm
I'll throw out my own comparisons. The Jedi Knight is Paladin, the Jedi Consular is Priest; whereas the Sith Warrior is the Death Knight, and the Sith Inquisitor is Warlock. Each similar, but different.
 
Comment by Fedaykin made on December 4th, 2009 at 11:24am
The above is @ emlaeh
 
Comment by Fedaykin made on December 4th, 2009 at 11:22am
Not sure if you're replying to me, but the thing I meant to point out is that there's a difference between Mages, Warlocks and Priests in World of Warcraft compared to Rogues and Warriors. Caster-classes do -no- damage out of their own, whereas melee classes can be put to auto-attack which is enough to get a quest mob down in most cases (just not very quickly).

In TOR ALL classes will require button-tapping to do anything.
 
Comment by Zenkei made on December 4th, 2009 at 9:25am
The Inquisitor is more force dependent required to melee in order to get back force power.
 
Comment by PurpleCliff made on December 3rd, 2009 at 6:19am
Yeah, as long as it isn't better to do the basic right-click-attack. :P I'm happy just having 'abilities'. :D
 
Comment by Sarcasmos made on December 3rd, 2009 at 4:56am
I find it interesting that "Endurance" was not to be found on the character sheet. Endurance was a statistic found on the lightsaber by the Sith at the end of the flashpoint. If it's not an essential stat, perhaps it will be linked with the sprint ability?
 
Comment by FallunLight made on December 3rd, 2009 at 4:54am
ALL of it is simply stunning!, Companions were my #1 issue and you guys nailed it, all but one thing.. can they replace a healer in groups?
 
Comment by Jake made on December 3rd, 2009 at 4:51am
A hearthstone ability, superb.
 
Comment by Team made on December 3rd, 2009 at 4:46am
im loving the quality of life additions
 
Comment by Deidare made on December 12th, 2009 at 4:09pm
Agreed, enough said.