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3/15/10 4:03 AM -
GDC: Trooper Hands-On & TOR Game Play Impressions 
by emlaeh
, posted March 15th, 2010 at 4:03 AM
Last week, LucasArts & BioWare extended an invitation to Darth Hater for another round of Star Wars: The Old Republic hands-on game play at the beautiful Presidio campus in San Francisco. Eager to take another look, Meg and I left GDC and made our way to Lucasfilm where we were treated to playing Level 6 Troopers on Ord Mantell, and also spoke in depth with Jake Neri of LucasArts and Daniel Erickson of BioWare.

 
Talking Trooper Class Design, Group Play & A Hint of Paths

When we spoke with Jake Neri about the Trooper class, he first addressed the difficulty of making people see past the typical Stormtrooper in the movies. He explained the questions they asked themselves when they created the class: "how do you make him a badass? How do you make him competitive against a Sith or a Bounty Hunter?"

"I think when you start to look at class design of a game, we can stretch it. We can make it fun, we can make abilities that makes sense when going against a melee class like a Sith Warrior," Neri continued. "You got your Stock strike that knocks them down. And the Trooper is always trying to stay at range, because he wants to use his fire abilities or his grenades."

"So you have to stretch a little bit outside what you know in Star Wars, which is the Jedi always kicking everyone"s asses. But at the same time, we"re not just making a Force power game. We need to have diversity we need a Trooper that is really cool, fits in a spot in a group, can solo, and have fun in any situation."

And to how the Trooper worked in a group, Jake Neri explained: "We talked a little bit so far about the different paths for classes to go down. But what we showed of the Trooper is that he is pretty much a hybrid, range class -- a DPS class, if you want to use the trinity metaphor there."

"He would support a Knight," he said. "So a Knight would be up in front, using his sword and doing damage, while the Trooper is standing back, laying down cover, and just doing pure DPS. What is really cool about the Trooper is that we don"t have to over-think it. We really want to have someone that blows the crap out of people and just uses his rifle. There is no magic there; it is just pure visceral, rapid fire combat and that is really what the Trooper brings to the table."

During the hands on time with the game, we examined the buttons on the interface and noticed that the elusive seventh button we noticed on James Ohlen's monitor during Developer Dispatch 6: Return to Taris was present. Our original speculation was that it is a skill tree button, and sure enough, it was. However, when we clicked on it to see the panel, we received an error: "Requires Advanced Class" and the resulting large window was completely empty. We brought this up to Jake Neri, and asked him if he could tell us about the Trooper's paths and how they were distinct from each other.


"Well, that is our challenge with all these classes," Neri said. "We want to make sure that we have something unique on each side. Last year, we talked a lot about how you start your class design. It was mostly about 'what is the Star Wars fantasy?' As we start down that second path, sometimes we break that fantasy."

We brought up the Smuggler's Medicine tree in the Scoundrel path and inquired if the Trooper had something similar. "I suppose there might be something like that for the Trooper, but we might hold onto that and reveal that a little bit later," he replied with the stern "I can't answer that now" look.

"Understand we do need to have two distinct paths," Neri expanded. "We need to have companions that work really well with the Trooper. Ones that provide tools and the toolkit to how the Trooper is going to do battle whether in a group or by himself. Those are core challenges we are always getting at."

Jake concluded talking about these distinct paths by reassuring future Troopers that "it's not going to be like Gun and Gun."


Trooper Abilities

When we sat down to play our Level 6 Trooper, the abilities on the toolbar were set up from left to right. We noticed right away that the icons for these abilities were significantly different and more visually impressive than the ones seen in the PAX Trooper demonstration. We also learned during the demo that, with the exception of Full Auto, these skills could definitely let a Trooper "run and gun." Below are a list of abilities seen during the demo, however we should note that the game is in development and they may very well change.

Hammer Shot
Instant
Cooldown: 1.5s (global cooldown)
Range: 30m
Fires a series of hammering shots that deal 28-32 damage to the target. Generates 2 Action Points.

This was the main ability that built up action points, as the rest of the abilities consumed them.

Rifle Grenade
Action Points: 4
Instant
Range: 30m
Launches a frag grenade from the rifle that deals high damage and knockback to the primary target, and low damage to targets within 5m of the primary target.

We tried to test if there was a limit to the mobs this knock-backed and killed, so we assembled a pain train of five mobs, waited until they were within 5m, and launched. All targets were knocked back from the AOE, which was quite an impressive sight to see.

Full Auto
Action Points: 1
Channeled: 8s
Range: 30m
Fires a continuous stream of bolts that deal moderate damage for up to 8 seconds. The target caught in the blaster fire is stunned for the duration. Full Auto costs 1 Action Point for every second it is active.

This worked similar to the PAX Trooper demonstration you stood still and unleashed a ton of damage while stunning your target. If you moved, then the channeled ability would stop.

Sticky Grenade
Action Points: 6
Instant
Cooldown: 8s
Range: 5m-30m
Fire a sticky grenade that will detonate after 3s and cause the target to enter a state of panic. The explosion deals very high damage to the primary target and moderate damage to nearby enemies. All targets are knocked back from the blast.

Another crowd control ability we saw before. This coupled with the AOE was pretty powerful.

Stock Strike
Action Points: 60
Instant
Cooldown: 30s
Range: 4m
Strikes the target with the butt of the rifle dealing low damage and knocking it down for 5s.

This ability said 60 AP on the tooltip, although it might be a typo because we were able to use it on a melee range attacker after building up some points on the ranged mob for a bit.

Call Shuttle
10s cast
Cooldown: 1800s (30m)
Shuttles you back to the pre-designated travel station. Not usable in combat.

We explained this hearth stone or recall ability in December, but we thought we'd show you the full tooltip with the cooldown.

Recharge & Reload
Channeled: 15s
Cooldown: 60s
Field check your gear, restoring your Health and Energy over 15s. Only usable out of combat.

This is the Trooper's OOC heal over time. Once we figured out you could use it every minute, we used it every time the cooldown was up because we could switch to our more damaging, AP-consuming abilities faster on a new set of mobs.

91 Comments
Comment by Loekii made on May 18th, 2010 at 10:33am
How 'twitchy' were the abilities?

Were you just hammering hotkeys as quickly as you could, or was twitch not a important -- ie you would just bottleneck so to speak?
 
Comment by Loekii made on April 12th, 2010 at 3:20pm
"but received an error along the line of "you do not have the armor proficiency to equip that item."

I am hoping that this gear 'Proficiency' is built up, so that players cannot simply buy their way to the top of the gear pile, without actually having to do the content, so to speak.
 
Comment by Drobu made on March 28th, 2010 at 7:47pm
Hey everyone, long time listener first time poster here. Question. You stated that abilities can be used based upon action points, are abilities on the toolbar dark, meaning you can use them, till enough points are accumulated?
 
DH Team
Comment by emlaeh made on March 30th, 2010 at 9:43pm
Yes, the icon darkens if you don't have enough Action Points to perform the ability or not in range to do so.
 
Comment by RogueJedi86 made on March 18th, 2010 at 3:00pm
Here's a question: when you opened the map, what did it look like? Was it the same blue outlines of the minimap we've seen, or a more fancy artful map like WoW's? Or was it something else entirely?
 
Comment by RogueJedi86 made on March 23rd, 2010 at 7:08pm
Aw, no answer. :(
 
DH Team
Comment by emlaeh made on March 24th, 2010 at 2:22pm
We answered this in this week's podcast.
 
Comment by Macer made on March 17th, 2010 at 7:26pm
I'll donate my video camera inside a pinto hat so that we see demo footage.. ;)
 
DH Team
Comment by emlaeh made on March 28th, 2010 at 2:29am
It was pretty similar to the PAX footage, but I think I was in a different area of Ord Mantell.
 
Comment by Evolancer made on March 17th, 2010 at 6:09pm
Great article from you guys.
I like the way you present the things. This made me laugh 'One of the first things a true Hater does when they get their hands on Star Wars: The Old Republic is to immediately try to figure out a way to die'
But it also proves that you guys go further than the other usual testers, them who wouldn't have thought about testing how to die and the resurrection process. This is just an example; you are the best at covering and going in the deepest shadows of game mechanics; expected from Siths.
A shame I'm not American, I would like to see how things would go playing on the same servers as you.
Anyway thanks for this article, and I guess without Darhater, the craze wouldn't have been so high for Swtor.
 
Comment by jeyhu made on March 17th, 2010 at 4:33pm
The Trooper is looking like a very fun class to play. A solid Ranged type but not a glass cannon as they can dish and take a bunch of damage. Also I guess they'll have Battle Commands, probably Squad Leader type buffs. This class and its story are making me almost want to just say fuck the Empire side. If it weren't for the majority of my close gaming friends going Imperial, this class would definitely be my #1 choice.

I really hope they eventually allow either faction switching or add an Imperial Commando class for those of us on Empire's side that would like this type of gameplay.
 
Comment by Hobowan made on March 17th, 2010 at 12:24pm
One thing i missed while re-reading the 1st page and the description of the troopers abilities was a statement about what the maximum number of action points the trooper (and other classes probably) can collect was. If I had to guess I would say it's probably 100.

No matter how many you can collect, it seems a bit odd to me that some skills only need 1 AP, others 60 while the main AP generator creates 2 AP every 1.5 s. This would mean you can create 40 AP in 1 min.

The numbers seem a bit weird to me, especially if i compare the gain- and sink-abilitys relative to each other. Perhaps explaining how you played the trooper could shed some light. Thanks in advance :)

This of course is obsolete if the 60 AP tooltip was indeed a typo. If so, I would still be interested in the maximum AP you could generate.
 
Comment by Caliber made on March 17th, 2010 at 1:54pm
I would go with the typo hypothesis.

It would seem pretty broken if it took over a minute of gathering AP to fend of a melee class. Also, if the limit was 100, I could forsee Troopers just spamming Rifle Grenade once they built up any amount of AP.
 
DH Team
Comment by emlaeh made on March 17th, 2010 at 1:07pm
There weren't any numbers on the bars, and we didn't have access to a combat log.
 
Comment by Xavier made on March 17th, 2010 at 11:00am
I think the big difference in DH's coverage versus other media outlets is focus. DH focuses on and reports on what's being shown. That's why we get info about the agro zones, the trooper abilities, and how big and detailed Ord Mantell was. Meanwhile other outlets chose to focus on what wasn't there. IE, pvp, endgame, crafting and space. That's not reporting. That's an op-ed piece.

We all know that BioWare has not publically discussed these topics, it's not news anymore. What was news was the Trooper demo and what info you could glean from that. I think IGN, Gamespy, Gamespot, MMORPG, and Massively would all do well to remember that. You don't need a trip to Lucas Arts to rail upon what we haven't heard about, you can do that because it's Wednesday. When you get invited to Lucas Arts to play a class, the rabid fan base, desperate for any info, would love to hear about what actually happened. Not what didn't.
 
Comment by Hobowan made on March 17th, 2010 at 12:16pm
Very good and positive view on the whole thing, i like it!
 
Comment by Slowhands made on March 17th, 2010 at 5:50am
I've read all the features listed in Sean's post regarding the trooper demo, and I have to say none are as informative as yours. I wish I could be there for these demo-tests in the upcoming con season, but knowledge that you guys will be there and running this sort of commentary is definitely the next best thing.

Thanks fellas.

Where do we donate?
 
DH Team
Comment by sado made on March 17th, 2010 at 6:42am
Thanks for the feedback. The donate option is under the about page.
 
Comment by Kayrien made on March 17th, 2010 at 3:57am
Great post! Awesome job!
 
Comment by PhoR11 made on March 17th, 2010 at 3:19am
Copying WoW's item system makes me a sad panda.
Was really hoping that they would make a meaningful iteration on that system to curb some of the glaring problems that crop up like:
Grinding one particular instance over and over because you have bad luck with an item that is the best for where you're at.
Being forced to wear gear that you may think looks terrible just to stay competitive.
Everyone at endgame wearing the same gear.
Etc... etc...

If you instead make the armor just aesthetic, and rely on 'upgrades' on items for the stats similar to the Kotor system, then you not only make it easier for the item teams to pump out new gear, but also fix some of the biggest problems that WoW's itemization encounters.
 
Comment by RogueJedi86 made on March 17th, 2010 at 9:01am
Maybe if we're lucky, the items will still be customizable in appearance will keeping their stats. I'm thinking ME2's customization with coloring your armor and adding patterns and such.
 
Comment by Macabrie made on March 17th, 2010 at 10:32am
You guys need to listen to more podcasts and read the information already out there... this has already been discussed, and is a non-issue. Have faith in Bioware you non-believers! =op

Bioware doesn't "copy" anything... they make something that already exists, better.
 
Comment by PhoR11 made on March 17th, 2010 at 2:18pm
I too have listened to all the podcasts, yet still do not understand why this is a non-issue.
If you could link us to the info that you refer to, I would be thoroughly grateful.
 
Comment by RogueJedi86 made on March 17th, 2010 at 10:58am
BioWare has commented on gear customization? I haven't heard anything. Do you know which ones mentioned customization of gear, especially to single items getting multiple looks?

The fact that all the hands-on imagery shows multiple troopers together makes me hope those are different players in the same hands-on, each wearing identical gear(no sense giving each hands-on player a different set of gear), but each having gear with their own unique looks. Even though it's minor, the stripes on one armor being blue and the other being orange helps a lot for distinguishing between different people. I hope that's indicative of the game itself. It's Mass Effect 2-ish, and really helps shake things up so no two people of the same class look alike.
 
Comment by PhoR11 made on March 17th, 2010 at 3:59pm
I know you were specifically replying to RogueJedi86, and thanks for those links.
Unfortunately they don't really put to rest any of my fears about item mechanics.

Yes, we can be pretty certain that there will be character customization in the form of facial features, size, etc. Yes, there could be character customization in the form of class customization, which coincides with the types of armor you can wear (this is still just speculation as of now, right?).

But neither of those things solve any of the major problems with WoW's item mechanics that I mentioned above.
I guess I'm just hoping that there is much more to the item mechanics than we've seen so far.
 
Comment by engrey made on March 17th, 2010 at 4:49pm
In terms of item mechanics do you mean stat inflation? There are many reasons why that has happened to WoW, during Vanilla stats where reasonable on gear. However do to raid gear not being on par with regular instance and some PvP gear Blizzard had to up the stats.

Also did you watch the dev blog with all the armor sets on the walls? Sure some pieces of gear may be wearable by other classes but the sheer amount of class specific sets should alleviate some of the problems of matchy-patchy gear.
 
Comment by RogueJedi86 made on March 17th, 2010 at 5:46pm
I think by item mechanics he means gear customization. Sure different pieces will have different stats, but everyone will wear the Best In Slot piece, which means your top tiered players of each class still end up looking alike. If they added a method of coloring each armor piece to one of like a dozen colors, it'd help differentiate people in the same gear at level cap.
 
Comment by PhoR11 made on March 17th, 2010 at 6:27pm
Yes, I'm talking purely about using gear customization to alleviate the time sinks, grinding, etc... that are inherent in systems such as the item system WoW employs. Additional appearance diversity happens to just be a positive side effect.

Sure, patterns and color differentiation are good for appearance diversity, but that's all they solve.
Ideally, they would scrap WoW's static itemization and go back to something similar to what they did in Kotor. That way the piece of armor itself only determines mitigation or damage type, and then you add stats onto those pieces with upgrades.

Lower level gear has less upgrade slots, and the upgrades themselves have level requirements. This way you keep itemization from getting stale (don't want to be using the same item at level 1 as you use at level 30), but you still give players a ton of appearance options. For example there could be 10 sets of light chest armor for trooper that are all look completely different, are level 10, and have 2 upgrade slots.
This way you could wear the piece of armor you like the best visually, and then put stats on it that support your specific character build.

If you think about it, Blizzard already started to go this route with sockets and enchants. The problem is, if you leave the base stats on the items, min/maxers will still all be wearing the same base gear and then adding onto it.
If you take away the base stats and make ALL stats come from sockets and enchants, then you'd suddenly see huge amounts of character diversity.

On top of that, it would also make it quite a bit easier for Bioware to pump out new armor designs because you wouldn't have to worry about balance issues until they went about creating new upgrades.
 
Comment by RogueJedi86 made on March 17th, 2010 at 7:17pm
Sorry for presuming about your opinion on just item customization. I like your idea of x amount of blank slate weapons/armor at any given level and upgrading them with slots from there. Add coloring on top of that and that helps further. With your proposed slot system, would each level of 10 sets still have at least one shared basic stat? Like say all level 10 chest pieces would still have x-amount of armor(or all level 10 guns having x-dps), with the slots being to modify stats like agility, cunning, strength, etc? Seems like you'd have to have a single shared stat on them to keep people from using a level 1 item at 30, which you said you don't want.

But yeah, I like your slot system. Seems great for customization. I love having my own unique look, so I wholly endorse your proposal.
 
Comment by Caliber made on March 18th, 2010 at 9:37am
Having items with stats will never solve the quest for uniqueness that seems to be the core of the arguments here.

Helmets with fixed stats and helmets with modification slots both lead to the same thing: players choosing the items (armor or mods) that are the best for their build. A DPS Trooper will go after the BiS collection of mods or the BiS item.

If the mod-slot armor has no stats and the mods have some sort of aesthetic component, the armor may change, but all of the effects would be the same for each build. All ranged Sith Inquisitors would glow, for example, because Mod A is one of the BiS mods.

If you forsake item stats and switch them to the character, players will figure out the optimal build and everyone will still be the same, and may or may not look different but then lose a large reward system to end-game/crafting/PvP.

The only way to get around it is to have items come with multiple skins, but that is, arguably, more work than it is worth. People would still find room to argue that they don't have enough choices because they only have 3 skins, or all the BiS effects are the same.
 
Comment by Draebein made on March 16th, 2010 at 5:16pm
I just peed myself!
 
Comment by JediJoeK made on March 16th, 2010 at 3:45pm
Hey guys (people at Darth Hater.) Don't know if this is the right place to do it but I just wanted to take this opportunity to commend you for keeping your eyes on the ball when it comes to covering this game. Of all the media outlets there are out there, you guys are the ones paying attention to whats important and seem to reflect the feelings of the majority of the SWTOR community. Thanks for all your hard work and look forward to hopefully enjoying the game with yas!
 
DH Team
Comment by emlaeh made on March 17th, 2010 at 8:34am
Thank you. That means a lot. :)
 
Comment by Macabrie made on March 17th, 2010 at 10:36am
Love your avatar btw... <3 Marla Singer !!
 
Comment by engrey made on March 17th, 2010 at 5:11pm
Thats just Em in her early years ;)
 
DH Team
Comment by emlaeh made on March 18th, 2010 at 1:55pm
Tyler Durden: She's a predator posing as a house pet.
 
Comment by Macabrie made on March 16th, 2010 at 2:11pm
I look forward to this amount of depth and detail in your future class reports. Awesome work DH!
 
Comment by timskywalker made on March 16th, 2010 at 12:33pm
ASUM EPIC HELL YEAH!!!! thx darthhater.!
 
Comment by Xpawn made on March 16th, 2010 at 4:05am
Great!!

Nice work DH <3

Bioware has been playing with us for a long time. Do not know how many planets are announced one after another, and now they teach us how great they can be.

they have a plan ...

PD.- sorry for my bad english! :D
 
Comment by Sundeki made on March 16th, 2010 at 12:19am
Really Awesome. Right when you think you know what class you are going, someone comes along and changes your mind COMPLETELY. I wonder how many times this is gonna happen over the next 9 months xD
 
Comment by Maylox made on March 15th, 2010 at 10:31pm
That sounds totally amazing. The trooper sounds like he might be crazy fun and the mechanics talked about are just what I was looking for. Great job Darthhater. Thanks for the info.
 
Comment by Xavier made on March 16th, 2010 at 12:11am
I agree. I've been looking over the different guns/sets of armor of the Trooper and taking into account there base abilities, I have a theory as to the two paths.

1) Heavy Weapons Expert: (no surprise here) specializes in Big Guns and Heavy Armor. Pure DPS build.

2) Demolitions Expert: Light Armor (shown on the Trooper holonet entry) uses grenades, bombs, and rocket launchers as AoE CC and light DPS.

What really solidified this idea in my head was Em and Meg talking about how the Trooper felt like a Hunter. Add that to the light armor and the cc abilities and there you have it.

I suppose a Combat Medic or some type of Scout/Sniper is possible as well. However, we know the Smuggler and Consular can already heal. Would they really give "heal other" specs to three of four or, all four classes? That and the Scout/Sniper feels to much like the Agent.

What do you guys think?
 
Comment by Korrick made on March 15th, 2010 at 6:36pm
We have all been hearing that the other classes will be able to take on sith and jedi. I am worried that they might be able to do it to well. I hope they balance it well enough were everyone has an equal chance.
 
Comment by bioni made on March 15th, 2010 at 6:00pm
Great article again DH team. Cant wait for this weeks podcast :D
 
Comment by Logun made on March 15th, 2010 at 5:51pm
As always great coverage guys one question in regards to this.

We could see other players running around in the zone after picking up the quest, causing us to wonder what exactly happened to our Trooper's body while in the cinematic.

Some of the other reports coming in on the hands on from other sites are reporting they were on a server of there own without other players could you confirm you guys at the press event were all on the same server?
 
DH Team
Comment by emlaeh made on March 17th, 2010 at 7:18am
It happened the first time I sat down at the demo machines, and we were in the first session on the first day. I saw 1 or 2 people fighting mobs, so this is when I did my "wandering off" thing.

I don't remember it happening when we consequently played again after doing the interviews, and the second time, everyone else was off doing their interviews so I didn't think much of not seeing anyone else in the zone. Plus I was on a different machine the second and third time compared to my first time.

I can't comment on the other sessions on the following days because I obviously wasn't there.
 
Comment by DarthLovie made on March 15th, 2010 at 5:21pm
Another good piece of info from Darth Hater.

I read the massively article about playing swtor and Xavier was right it, it was like "played a trooper and it was good."

Crafting is the only thing im still interested in finding out.
 
Comment by Roflmywaffles made on March 15th, 2010 at 4:40pm
Good Stuff.
 
Comment by Darth Ouranos made on March 15th, 2010 at 4:07pm
"The three main stats the Trooper seemed to use were Agility, Endurance, and Cunning."

Any info yet on how Cunning mixes into the Trooper equation? It's stumping me how could be cunning other than with his strategies... or maybe it's for demolition =D
 
Comment by Caliber made on March 15th, 2010 at 6:26pm
If it is similar to Dragon Age:

Armor penetration and mental resistance would be the main stats, plus some coercion abilities.
 
Comment by Darth Ouranos made on March 15th, 2010 at 6:42pm
That sounds pretty awesome actually. If it's treated much like the same stat as it is in Dragon Age, then the cunning is going to help repel that glowy, purple stuff that comes out of Inquisitor's hands. It might even have implications through range tanking.
 
Comment by Macer made on March 15th, 2010 at 3:01pm
Very well done Eml. I was glad to see more specifics within this demo. I hope there is a lot to know more of from behind the scenes from today's Q/A session. Best article to find about GDC. I was hoping sooner or later they would reveal more of the gameplay, but to show what one class can give an outlook what the other classes may be like down the road. Hopefully, with the amount of development and improvements toward the game will bring epicness down the road. I am feeling this is the "biggest" news of March, I am assuming unless this Friday or the next would reveal something. Now, use my monies to find out more infoz!

<3 DH Team

-Macer
 
Comment by Hoojibs made on March 15th, 2010 at 2:41pm
What a great post... it rekindled my interest in the trooper.
 
Comment by cjs2765 made on March 15th, 2010 at 2:30pm
"We did open up and start to do some testing."
Anyone else see LOLCATS here?
 
Comment by r2d2arm made on March 15th, 2010 at 3:17pm
I did as well heh.
 
Comment by BigMac made on March 15th, 2010 at 1:01pm
Nice preview Darth Hater, it is appreciated. :)
 
Comment by JediCosmin made on March 15th, 2010 at 12:41pm
Very nice article, all i can say to you guys is thank you very much for the information.
I am very very jealous at you playing it, but it is nice to get a rundown of the situation :D
 
Comment by traejin made on March 15th, 2010 at 12:38pm
That was an awesome look into the game to come. I am so envious of your demo. Is there any chance at some video of this or similar activity?
 
Comment by Hobowan made on March 15th, 2010 at 12:38pm
These reports of You playing the game (although I'd rather like them to be ME playing the game ;) are a hundred times more satisfactory and nutricious information-wise than two years full of friday updates. It was very pleasant to finally get some sort of confirmation that the game world is going to be huge, which is an absolute basic must for a game which sets out to be something big like TOR does.

On my favorite topic of wether or not we are going to see night and day shift: Did you get any indication on that? You repeatedly wrote about the seamlessness. Having day and night cycles would very much add to this seamlessness and immersion.
 
Comment by Caliber made on March 15th, 2010 at 12:37pm
The Troopers have different colored armor, were the colors fixed for each particular item for each character or was there some way to manipulate the color scheme?

I am very pleased with the recent stream of information within the last week and a half.
 
Comment by The BBP made on March 15th, 2010 at 11:49am
That is awesome Em. Thank you for the article.
 
Comment by Lansan made on March 15th, 2010 at 11:31am
Page 3, Conclusion, 3rd passage
"[...] and they felt customized to the male and female human characters we played at the various demo stations."

The orange dot after "stations" has a link to a youtube site. I can't open the video in this country, makes me wondering what it is :)
I suppose it's not supposed to be there.
 
Comment by chronium made on March 15th, 2010 at 11:59am
it leads to a Beyonce music video
 
Comment by Lansan made on March 15th, 2010 at 12:01pm
Hm no wonder Vevo has blocked this out of copyright reasons :)
 
Comment by Matrim_Hakar made on March 15th, 2010 at 11:01am
Awesome article. But, one thing niggles at me: Why is there a link to "Single Ladies (Put a Ring on it)" in the 2nd to last paragraph on the 3rd page?

The period in the line "The vocal intonation of our characters was extremely believable and polished, and they felt customized to the male and female human characters we played at the various demo stations." is a Youtube link. Is someone being sneaky?
 
Comment by lonewolfhmr made on March 15th, 2010 at 10:52am
WOW!!!!!

While trooper is not the class I want to play i must say i loved all the facial customization I saw!

Also love the shot of all four Republic classes around the large assault droid.... Looks AWESOME!
 
Comment by Xavier made on March 15th, 2010 at 10:07am
Great report Em! Blew Massively's out of the water. There's basically said. "Yeah, so we played the trooper and it was cool."

I especially loved the comment about how large Ord Mantell seemed to you. I hope all the people screeming about how, "they can't possibly make 16, 24 or, more planets big enough", read that.

Grats on your invite and thanks again for the great report.
 
Comment by Lethality made on March 15th, 2010 at 11:15am
Eh... running for a minute doesn't represent a huge space. Ever tried to run from one end of Stranglethorn Vale to the other? It takes more than a minute to run across Northshire Valley, for example.

Not that I mind, i think that will work fine for a starter area... but my concern is, in this case, is that all Ord Mantell is going to be for? Did you get the impression the planet itself is huge (outside of the starter area) and we would be going back there in the future?

It just seems like such a waste if some of the planets are indeed "starter" planets only.

 
Comment by Bzrk made on March 15th, 2010 at 11:24am
First of all, they played a demo and said they probably could run on for several minutes. So we actually don't know how big Ord Mantell and the other starter planets are going to be.

That being said, did you read the interview with Daniel Erickson? A part of the answer on the last question is this: "One of the real things we wanted to show at GDC this year is that our worlds are huge, actually. They are giant, you can explore. They are massive. You can just wander off one direction and go forever. There is tons of content there."
 
Comment by Flagg made on March 15th, 2010 at 11:01am
And ord mantel is a "Starter" planet. It's SMALL in comparison Makes me think Corusant is gonna be vast beyon anything we have ever seen to date in an mmo. I'm so excited for this game, it's getting me all in a panic.

Edit- And yeah, thanks EM, awesomesauce work with a side of chili-cheese badass as always
 
Comment by Bzrk made on March 15th, 2010 at 10:11am
Totally agreed. I love how thorough the DH team is with these write-ups.
 
Comment by Flagg made on March 15th, 2010 at 10:00am
GAHHHHHHH!!!!!! AWESOME!!!!!!!!!!!!!!!!!!!
 
Comment by Lansan made on March 15th, 2010 at 9:53am
What's with the youtube link at the period on page 3, conclusion, 3rd passage?
 
Comment by Thomas made on March 15th, 2010 at 10:03am
The only link I see, is to the article to the VO interveiw done by DH.
 
Comment by Lansan made on March 15th, 2010 at 11:29am
"[...] and they felt customized to the male and female human characters we played at the various demo stations."

The dot after "stations" has a link to a youtube site. I can't open the video in this country, makes me wondering what it is :)
I suppose it's not supposed to be there.
 
Comment by TheTargetDemographicGuy made on March 15th, 2010 at 9:31am
Were you able to tell if the type of weapon you were carrying affected the movement speed? e.g. The minigun is extra-large.

It would be cool if they had a system where your movement speed is impeded by the power of the weapon you use, but you could holster the gun on your back. Which would be represented visually (having the gun magically disappear into a pocket would look cheap imho) to regain normal movement speed.

It could add another element to combat wherein the gun's power is offset by making you more vulnerable & a delay between holstering or drawing the weapon trades-off for the speed difference.

also, I wonder if the interaction system could work like..
People not interacting w/ a NPC would just see players standing in front of it. But when a player does interact w/ a NPC the game would phase-out all other players who are interacting w/ it at the same time but keep players who aren't interacting w/ it within the game world's background.
 
DH Team
Comment by emlaeh made on March 17th, 2010 at 1:18pm
If I had the ability to change weapons in the demo, then I would be able to answer your question accurately.
 
Comment by TheTargetDemographicGuy made on March 18th, 2010 at 8:50am
Ah.

I'm still curious about the NPC interaction. From the videos theyve shown it looks like it puts the players in pre-set positions, choreographed. Which would present a big problem if they didnt phase some people out.

However since you guys saw other players in the background when you were interacting it has to be some sort of new hybrid system. That's awesome that they've done that instead of take the easy way out. Should really add to the game world's immersion factor.
 
DH Team
Comment by emlaeh made on March 30th, 2010 at 9:45pm
Just to clarify: I didn't see other players when I was interacting with the NPC -- only after the dialog/cutscene was finished.
 
Comment by heybarn made on March 15th, 2010 at 6:46am
Some funky haircuts and new face tatts on display! Troopers kinda remind me of the Colonial Marines in ALIENS ;-)
 
Comment by Perkunas made on March 16th, 2010 at 12:15am
I got that vibe too. Being the finest examples of soldiers the republic has to offer. With the individuality and cockiness of the colonial space marines from Aliens.
 
Comment by noviere made on March 15th, 2010 at 6:04am
I'm cheerfully jealous :D
 
Comment by Elkesai made on March 15th, 2010 at 5:50am
Great article. The info on the area size relieves much of my concern on the subject.
 
Comment by Asomatous made on March 15th, 2010 at 5:40am
Great Post, oh & I'm super jealous, grats on the visit.
 
Comment by r2d2arm made on March 15th, 2010 at 4:11am
Wow, rather exciting opportunity to test the game! Great info as always. If Ord Mantell isn't one of the bigger planets out there, looks like the planets will be large enough for some decent exploration. The AI seems pretty decent from what was mentioned in the article. Did any of the mobs chase you once you aggro'd and got out of their range? I guess that would require the ability to sprint or run as well. Regarding quests, what kind of quest was available during the testing? Could you group for it or was it mainly a solo quest? Were there any conflicts with someone else having your quest? Anyways, great article!
 
Comment by SkyMarshall made on March 15th, 2010 at 4:07am
Oh my god!!!
 
Comment by Bzrk made on March 15th, 2010 at 4:02am
Whoot! The Trooper is still my class and this proves it will be great to play! :D
 
Comment by Deliacorgrace made on March 15th, 2010 at 3:49am
Great article with lots of new info. Hope you guys talk more about your experiences with the game demo in your podcast. Thanks once again for keeping the community informed. Also thanks for the link to the Beyonce song. Was that the background music they had in game???
 
DH Team
Comment by Zoidberg made on March 15th, 2010 at 9:30am
There will be alot of talk at the QA event later today if you can make it. If not we will record it for you.

http://darthhater.com/2010/03/12/darth-hater-live-qa-monday-march-15/
 
Comment by RogueJedi86 made on March 15th, 2010 at 9:54pm
You're using your Zoidberg icon again! My how I missed him. :P