7/8/10 1:20 AM -
E3: Hands On Impressions 
by Dover
, posted July 8th, 2010 at 1:20 AM
A few weeks ago the Darth Hater team descended on E3 with a ravenous desire to learn about Star Wars: The Old Republic. With so many hands on deck, we were able to gather large quantities of data for the TOR fan community, and we shared much of this information in our articles, a group podcast, and even a packed live Q&A. The best part of this entire experience is that, after all of our coverage, there is still more to share.

 
Hands-on gameplay tells different people different things, depending on what they like and are paying attention to. Additionally, every member of the Darth Hater team has a unique gaming history, giving us multiple decades of combined MMO experience to draw from. This observational diversity allowed us to learn much more about The Old Republic then if there were only a couple people on-site. However, we didn't fully realize this until we gathered after our appointment at the LucasArts booth. As many of you heard during our on-location podcast, this spectrum of personal impressions continues to improve our understanding of TOR.


UI Impressions

The User Interface, or UI, of The Old Republic will seem very familiar to anyone who has played a modern MMO. Although not revolutionary, this familiarity should make it easy for most gamers to pick it up quickly and intuitively. We were limited to only a few abilities on our low level characters, but we noticed there were a total of five possible action bars for high level characters who are flush with skills.


The UI was functional and compact, reducing screen clutter, but it may not be effective for hardcore players looking to maximize their information in minimal space. Thankfully the standard design and options imply a great deal of space and flexibility which is an encouraging sight for people looking to mod their heads up display.

One thing new to the UI in this build was Fly Text notifications during combat. Similar to some WoW mods or Borderlands, the Fly Text would show damage or healing done by displaying numbers coming from the target itself. This optional feature helped visualize the action on screen by letting players see exactly what they were doing to a target without needing to look at a scrolling log. While not revolutionary, it was a nice addition.


Flow of Combat


sado - I found myself in an odd place with the Trooper. As someone who does not traditionally play tanks, I wanted to find something I liked about the Republic's heavy gunner. During the Live Q&A, I described the Trooper as the "most annoying person in the world," and for one very good reason: I felt I should be yelling at the top of my lungs while playing it. The class itself involves running up to people while shooting your gun, knocking them down with the rifle butt, and firing a grenade into their stomach while they are on the floor. The character I would best equate it to would be Arnold Schwarzenegger in Commando. It's a very loud class that does not apologize for being so.

In that same respect, I found myself wanting a couple more levels so I could access other abilities. My Trooper seemed unable to do high damage and resided somewhere in the middle of low to medium damage at level two. At the same time, the Trooper was nearly invincible. I gathered somewhere between nine to twelve enemies and still had no problem (but once again, I was only level two).

The newest bit of information on the Trooper came in the form of the Ammo system. The Trooper at level two has twelve ammo points and we were told this would remain consistent throughout the game. It functioned similarly to action points but the fixed clip needs to be reloaded to continue to perform abilities. For example, the Rifle Grenade ability used six shells so my Trooper could get off two Rifle Grenades before having to reload completely. We saw two abilities to help you recover your ammo count: Recharge and Reload, and Fast Reload. Fast Reload lets the Trooper quickly refill six Ammo slots and you can use this at any time, regardless of movement. Recharge and Reload worked as the Trooper's out of combat heal as well as a reload function, reloading approximately one ammo slot every two seconds. In between using the Ammo abilities and reloading I was able to use Hammershot, which uses no Ammo and functions as your basic attack, and Stockstrike. Stockstrike was the only crowd control ability that I had and I found myself using at the beginning of combat because of its thirty second cooldown.



Dover - The Agent's out-of-cover abilities felt very familiar to the many ranged classes I played in previous MMOs. On the other hand, the in-cover abilities felt new and unique. Snipe would almost always be a one hit kill, but I could only pull off two shots before my energy was drained. However, if I used Laze Target first I would be able to fire a third Snipe because of the energy return. This simple ability combo at level two instantly made me think about the tactical combinations we saw last fall, and now I really want to see what a higher level Imperial Agent can do.

The combat felt quick and nonstop. I think this fast paced feel comes from a number of very specific design choices by BioWare. The design choice of one player versus a group of weak targets made me feel extremely active and involved. It may take the same amount of time to kill three mobs in TOR as it would to kill one in WoW, but I found myself feeling like more was accomplished during combat. This psychological trick made the pace feel fast, even when playing the methodical Imperial Agent.

Zoidberg - I found that the Imperial Agent had multiple ways to approach combat. The primary method is to set up camp and get into cover. While in cover, powerful abilities could be used, such as Snipe. This felt slower paced, but the damage done mitigated the slow combat feeling because the kill rate was about the same as any other class.

The second form of combat was out of cover. I only had one melee ability at level two. Shiv was a powerful move capable of killing most targets in just one blow. This ability felt much quicker paced then the cover skills, yet against larger groups energy consumption became an issue. It did help to break the pace of setting up for each kill with the cover function. Along with Shiv, I could shoot at close range, but the powerful abilities from cover are not available when in the open.

The best part about the game was very little (if any) downtime between combat. The time running between groups of enemies was often enough for health and energy to regenerate.



Dave - The Smuggler's play style is very tactical. You pick and choose your fights rather than taking on all comers, and when you pick the group of enemies you wish you engage you plot out your approach, scope out the cover options nearby, and plan out the abilities you'll start off with. It's very easy to get the hang of, and at such a low level I never found myself having to employ mastermind-level tactics to win a scenario, but it's very easy to see the potential in a system like this assuming BioWare utilizes the system in puzzles and complicated encounters.

My low-level Smuggler only had a few abilities to play with, namely Flurry of Bolts (the basic attack), Burst (from out of cover only), Charged Burst (from cover only), and Flash Grenade (also from cover only). Generally my approach to encounters was to throw a Flash Grenade, which stunned any enemies within a small radius, and fire away with Charged Burst. For the most part one Charged Burst would kill the humanoid enemies in one hit, with a Flurry of Bolts afterwords if that wasn't the case. I did face several large battle droids that took a few Charged Bursts to take down. Fighting from out in the open generally depleted my health quickly, so it does seem like the Smuggler will always rely on cover for protection.

Combat is very quick, but not anything I would define as revolutionary. The cover system is certainly a refreshing addition to the MMO gameplay, but it feels as though it would lose its novelty after a good amount of play time. The one spectacular thing about the game currently is that you experience absolutely zero downtime. After a fight, you can activate your out-of-combat heal and be ready for the next encounter within seconds instead of having to sit down and wait for your health and energy to recharge.



Sleeper - The Bounty Hunter was a very fast paced, run and gun class with very low downtime. I ran close enough to grab aggro, and then proceeded to terrorize the groups of enemies. I started off with the trusty Wrist Rocket ability, which fired a rocket that caused an AoE explosion and knockback, and then proceeded to run up close and finish them off with the Flamethrower ability. After attacking the first group of three, I noticed the heat bar. I decided to start testing it out, trying to find the most efficient and fastest way to move group to group with the least downtime. Just by using the wrist rocket and flamethrower back to back put me at about 80 or so heat out of 100 and left me unable to use anything but my primary firing ability. After a while I began to use the Vent Heat ability in my rotation, which vents all the heat out of your armor and weapons and sets the heat level to 0 on a one minute cooldown. After each Vent Heat I was able to use my abilities normally.



Emlaeh - Since I was limited to only three offense Rank One abilities on my Level Two Sith Inquisitor, my task was to test the Saber Strike ability versus the one-handed Shock and two-handed Lightning Drain abilities to see how they worked independently of one another, and which combination was the most efficient. To perform this test, I first killed one Tomb Raider Heavy only with Saber Strike. It took about ten seconds to kill exclusively using Saber Strike with my Sith Training Blade using the ability at least three or four times. When I instead exclusively used Lightning Drain as an opener to slow my target from ranged on the same exact mob, it had at most 10% of its life left if it wasn't already dead, and died in half the time due to the 3s duration. I would finish off with Shock or Saber Strike.

Using Shock as an opener required immediate follow-up, as the Sith Inquisitor is extremely squishy against melee targets who did about 8-12 damage per swing. Using Lightning Drain after the Shock gave me enough time to back up while channeling to get out of melee range, while Saber Strike put me at risk of not dodging blows. Dodge (blaster fire) and Parry (melee) mechanics are in the game, as well as variable damage output (damage was not a consistently fixed or static number), confirmed by viewing the Combat Log.



Pete - Action flowed very smoothly for the Sith Warrior. Often times, I would open up with Force charge to cause AoE aggro. I would then keep building Rage by doing the Assault attack, often times twice. With enough Rage generated, I would finish the target by using the single target attack Vicious Slash. The rotation would often change depending on the level of the target, sometimes just using the Assault attack, while other times executing lower level mobs with a single Vicious Slash.

72 Comments
Comment by HeSleepsInAGrove made on August 3rd, 2010 at 9:33pm
I have a question for Sado... We know there will be a lighter weight "Super Soldier" AC for the Trooper... In the trooper developer dispatch, they said they would take us down two different paths... one of the paths they showed had rebel like cloth armor. Now, if base class (you played a lvl 2 trooper) was so durable and had medium/heavy armor, then why would the character downgrade to cloth armor?
I thought our dps class would be medium dps and off tanking capabilities. I assumed we would have medium clone like armor, like some of the armor in Hope. while tanks will have stuff like the Hoth trooper outfit...

Why would an entire AC have cloth like rebel-esque armor? not a SINGLE trooper in hope used rebel like armor, it was all clone like, even the rifle users. It isn't unique enough from smuggler or imperial agent, so I hope they realized that and trashed it...

Any thoughts? anyone?
I would really like to hear from Sado in particular... please and thank you...
 
Comment by Belpheegor made on July 17th, 2010 at 11:00am
Thank you Darth Hater. Awesome info.
 
Comment by Archiux made on July 17th, 2010 at 1:03am
Thanks for the info!, this is alot more info then other press releases were.
 
Comment by Jaramukhti made on July 11th, 2010 at 10:35pm
Great work on the assessment. I agree with other posters: it is nice to see some impartiality in some of the answers, pointing out the things you liked and the things you thought could use polishing. It can only help the developers to hear feedback, from both sides, that will allow them to create the best possible game for launch.

Now with that said, I would like to make a suggestion. It is nothing huge, but...

Please make some Darthhater "Hate On!" t-shirts, and have them for sale at PAX. I would buy one in a New York minute.

 
Comment by Loekii made on July 11th, 2010 at 8:55pm
Sado - Would you say the Trooper 'invincibility' felt too much? It sounds from your report as if you would have to almost work to get killed (ie not a lot of risk), compared to say the Smuggler, etc.
 
Comment by Jabba made on July 10th, 2010 at 11:11pm
Thank you for writing all this great info. Keep up the good work.
 
Comment by Dasmordo made on July 9th, 2010 at 11:21pm
This was a very enjoying to read, I was pretty impressed on what was said about the AI. Very curious to see what other interesting things the AI might have later on.
 
Comment by Cellal made on July 9th, 2010 at 5:22am
I really enjoyed reading this. Its nice to see a review that is willing to point out the good and the bad. Good stuff and hats off to all of you. I just wish more people on the SWTOR main forums would read this, would make for a more laid back forum experience I think =)
 
Comment by Posiden made on July 9th, 2010 at 3:18am
I don't know if this was asked before but do ranged classes have a dead zone, and if so whats he minimum range for ranged attacks?
 
DH Team
Comment by Zoidberg made on July 9th, 2010 at 4:54pm
I couldnt find one on my Agent, because when my energy was too low to Shiv one guy I shot him at point blank range.
 
Comment by Posiden made on July 10th, 2010 at 12:02am
Cool, since they announced ranged tanking for troopers I've been wondering if there was a dead zone. Glad to see there isn't (so far)
 
DH Team
Comment by Dover made on July 10th, 2010 at 6:35pm
I can understand a dead zone with a bow and arrow because you need to actually draw and nock each shaft before firing and when something gets close this just isn't happening. Guns (and blasters I would assume) don't have this issue, so I am really happy we haven't seen a dead zone in TOR yet. That always drove me crazy with my hunter in WoW
 
Comment by DarthAgonny made on July 8th, 2010 at 10:50pm
Fantastic article, no wonder why this site is worth 16k $ now :) lol

Btw, you guys just made my day with the last Screenshot, the interview made my week.
 
Comment by Bonchles made on July 8th, 2010 at 9:47pm
Great read keep the good stuff rolling in!
 
Comment by theunwarshed made on July 8th, 2010 at 5:37pm
sorry if this has been addressed, can you tell me if the GUI can be edited (ala WAR)? i really enjoy the freedom of being able to move and edit the size of "hardpoints" on the screen. thanks, keep up the good work DH!
 
Comment by theunwarshed made on July 8th, 2010 at 9:45pm
thank you for the reply Zoid. it seems the UI will be limited in its customization based on the (limited) impression/info in this report. i rem a podcast where you guys felt third party mods were better suited for this stuff, but i must say that i disagree. a modern triple A mmo with the financial backing this game has should be able to provide a fully customizable UI with the game and not rely on third party apps (which are a hassle to update everytime a patch is implemented). it will be a major letdown for me if this is so. i'm actually against allowing third party mods/apps (yes, even the benign ones) for a variety of reasons and would prefer to see devs devote more time and resources to this area of their games. once again, thank you for your time and a great site.
 
DH Team
Comment by Zoidberg made on July 8th, 2010 at 5:55pm
We could do things like add action bars. When it comes down to the more detailed stuff, we just ran out of time since it was the last thing we were testing as we were going out the door.
 
Comment by Evolancer made on July 8th, 2010 at 6:13pm
Why the DH team tag doesn't show up anymore under your avatar?
 
DH Team
Comment by sado made on July 8th, 2010 at 6:30pm
Site bug, think Dave (Orionark) fixed it.
 
Comment by Evolancer made on July 8th, 2010 at 7:41pm
I prefer this; for a moment I thought Zoidberg was fired :P
 
Comment by Revix2k9 made on July 8th, 2010 at 7:49pm
he could then sue for species discrimination.
 
DH Team
Comment by sado made on July 8th, 2010 at 5:57pm
There's also our General Things Learned post that talks a lot about the UI and what you can do with it specifically, point by point.
 
Comment by Krisis made on July 8th, 2010 at 2:55pm
Good article DH.

The only things worrying me (and there are usually a lot of things so I will only name two for now) at this moment are how fat (they're "too" fat some would say) some of the characters you will meet and how misleading the MMO aspect is. What I mean by that is it seems this game will be played like Guild Wars. I have yet to see more than 7 or 8 PCs on the screen at once. I know the quotes and articles on how "90% of the game will be players everywhere" but I haven't even seen a hint of it. Please, reassure me that I will be able to see hundreds of players inside one city, the open world, etc.
 
DH Team
Comment by emlaeh made on July 8th, 2010 at 3:09pm
Definitely majority open world.
 
DH Team
Comment by Dover made on July 8th, 2010 at 3:09pm
I wouldn't worry about player distribution at this point in the game development, at least not if you are referencing what is seen in demos. At E3 there were 12 computers hooked up, with 2 computers for each class. We only saw origin worlds and there are only 2 classes starting on each origin world. This means that even if we were all on the same server it would be impossible to see more then 4 players on a screen at any one moment ( 2 classes * 2 players per class = 4 maximum characters).

Until we are able to see fully saturated servers it will be impossible to judge how player density will actually shake out. ;)
 
Comment by Loekii made on July 8th, 2010 at 3:36pm
Would it be fair to speculate that the starting worlds would be full of other players like the starting areas of WoW? I could imagine that the SI area shown on G4, would look like the Elwynn Forest in WoW, when the game is released.
 
DH Team
Comment by Zoidberg made on July 8th, 2010 at 5:36pm
To go along with the Elwynn Forest reference, the parts that would be instanced would be a couple rooms in the chapel for quest givers and perhaps a tent for the named leader of the bandits so you dont need to spawn camp him.
 
DH Team
Comment by Dover made on July 8th, 2010 at 3:56pm
That is really hard to say until we know more. Elwynn involved a fair bit of quests but included every human class, so it could get fairly populated depending on time of day. We were told at E3 that the origin worlds would be pushing players along the path to the rest of the galaxy, which implies that they will be relatively succinct. Additionally, it appears each origin world will be specifically focused on 2 classes as opposed to the broad WoW zones.

Until we learn more I could see origin worlds ranging anywhere between the starting zones of FFXI and WoW (fairly populous) and the starting instances of LotRO (basically just a short and sweet tutorial).
 
Comment by RogueJedi86 made on July 9th, 2010 at 10:01pm
Maybe it'll even out. Sure Elwynn services humans of all classes, but Korriban/Tython/Hutta/Mantell also serve their respective classes of all races, so there may still be a bunch of people on them. Call it a hunch, but I bet Tython and Korriban will be more player-populated than Mantell/Hutta. :P
 
Comment by Aquaryon made on July 8th, 2010 at 2:00pm
Absolutely amazing. I love how you guys broke everything down. What an absolutely enjoyable read guys. Keep up the awesome work, I've been a lurker for awhile now but now I am a proud member, thank you ladies and gents for your hard but enjoyable work :) I can't frakkin wait for the game!
 
Comment by LethalSharpshooter made on July 8th, 2010 at 1:44pm
Nice read! :)
 
Comment by MechaGodzilla made on July 8th, 2010 at 1:39pm
good article, read it all. I hope the progression of the game in polishing and details continues
 
Comment by sgtsavage made on July 8th, 2010 at 12:41pm
I read the post on the SWTOR community page (thanks Demander) and after reading the article through all its amazingness, I posted my response and great thanks to the DH team here on the SWTOR forums :)

http://swtor.com/community/showthread.php?p=3456946#post3456946

very well done DH team. You are getting a ton of praise and buzz on the SWTOR forums right now. Now is the time to start putting up the DH Merchandise!!!!!!! Like DH the T-shirt, DH coloring book, DH the lunch box, DH the breakfast cereal, DH the flamethrower!! haha, gotta love spaceballs: http://www.youtube.com/watch?v=xvmZ9SPcTzU

But seriously, you people rock!!!!
 
DH Team
Comment by Zoidberg made on July 8th, 2010 at 5:24pm
We already have DH the T-Shirt, and in select states, DH the flamethrower.

http://darthhater.com/2010/06/11/darth-haters-e3-coverage/
 
Comment by sgtsavage made on July 9th, 2010 at 1:51am
well I live in California and they don't even allow certain fireworks lol so I guess I will unfortunately have to cross state borders to pick up my DH flamethrower!
 
Comment by Loekii made on July 8th, 2010 at 11:54am
Well done. I like the organization and the information provided. Thanks.

It sounds like BW has some things in the ballpark, and I am hoping they can really flesh them out in Beta.

Overall, the experience is all positive for the most part. By chance does each one of you have something that you are concerned or worried about? Was there anything that caused that 'oh no', or 'I hope this improves/changes/goes away/etc?'
 
DH Team
Comment by sado made on July 8th, 2010 at 2:15pm
We stated a few of them in the impressions actually. Dave had a few in his. I have personally stated that I think the mirroring of some of the skills (force push, deployable cover, etc) is a little worrying. However, most of it in my case can be explained away by game balance choices. The rest of our staff has their own views on the demo which you can find most of those in the podcasts we released during and after e3. At the same time its hard to get a sense what things need tweaking or fixing when the time you have had to play the game is as limited as we have had. I would say though that from what we did play we felt very positive about the entire experience. BioWare and LucasArts have definitely learned a lot from the mistakes/shortcomings of other MMORPGs.
 
Comment by Loekii made on July 8th, 2010 at 2:59pm
Thanks. I have heard some of the comments in the Podcasts as well. Was just curious if there were things that really stood out more than not.

We know the good stuff. Just want to make sure we find the bad stuff and get to work on getting if fixed so to speak, so the overall end product is a strong release. Imagine how much better AoC may have done had people hammered about the content post Tortage early on, and got it addressed before release.
 
Comment by Hewo made on July 8th, 2010 at 10:19am
Awesome job DH team. You guys can squeeze the juice out of an orange like no other.
 
Comment by Evolancer made on July 8th, 2010 at 10:09am
DH, you are the best.

I'm glad to learn most of the combats felt quick and nonstop.

Still no informations, on the JC and the JK, I wonder what Bioware has planned for them.
 
DH Team
Comment by sado made on July 8th, 2010 at 2:22pm
We're all hoping that we get hands on with the JC and JK at some convention here at some point. I personally can't wait to try the JC. The whole 'puppeteer' like influence of the JC really interests me.
 
Comment by Loekii made on July 8th, 2010 at 3:01pm
Did you get any sense on where there are with the JK/JC? Are they just 'tweaking' or are they testing more larger potentials? Not that I would expect them to come out and be specific, but was any vibe either way?
 
Comment by bioni made on July 8th, 2010 at 10:04am
Thanks so much DH team. I sence a great summer and autumn for us fans :-)
It's getting close!

hate on!
 
Comment by Khams made on July 8th, 2010 at 9:11am
Loved the article, I found it very informative.. :D only thing is, and this is not something bad per se, is that it kind of lacks criticism, if everything is 'great', well, there had to be stuff you found to be odd, even for a pre-testing build, was there not?
 
DH Team
Comment by emlaeh made on July 8th, 2010 at 1:18pm
Target of Target not implemented, and the class trainers kinda made me do a double take.

But seriously, it isn't finished and is constantly changing so it is a little early to slam on 'missing' features and whatnot. The combat felt solid, and that is one of the most important things to me (personal opinion).
 
Comment by Loekii made on July 8th, 2010 at 3:03pm
Is ToT planned?
 
DH Team
Comment by emlaeh made on July 8th, 2010 at 3:14pm
One of the things they wanted to show us was how they are progressing with UI customization, so I'm not worried about it. Just wish it was enabled in the demo because Pete's Sith Warrior chewed through things so quickly.
 
Comment by Hobowan made on July 8th, 2010 at 8:57am
One info i missed is if there is also a normal quest log. In WoW for example you have the quest text the questgiver "reads out" to you where you accept the quest. This page of text is then copied into the questlog where you can read it again and/or quickly look up what the quest recommends you to do.

Since the text page through which the questgiver tells you what to do is not in SWTOR, I wonder in which form the objective is stored for you to look up what to do in case you forgot what was talked about in the cutscene. You mentioned a questtracker, but is that the only feature for storing the objectives or is there another function to recapitulate the quests more thoroughly than only looking at "Kill Slugs: 4/6" in the questtracker?
 
DH Team
Comment by sado made on July 8th, 2010 at 2:24pm
Yes there was a traditional quest log, with text. It works exactly how you would expect it to coming from WoW. I actually mentioned it in our December 3rd coverage. There's also a "find group" option below each of the Quests in the log to find a group for that specific quest. However, we're not sure exactly how works, it remains un-tested.
 
Comment by Hobowan made on July 8th, 2010 at 5:09pm
Thanks for the info. Please understand that I don't know when exactly what has been on your coverages, it's a bit too much to remember although there isn't much known about the game yet :)
 
Comment by RogueJedi86 made on July 9th, 2010 at 11:51pm
The Mass Effect games use the same dialogue wheel system, so you could probably look at how ME does it to see how TOR will do it. The quests in ME have a brief paragraph saying what the quest chain's about, with sub-headers(expandable from the main quest of a chain) that let you see individual steps, with brief one-sentence blurbs on what to do next. My guess is TOR's works like that, but the DH crew would probably know better than I.
 
Comment by Flagg made on July 8th, 2010 at 8:44am
As always, extremely informative, great info, great timing, lots we wanted to know covered. Thanks again DH. Great article! Retweeting again now. ;)
 
Comment by Warlord20k made on July 8th, 2010 at 8:07am
fantastic article guys dont know what i'd do without this site ( probably sit rocking in a corner playin imperial march ova and ova) ur makin the long months just fly by keep up the good work
 
Comment by Korithian made on July 8th, 2010 at 7:36am
Amazing Article, I can't wait for Bioware to start getting more information like this out.
 
Comment by skubb made on July 8th, 2010 at 7:32am
Great article DH. When I have the insatiable thirst for swtor I come here to quench my begotten cravings. Even then it's not enough T_T

I can't wait till this game is released!
 
Comment by shgfosho made on July 8th, 2010 at 7:10am
"Master DH, more to say have you?""

I am astounded you guys still have more info to provide from e3!! I'm eating it up. Awesome!!
 
Comment by Demander made on July 8th, 2010 at 6:36am
Nice stuff someone has started a thread where there is lot of praise to you: http://swtor.com/community/showthread.php?t=164794
 
DH Team
Comment by sado made on July 8th, 2010 at 2:28pm
I think I can speak for our entire staff that we really appreciate that the community enjoys the article and our coverage. It makes our day every time. :)
 
Comment by Loekii made on July 8th, 2010 at 3:05pm
Again, I think the presentation and effort shows, and that alone I think warrants appreciation.
 
Comment by Aisor made on July 8th, 2010 at 5:28am
Great job DH, you guys make the long wait seem shorter by the excelent cover given to this fantastic game.
Keep us up to date :)
 
Comment by Shriven made on July 8th, 2010 at 5:15am
In all honesty, I think this is the best article you guys have done.

I tip my bonnet to you sirs.
 
Comment by BlamedCat made on July 8th, 2010 at 4:15am
You guys did an awesome job on this one. Thank you so much for kicking butt and taking names in regards to all this great info. :)
 
Comment by Goom made on July 8th, 2010 at 3:47am
Like always, great job DH crew, you do a fantastic job bringing the TOR community information and impressions of the game.
 
Comment by JediCosmin made on July 8th, 2010 at 3:43am
Thank you very much for the article.
I can't help but feel jealous because you have played the game, but that will soon pass :P

Keep up the good work guys.
 
Comment by Hobowan made on July 8th, 2010 at 3:37am
How can we do anything other than just love You all for the time and effort you put into covering this game? Hats off, this is brilliant!
 
Comment by Daelda made on July 8th, 2010 at 3:19am
Excellent run-down. You do need to have each f you do a read-over for spelling errors/wrong words, but other than that, this is an excellent article! It's nice to know how the game keeps improving.

BTW - weren't we supposed to get a HD quality version of the recently released group game-play video from BioWare? I thought that was supposed to be out last Monday. Maybe that's what the 'tweet' for tomorrow was about....
 
DH Team
Comment by sado made on July 8th, 2010 at 4:02am
Not sure, they said localized versions would be available this week (originally stated as next week from that friday's update). That could imply any time this week to be honest.

Oh and fixed the issues.
 
Comment by Brainiac9000 made on July 8th, 2010 at 2:45am
For the Trooper using ammo, is it actual physical ammo that you need to have in your backpack, or is it only an action point system?
 
DH Team
Comment by sado made on July 8th, 2010 at 2:30pm
As it appears right now in the demo we played, only an action point system. Hope that clears that up.
 
Comment by Aquaryon made on July 8th, 2010 at 2:02pm
Great question Brainiac, I am curious as well!
 
Comment by impulsive made on July 8th, 2010 at 2:45am
awesome, thanks DH team. i hope by PAX they are ready to show off the JK & JC. :)
 
Comment by Deliacorgrace made on July 8th, 2010 at 2:25am
Wow hats off to you guys great article. Thanks for all the insight.