Rants tag

Rants, ruminations, and rambling remarks from my mad, muddled, meandering mind.
Showing posts with label KotFE. Show all posts
Showing posts with label KotFE. Show all posts

Wednesday, October 28, 2015

Not Yet Ready to Retire

Even following through on my pledge to let Scooter finish out Glember's story before continuing Morrenia's, we've only made it another couple chapters (partly due to obligations IRL). Lots of great reveals that I will not spoil here, though I have seen a couple on Twitter, only a day after the world-wide launch of KotFE.
Glember and Koth get into a scrape.
Of course, as close as we were when last I wrote, it is no surprise that both Morrenia and Glember dinged 65 last night. Again with the not being fast enough to capture something for Scooter, I only managed to get this one good-ish shot of Morrenia (below). Obviously, we are not done with the KotFE plotline, but I don't think anyone expected the story to match up directly with max level.
HK and Morrenia, maxing it out.
You may have noticed Morrenia is dual-wielding vibroblades in that shot. I kinda like them, but I'm not sure I'll keep them. They were originally Broonmark's. BioWare sent every player all their companions' original gear, but I had never used Brookmark other than as required on Hoth, so I had not upgraded him. I actually have doubles of quite a few items. In any event, the idea of vibroblades is cool, but lightsabers are flashier, for obvious reasons. I'm torn.

Tonight, I am on my own again, so I'll have to decide which of my Republic characters to run with. Someday, I'm going to be Legendary.
~~~~~~~~
Creative Commons License
This work is licensed under a Creative Commons Attribution NonCommercial ShareAlike 3.0 Unported License. If you repost part or all of the work (for non-commercial purposes), please cite me as the author and include a link back to this blog. If you are reading this post through RSS or Atom feed—especially more than a couple hours after publication—I encourage you to visit the actual page, as I often make refinements after the fact. The mobile version also loses some of the original character of the piece due to simplified formatting.

Monday, October 26, 2015

Storytelling in the Fallen Empire

An Epic Tale in a Pretty Little Package

Hats off to the writing team on Knights of the Fallen Empire. Scooter and I are only up to Chapter VI, but we are thoroughly engrossed. Actually, my compliments to all the folks behind the animation and cinematic cutscenes, as well.

Both Glember and Morrenia picked up new outfits on Ziost, just in time to jump into the expansion story. While Scooter kept the original colors for Glember, I've got Morrenia in her customary black and red. I even sprang for yellow eyes to give her that Dark look, wishing that I had done so some time ago. Five years in carbonite has just made her angrier.

Scooter pointed out that she loves the strong female characters that drive so much of the plot of the game; women who can move mountains and shape galactic events. While Glember's and Morrenia's stories are somewhat similar, they do lead me to wonder, how will the non-Force users' stories differ?
The improved cinematography has led to some epic shots. None handy right now, sorry. Besides, screenshots can't effectively portray some of the angles, pans, and zooms that give KotFE its epic feel. And, true to Star Wars, there are plenty of comedic beats interspersed among the thrilling heroics. I am loving the improved facial expressions and especially the more realistic eye movements on the player characters. The new characters are both well "drawn" and fleshed out, lots of details on costumes and expressive faces to go along with great personalities and agendas, both overt and hidden. I also like that I don't have to be "nice" to people if I don't want be, or think that Morrenia would not be. Not that she's rude, per se, but she is ruthless, and I like being able to be ruthless, even if Koth or someone else doesn't approve. I'm tempted to restart a couple characters just to change how they went through their first few planets.

You Got Some Single-Player in My MMO

The one irritation in all this is how poorly the folks at BioWare have incorporated grouping into the story. On Makeb (Rise of the Hutt Cartel), pretty much every mission conversation was potentially group-based, though not really requiring a group for Main Story mission completion. With the Shadow of Revan, that changed slightly, so that doing the Story missions was similar to how it was in vanilla SWTOR when two characters were the same class. There might be some repetition in the conversations, but group members were not necessarily separated for much of the action and most particularly, the mission objectives.
However, with Knights of the Fallen Empire, there is a significant hurdle masquerading as a new feature. If I am in an instanced area, I can summon Scooter to help complete my objectives. But at the end of every chapter, she is unceremoniously dumped to Spacedock while I  get caught in a cutscene that can't be stopped without exiting story mode and also dumping out to the fleet. So when we are doing her Story, I have missed the first part of almost every chapter so far, and Scooter has to re-summon me after the introductory cutscene ends.

With both of us at essentially the same stage, Scooter and I had to go through fairly lengthy sections with one of us making significant progress while the other was just along for the ride. This got a little better about Chapter IV, when we ended up on a planet that had a few instanced areas. Similar to SoR, we'd do each instance twice, once for each of us, before moving on. I think I will let Scooter just finish out Glember's story through Chapter IX, then we'll go back and finish Morrenia's.
If either of us were going through solo or we had decided to plow through all of one character before returning to the other, I can bet we'd have seen the whole story by now. I can understand how we were already seeing folks at 65 by the end of the evening last Tuesday. They'd probably taken the day off and binged their way through. I can't blame them; as I said, the story is exciting.
~~~~~~~~
Creative Commons License
This work is licensed under a Creative Commons Attribution NonCommercial ShareAlike 3.0 Unported License. If you repost part or all of the work (for non-commercial purposes), please cite me as the author and include a link back to this blog. If you are reading this post through RSS or Atom feed—especially more than a couple hours after publication—I encourage you to visit the actual page, as I often make refinements after the fact. The mobile version also loses some of the original character of the piece due to simplified formatting.

Thursday, October 22, 2015

Companions of the Fallen Empire

Now, even though I still haven't gotten any KotFE storytime in, and despite the annoyances I described yesterday, I was gratified by many of the changes I did see. Contrary to the impression some people had that companion conversations might no longer be available after the jump due to insufficient Affection/Influence, they've been tied to story stages rather than affection. Scooter was able to complete all of the previously unfinished conversations with Glember's crew. I still need to finish with a couple of Silverleaf's people, but Morrenia was good to go before Yavin. Along those lines, with the retirement of gift fragments, all of the gifts previously available for purchase with said fragments have had their prices slashed and give beaucoup Influence, enabling me to jump ahead on various companions. My only dilemma now is who to have join Morrenia on her adventures, since I don't need Pierce tanking for her. (I know, I'll have new companions). It's also cool that gear previously tied to a given companion is now available for anyone, including my PCs. Strangely, everyone lost their pants in the deal, and of course, those characters whose gear didn't affect their appearance dropped everything. Now if only they would establish a vendor where we could get all the unique companion gear we dumped along the way. EDIT: As pointed out by Ravanel in the comment section, the devs have sent all the original companion costumes in today's mail.

Digging deeper into Companion Influence, I love that it increases regardless of the choices I make on the "BioWheel." Huzzah! Negative affection was a constant constraint, as I've noted in the past. BioWare seems to have come to the realization that MMO players will compromise their roleplaying if there is a metagame that encourages such compromise. Way back at launch, I assessed that the Light/Dark choices might be affected not only by the devs' collective values, but also the apparent limitations of LS/DS gear. Morally gray characters were left in the cold. In just one example, I never found relics that weren't tied to one alignment or the other until I arrived on Rishi.
During the development process, the folks at BioWare (at least the decision makers) fretted about how the choices players made would affect their companions' affection, but never considered how the companions' personalities or actions might affect the players' affection. In one famous example, during beta, many Warriors justifiably decided to toss Quinn out an airlock, only to find to their dismay that they'd lost their only healer. Rather than make Quinn less essential, they just made him impossible to dump/kill.

Two KotFE innovations that will enrich PvE-RP answer the two sides of this coin. Because every companion can fill any combat role, the player is not obligated by combat mechanics to keep a certain companion available at all times. Conversely, because Influence is always a net gain, whether the companion approves of player decisions or not, the players are free to make the choices they envision their character making without worrying about the meta-game of companion affection.

BioWare made much of the "Fourth Pillar" of Story, then hobbled the players' ability to participate fully in the storytelling through ill-conceived game mechanics. I'm happy and hoping that these changes to the mechanics will enable our stories to be properly told.
~~~~~~~~
Creative Commons License
This work is licensed under a Creative Commons Attribution NonCommercial ShareAlike 3.0 Unported License. If you repost part or all of the work (for non-commercial purposes), please cite me as the author and include a link back to this blog. If you are reading this post through RSS or Atom feed—especially more than a couple hours after publication—I encourage you to visit the actual page, as I often make refinements after the fact. The mobile version also loses some of the original character of the piece due to simplified formatting.

Wednesday, October 21, 2015

Housekeeping in the Old Republic

Various RL factors kept me from really playing Knights of the Fallen Empire on Tuesday or Wednesday evening like I wanted and intended to. That's not to say I didn't log on, just that I didn't actually get to play, instead getting caught up on various "chores" in the game.

My stronghold could have been a closet.
There was a bunch of inventory and mail to take care of because of changes to companion stats, plus items returned from the GTN because of a reset. On top of all that was the swag for having been subscribed for several months leading up to KotFE. Plus I bought a GTN node for my stronghold and ended up reconfiguring a space into my utility wall.

All the buttons!
Just days ago, I decided it was time to do something about the monstrosity of my action bars. There are many temporary buffs and conditional abilities that I have tended to neglect if they weren't on my main hotbar, which is tied to my Nostromo (I'm a bit of a button masher). One thing that I really like about GW2 and especially TSW is the limited ability bar; which, while requiring some tactical planning, frees me to concentrate more fully on the action taking place in the game environment, instead of what is happening on my UI.

Minimalist
So I changed my UI around to hopefully pick up on those situational abilities and remember to use the battle buffs. Last night, I did some further tweaking to accommodate the altered companion ability bar and take advantage of the new snap-to-grid to properly align some stuff. This led to two annoying discoveries.

Snap to it!
First, even though the grid origin has XY axes running through the center of the screen, and many UI elements expand from their own center, they have no center anchor point, only edges. And the various elements don't match perfectly to the grid. So snap-to was not helpful for stuff I wanted centered (or some stuff at the screen edge, but that was not as critical).

Now you see them...... Now you don't.
Second, and even more annoying, the new Heroic Moment ability and related Legacy abilities are only situationally available at all even from the ability window (P). I am forced to mouseclick the pop-up ability bar, when I had planned to use a secondary bar and switch to those abilities on my Nostromo. Now, these abilities may be pure cheese, inferior to any regular ability, but if so, there's not much point to putting them front and center during the two-minute (for me) Heroic Moment period. And there's not a good way for me to check their effectiveness, since they are not available to even check on if Heroic Moment isn't in effect. My first request would be a permanent return of those abilities to the Ability Window (and optional hotbar placement), even if they are not active all the time.
Spot my party.
The third UI annoyance, which I discovered later in the evening, is that the group member map icon that used to be an easily distinguishable purple figure has been recolored to a pale blue, which causes it to get lost on the overall blue of the map interface. (Thanks to Antuan of The Ebon Hawk server for his assistance getting the above screenshot.) I was only able to see Scooter's character on the Vaiken Spacedock map because she was in motion. Otherwise, it faded into the map background. all the other map legend items are a different color than the map, from Mission givers to vendors and trainers. Why did the devs change the group member icon?

I wasn't able to jump into the new content tonight (Wednesday) either, because Scooter isn't available. And I had to go back into town on an extended errand anyway. So I'll probably do more housekeeping and work on leveling some of my Republic characters. Gotta get Legendary status!
~~~~~~~~
Creative Commons License
This work is licensed under a Creative Commons Attribution NonCommercial ShareAlike 3.0 Unported License. If you repost part or all of the work (for non-commercial purposes), please cite me as the author and include a link back to this blog. If you are reading this post through RSS or Atom feed—especially more than a couple hours after publication—I encourage you to visit the actual page, as I often make refinements after the fact. The mobile version also loses some of the original character of the piece due to simplified formatting.

Tuesday, October 20, 2015

Anticipation of the Fallen Empire

Scooter and I made it all the way through Ziost last night (it's not a long planet), and what a conclusion to the fifth chapter! I'm definitely glad I chose to level up a Sith Warrior, as much of the story seemed oriented directly at her with the Emperor betraying and toying with his former Wrath. While Morrenia, up to that point, had never renounced her title, she was able to make a clean break with Vitiate, while still demonstrating the dark brutality of the Warrior class. I'm glad Scooter and I had the time to get her and Glember through the full storyline. We almost took Silverleaf and Ginie through as well, but we decided it was getting too late in the evening. Now that we have our Sith in place, I feel less urgency to get the Bounty Hunter and Agent through the content. Don't worry, Dear Reader. We'll be getting back to them soon enough I am sure, not to mention our long neglected Trooper and Smuggler. Maybe one of these days we'll mix it up and do a force user and a tech user.

While there have been games I've liked better, I don't think I've been this excited about an expansion since WoW's Wrath of the Lich King. As I write this, Early Access has gone live, and I can't wait to get home this afternoon to play with Scooter. As was pointed out by Mhorgrim yesterday, I'm sure there will be glitches. Heck, we've encountered odd glitches in almost four-year-old content. But while there are detractors of various changes to the game, I think the changed game mechanics—as described—will be big improvements over the current system, and the story, which is the real reason we're all playing, looks to be spectacular.
~~~~~~~~
Creative Commons License
This work is licensed under a Creative Commons Attribution NonCommercial ShareAlike 3.0 Unported License. If you repost part or all of the work (for non-commercial purposes), please cite me as the author and include a link back to this blog. If you are reading this post through RSS or Atom feed—especially more than a couple hours after publication—I encourage you to visit the actual page, as I often make refinements after the fact. The mobile version also loses some of the original character of the piece due to simplified formatting.