swtor-gameplay-guide

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  • SWTOR: Grouping up for flashpoints

    by 
    Larry Everett
    Larry Everett
    12.12.2011

    We are all familiar with dungeons in most MMOs -- they're areas that usually require more than one party member to complete, and they're often (though not always) instanced off from the rest of the game. In the early games like Ultima Online and EverQuest, it would literally take an army of people to get to the bottom of most dungeons. Since those days, the definition of a dungeon has really expanded far beyond the idea of a cave or underground fortress, and the mechanics of dungeons have changed as well. Dungeons in many games no longer require a huge group of people to complete them, but your success or failure greatly depends on whom you bring with you. In Star Wars: The Old Republic, BioWare has expanded the definition of dungeon to the point that that word no longer makes any sense. BioWare devs call SWTOR dungeons flashpoints. Starting at level 10, both the Imperial and Republic factions begin their journey through flashpoints. These hour-long instances tell one-off stories and give you, the player, a greater understanding of what is happening in the greater galaxy. During these adventures, you play a role in the stories of the galaxy's most famous figures. Grand Master Satele Shan, Darth Malgus, and maybe even a person or two from past games all make a appearance in these stories. At the same time, these instances require strategy. Beyond the break, I will outline the first three flashpoints: the Black Talon, the Esseles, and Bringing Down the Hammer. Also, pay attention to the tips -- they may just make your first runthrough a little easier.

  • SWTOR: When do I get...?

    by 
    Larry Everett
    Larry Everett
    12.12.2011

    BioWare has created an enormous world with Star Wars: The Old Republic. Over and over again, developers explained that this is absolutely™ the biggest single project BioWare has ever undertaken. This also means that it is the most complex, and not everything you want to know about the game is easy to find. Every week for the last three years, the community team at BioWare has released tidbits of information, and sometimes when the information trickles out over that span of time, it's hard to keep track of it all. Therefore, the crew here at Massively decided it would be a good idea to compile some of the more common questions that have been asked about SWTOR, all in a single place. Catch all the questions and answers after the break, and if you have any other (serious) questions, feel free to ask them in the comments -- we will do our best to get them answered for you!

  • SWTOR: Advance your classes

    by 
    Larry Everett
    Larry Everett
    12.12.2011

    Although the idea of advanced classes in MMOs is not new, the developers at BioWare have combined the holy-trinity combat roles into something unique as you level up your Star Wars: The Old Republic character. Traditionally, you choose your group combat role right at the beginning of the game. If you play a Monk, you're a healer; if you play a Warrior, you're a tank; and if you play a Mage, you're DPS. In SWTOR, your class primarily determines your story. Your combat role is only a minor consideration. For instance, when a Bounty Hunter picks an advanced class at level 10, he may choose to be a Powertech, which grants him either tanking or DPS abilities, or he may choose to play a Mercenary, which grants him DPS or healing abilities. Every class works this way: After you finish the starter world quests you are shipped off to the Imperial or Republic fleet. If you are level 10 (and most people should be), you will automatically be granted a quest to speak to a special trainer who asks you which of two advanced classes you'd like to take. Choose wisely; currently, you cannot unchoose or change course. To help you in this all-important decision, I tried out each advanced class. None of them is terrible, but there are unique nuances to each.

  • SWTOR: Ten things you need to know about companions

    by 
    Justin Olivetti
    Justin Olivetti
    12.12.2011

    For those of you who have never played a BioWare RPG before (or any single-player RPG, really), the concept of "companions" may initially strike you as strange. After all, in MMOs we're so used to jaunting off into the wilderness solo without some semi-intelligent NPC tagging along for the ride, so for a game to inform us that we not only will have them but will have to use them all the time may feel odd. If so, we're guessing you've never been into pet classes, either. Companions are one of the long-standing features of BioWare RPGs; they're both useful fighters who help keep you alive and persistent beings whom you get to know, develop relationships with, and affect in significant ways. In the past, BioWare companions have often been cited as the most memorable parts of the studio's games, from Baldur's Gate II's Minsc to Mass Effect 2's Mordin (to name two of my all-time favorites). Yet in MMOs, companion NPCs aren't that common, and if you're feeling a little bewildered at the thought of having one at your side at all times in Star Wars: The Old Republic, then we're here to lay out for you 10 reasons why companions are as useful as all get out -- and why you're going to love them like crazy before too long.

  • SWTOR: Starship operator's guide

    by 
    Justin Olivetti
    Justin Olivetti
    12.12.2011

    Congratulations, you are now the proud owner of an actual, factual, interstellar starship! Or you soon will be, assuming that you're planning to play Star Wars: The Old Republic. Starships have captured the imaginations of Star Wars fans for over three decades now, as the Millennium Falcon, Luke's X-Wing, Boba Fett's Slave-1, and Knights of the Old Republic's Ebon Hawk have become geek cultural icons. It's not Star Wars without the stars, after all, which is why BioWare will be handing you the keys to your very own starship as part of your SWTOR journey. But what does that entail? There's a lot of confusion and misinformation swirling about starships, which is unfortunate. SWTOR's starships are part player housing, part combat vehicle, and part story platform, and that combination lacks an easy analogue in other MMOs. That's why you've got this handy holocron with all of the starship "must knows" to aid your initial voyage to the stars! Coordinates for the jump are plotted. Punch it, reader!

  • SWTOR: Warzones whack-a-mole

    by 
    Larry Everett
    Larry Everett
    12.12.2011

    You cannot make a Star Wars game without some sort of galactic conflict. Subscribers to Star Wars: The Old Republic can play out this interplanetary war in appropriately named instances called warzones. Out of the box, BioWare's MMO includes three of these epic conflicts. The planetary government of Alderaan draws both major factions into its own internal conflict in the civil war warzone. Nar Shaddaa host the seediest death-games the galaxy has ever heard of. Huttball is the prime example of these deadly sports. And the technology of the Voidstar is up for grabs by either the Empire or the Republic, but the question is "who will get there first?" At level 10, you can begin your PvP adventure by queuing up for these battles solo or with a group of four. But as any war general will tell you, the more you know about the battle you're about to enter, the more likely it is that you will win. Past the break, you'll find a rundown of each warzone and a bit of strategic advice before you jump into battle.

  • Hyperspace Beacon: Crafting preview

    by 
    Larry Everett
    Larry Everett
    10.25.2011

    BioWare calls the Star Wars: The Old Republic's crafting system Crew Skills. It's labeled quite appropriately because the majority of the work is performed by the companion characters and not the player himself. If you venture over to the official website, the developers have put together a brief outline of all the Crew Skills and a short video describing them. Every MMO with crafting has had two basic steps and SWTOR is certainly no exception. However, our space-opera MMO adds to standard gathering and crafting steps a third element: missions. But that's not the only thing different. When I asked Live Producer Blaine Christine about crafting over a year ago, it had not been announced yet, but he did say, "I think it's a different take on crafting than what people will be expecting. It's not the standard implementation. It's going to be a treat." He was definitely correct about it not being the standard implementation, but how about that "treat" part? During the last couple of weeks, BioWare allowed me to explore a little bit of Crew Skills system on the beta server without devs over my shoulder like at conventions or press junkets. After the jump, I'd like to explore each piece of Crew Skills and compare it to other crafting systems in other MMOs. I suggest that if you're not interested in spoilers you stop reading now because I'm about to spill everything about this unique game mechanic.