14/07/2023

Ranking SWTOR's Expansion Patches

In my last post, I talked at length about my favourite individual story update from each expansion. While I discussed certain patches which launched an expansion, none featured in the list itself, with each expansion instead being represented by an update that came out during their lifespans.

For the most part, this is because I tend to find a lot of expansion patches themselves relatively lacklustre, at least in terms of story content. A few of them have brought in changes to game systems that I really like,  and some I do enjoy the story of, but thus far no single expansion has provided both a story I really enjoyed and really great new or updated features and the like in one package.

Once again, this post will be completely ignoring the version of the game that launched with 1.0. The sheer breadth of content that came with the released game, while lacking in endgame, is quite simply unparalleled when it comes to the rest of SWTOR's story content. It's thus unfair to really include it in the same category, as that launch content still holds up really well; far better, in fact, than several storylines that we've seen come out throughout the years.

On with the show!

My Favourite Story Updates From Each Expansion (So Far)

When it comes to expansions in an online game, SWTOR has had a fair amount of variance with the content it would offer in its own expansion patch-cycles. Some, like 2.0 and 5.0, would deliver the expansion's  entire themed story in the very first update and then immediately (or at least quickly) segue into something new, and others, like 4.0 and 7.0, stick with the intended theme all the way through.

There are advantages and disadvantages to both methods.

For updates like 2.0 and 5.0, you run into a situation where you're logging in with the game's splash-art proudly telling you that you're off to put the Hutt Cartel down or wrestle with Vaylin for the Eternal Throne, when actually you're past all that and are now dealing with Czerka and whatever it is that's going down on Copero. However, especially as far as 2.0 is concerned, this breadth of content also helps the galaxy feel far bigger, as there's much more going on than just chasing down one man's plans or seeing how separate stories become entwined.

For updates like 4.0 and 7.0, the story should feel more streamlined as it's all part of one big story, but that presents another problem entirely; if the story doesn't work, and that's all you've got, it's going to leave one heck of a sour taste. 7.0's glacial story content release presents a further problem with this, that being that stringing people along for months if not years before things come to light can go wrong very, very easily if the payoff isn't deemed satisfactory.

I do prefer having more variety of stuff to do, but there's no denying that the 2.0 model in particular wouldn't work as well nowadays. Back then, we were just another player in the galaxy, with no power-base to speak of, and it was easier to slot us into some inconsequential stuff as a main story update. That's not to say that inconsequential stuff can't still happen now that we're the Commander of the Alliance and powerful higher-up within Task Force Nova and the Hand of the Empire, like with the Feast of Prosperity, but it's much more of a side thing than an actual story update.

It's funny in that regard to compare SWTOR to the occasional stuff that World of Warcraft does. WoW likes to do a lot of "cutesy" stuff, which can often be fun, but I really don't think that would translate across well to SWTOR.

"What do you mean the next story update involves helping a clutch of turtles survive on Rishi? I'm the Alliance Commander, slayer of Valkorion, ally of Mandalore herself, and the one who's going to kick Malgus's butt! I can't do something as meaningless as this!"

I mean, I'd definitely be up for helping turtles survive on Rishi if ever that does become a thing. I may never be able to make up for unintentionally killing Speedy, but if I can help some survive in their honour, I'll feel a little bit happier.

Anyway, the point of today's post is that I intend to look back over the various expansions - including the base-game - and talk about my favourite story updates that came with each one. This will not just involve my talking about the story content each patch delivers, but any extra things they added if I deem them important enough.

I am including 7.0 in this despite the fact that we're still partway through it, because I'm still intending to bring this blog to a close next month, so I'm not going to be able to comment on 7.0's grand finale. I might as well address my current favourite update in this expansion while I'm giving myself the opportunity!

On with the show!

10/07/2023

Passage of Peace, Past

Galactic Season 4 is finally in my rear-view mirror at last. Despite my growing reservations about Galactic Seasons as a concept, I have ended up dutifully doing my part each time, although by now the process feels incredibly formulaic and in dire need of another rework.

The trouble is, it doesn't feel like there isn't a lot they can change to me. The objective system works well enough, and it's always nice when something that in recent years has been kind of neglected like a comparatively obscure world boss gets featured. Much like the introduction of level-scaling, I like how that particular aspect of the whole thing makes older content both relevant and actually involving. 

My appreciation for what SWTOR has done over the years has grown exponentially since getting involved in World of Warcraft. That game honestly feels horrifically dated compared to what SWTOR has going for it at times.

That said, I am definitely looking forward to seeing what Galactic Season 5 has up its sleeve to try and make things different. Honestly, the thing I would like to see be looked at or removed entirely, even if just for this upcoming season, is the seasonal reputation track.

A new reputation track is a pretty safe option to add as a new grind. It keeps people tied to specific content or areas for a while if they want shiny rewards from a reputation vendor, and with seasons it's just another thing to add to the checklists for specific weekly objectives and achievements. However, since the seasonal reputation is entirely tied to a currency you receive for completing seasonal objectives or killing foes, that can result in quite a big grind depending on what you do if you wish to stay afloat.

Sometimes, that's easy. If you're the sort of person who happily pugs flashpoints and story mode operations like no tomorrow, you'll likely end up swimming in the stuff. If you are a progression raider who spends half their week working up to a final boss and not necessarily killing it, and that's the only group content you do, that's an entire sector of content where you're effectively locked out of gaining currency for.

Not even the Jawa Intel feels like it helps a great deal while out killing foes on daily runs if that ends up being your main source of income outside of objectives. Sure, it does help, but the drop rate on the things is still really quite woeful. 

PvPers, meanwhile... okay, so it's been a while since I've done a PvP match and associated weekly, so maybe they've changed this, but I don't believe there's any way for them to earn currency just from doing PvP.

Oh, and even if you do get an absolute shedton, you're still limited to a 5,000-per-week reputation cap. Again, I get it, they have to stretch it out somehow as completing 100 weekly objectives for the achievement will take fifteen weeks minimum, so completing the reputation track six weeks before that isn't something I feel the developers are happy to let people do. Unfortunately, this does mean that if you start working on the reputation "too late", even by just a week, you're completely screwed and have no chance to complete the track in time to complete the relevant achievements.

The thing is, I can get why they've done it this way. It's clearly a hangover from the original design of 7.0's content: encourage players to do as much of everything as possible in order to maximise their gain of relevant stuff. However, there is a very fine line between people feeling "encouraged" and people feeling "forced", and in this regard I can definitely sympathise with PvPers in particular who care enough about seasons to complete everything, as their favourite activity may well yield nothing.

All of this is why I feel the seasonal reputation tracks require a rework. Just a slight one, it doesn't need to be massive, but I would like to see things change.

The most immediate thing I can think of would be to increase the source of currencies. Adding them to the PvP daily / weekly boxes if they aren't already there would allow those who only do PvP to maintain a steady income without needing to go elsewhere. Operations are trickier, in that while I would perhaps like to see them spread the currency tokens across bosses much like tech fragments are, that may lead to certain operations (looking at you, Scum & Villainy) being a better source if only by a couple, up to a few, tokens. 

At least all operations of a certain type and difficulty giving the same amount from the last boss is fair, even if it means those who just do progression raids without killing the final boss miss out on currency.

Secondly, I would like to see an option added for players starting later than others to "catch up" with the reputation if they would wish. I don't really know how feasible this option is, as there has been no indication that the developers can even allow the weekly cap to be adjusted on a personal basis. Added to which, there would also need to be a system in place to detect which players would be relevant for a catch-up mechanic.

If it is possible, I would like to see a multiplier-system be introduced. Let's say a player who is still at the lowest tier in week five is allowed access to a token which temporarily increases the weekly cap by a factor of 1.75, in other words up to 8,750, increasing to a factor of 2 in week 6, and so on. Any tokens that player activates during this time are also multiplied by that same factor. This would, in theory, allow them to use the same number of tokens to reach the original weekly cap as before, but still at potentially a fast enough rate to complete the track in time.

It might not even be possible to begin with, in which case pipe dream, but I'm just trying to think of ways that the developers can make this particular grind feel less annoying the later you come to it. I mean, sure, at the end of the day you're not going to get everyone through, but I do feel sorry for everyone who does come to it late, or believes they're fine until they get a rude awakening that oh no you're not, and by then there's nothing they can do.

Thirdly, there is also the option to have the objectives themselves drop reputation tokens rather than just currency. Make it so that the 8-pointers drop a large blue, and the 12-pointers drop a purple, and you're away. By all means, continue to have the currency as a backup option, as it would still be required to allow players to keep earning the reputation, but then maybe that itself needs a rework. Rework the jawa, make it so that he'll sell a reputation trophy of your choice from any inactive season to you for various jawa scraps, and you needn't continue adding seasonal currency after seasonal currency.

It would be nice to cut down on that. Remember when their goal was to reduce the number of currencies we had to minimise confusion? 7.0 says "hi!".

Fourthly, and easiest of all, make the dang things cheaper!

~

In all seriousness, I really wouldn't mind it if with GS5 we saw the removal of the reputation track, even if just for one season. I don't really know what its replacement could be in terms of achievements, although since each companion has a specific activity associated with them as a weekly objective, maybe they could make it so that you had to complete that activity a certain number of times during the season.

Or maybe just... don't add a new achievement for the sake of it if there is no reputation track to do. Just leave off with earning level 100, the 100 weeklies, and the umbrella achievement for both. 

If they do end up adding seasonal reputation tracks with each successive season and we don't end up with a break somewhere along the line, I really hope we get a change in the current status quo. It's been fine enough for the time being, but there have been some serious flaws exposed throughout the last three seasons that could really do with being addressed.

Trouble is, I don't really think there's a lot they're ultimately going to be able to do. I'd love to be surprised, though.

~~~

To bring this back on-topic for my finishing GS4, it was... alright. I still feel that Amity hasn't done quite enough to beat PH4-LNX as my favourite of the companion, despite my own disappointments about how Fay was handled, but he was decent enough. I do miss being able to dress up the seasonal companion like you could Altuur, but I get why they've shifted to full-body-and-outfit customisations, and at least with Amity they actually did a full unique costume rather than just the gloves as they did with Fen.

Well, I say "gloves", but really they were just his hands with a glove texture appended on. That's SWTOR's aliens like duros for you. 

I don't really know what, or who, I'd like to see next. Amity fulfilled my previously-expressed wishes for a faction-specific soldier and a Force-user in one go, but I'd still like to see something that feels like it's quite special at some point. Fen, Altuur, Fay, they're all in some regards representing the neutral underworld, when there is so much potential for more.

I'd still love to see us get someone whose role in the galaxy actively clashes with at least one of the factions, rather than someone who fits in no-matter-what. Give us a disgruntled Imperial soldier, a Sith, a Jedi, someone who doesn't necessarily plug-and-play. It could be really interesting to see how a character of a specific faction responds to their situation, whether it involves us helping them feel better about continuing their role now that warfare has broken out if you're of the same faction and loyalty as they are, or maybe even convince them that there is more to life than just being the same-old-same-old and to break away from their former ties if you're of the opposite faction or are a saboteur.

Heck, some of the best stuff in SWTOR comes when characters with specific dichotomies enter into dialogue with one another. Lana and Gnost-Dural's conversation prior to Objective Meridian still stands out in my mind as a really good interaction between two people of different origin and alignment, and even though the Alliance can be allied with either the Republic or the Empire as well as its own thing, it is still presented as maintaining some of its prior neutral elements.

But what is the point of that if the writers aren't actively trying to find opportunities to explore those elements? In general, it would be really interesting to get some feeling about how your personnel are feeling, like maybe some updated ambient conversations like the ones you hear as your alliance specialist influence grows, just so we know how our current personnel are feeling about potentially fighting their loved ones.

It's certainly still quite fertile ground. I hope to someday see it explored, and I feel a seasonal companion would be a decent way of going about things. We shall see what we shall see.