Showing posts with label Flashpoints. Show all posts
Showing posts with label Flashpoints. Show all posts

20/05/2023

BioWare's Revised Flashpoint Philosophy

Shrine of Silence, coming with 7.3, brings with it a shift in how BW have been delivering flashpoint content in recent years. Ever since the Shadow of Revan prelude, Forged Alliances, every flashpoint released has been a part of the "critical path" of the story. That means that in order to continue or outright conclude a given story, a flashpoint must be done to advance it.

This in turn resulted in flashpoints having much more of a scripted element than they did before. Sure, there was the odd cutscene here and there in the original bunch, and a few thereafter, but the bigger cutscenes were almost always at the end. Starting with 5.0's Crisis on Umbara, solo-story flashpoints had various decent-length cutscenes present at various points throughout the entire thing to convey plot updates.

Well, with 7.3's newest flashpoint, that philosophy is reverting back to how a lot of flashpoints used to be; Shrine of Silence has its own story, completely independent of anything else going on in the Interpreter's Retreat, and it does not need to be completed in order to conclude the rest of the story which is coming with the patch. This seems to be BW's goal going forward for the immediate future, and I am curious to see where it leads.

The biggest question I have to ask is; is this going to be their new philosophy for all flashpoints going forward, or just a select few? 

I certainly wouldn't mind more flashpoints dealing with 'extra' threats, as it makes the story on whichever planet we're visiting larger than just what we're asked to deal with in the moment. A flashpoint being more of an "oh, by the way, while you're here..." thing also feels much more 'old-school' than the more recent method of using them as a story vessel, which in my view is welcome.

But at the same time, I also wouldn't like to see flashpoints be removed from the crit-path entirely. Much in the same way as they can expand a story with 'extra' stuff, they can also be used quite effectively to show off the power of a story-critical character in a way that can be seen again after the solo-experience in an expanded and more dangerous format. The alternative, of course, is the development of more chapter-like environments as seen in 6.2's Echoes of Oblivion, and... yeah, I'll take more flashpoints over those!

That said, with certain characters already being recurring antagonists and some being set up as new recurring antagonists, continuing to add flashpoints as a crucial part of a given storyline will inevitably lead to certain bosses being defeated in group content time and time again. I mean, Republic characters already face a certain Sith Lord as the final boss of three flashpoints!

I guess ultimately my main curiosity about what this means for the immediate future of SWTOR's story is what format Malgus's inevitable break-out will be delivered in. I have always been hopeful that we would see that in flashpoint form (just... maybe with one of the rescuer's inner circle as a boss rather than Malgus again...), and this news doesn't entirely derail my hopes that we will see it as such. I still feel that a flashpoint set on either fleet would be really interesting and fun after almost twelve years of just knowing them as passive hubs, and I really wouldn't like this potential to be squandered by them instead resorting to a solo-only phase.

Unless that was always to be the plan, of course, but then that's a wasted opportunity if ever there was one!

Moving away from a solo-story instance of course brings in extra problems; for players who aren't interested in group content and have neither the skill nor the gear to complete a 'proper' story-mode instance, this will most definitely not be an ideal move even with healing pods and the return of the Jesus Droid in Shrine. It's of course not my place to comment on whether I believe Shrine is particularly complicated, given my exposure to harder content, so I'll say nothing more and move on.

I have to say that all this reminds me of what they've recently been doing for the operations. Issues with flashpoints being a part of the critical story were eventually addressed by the introduction of solo-mode flashpoints, but other than the Temple of Sacrifice instance there is no such workaround available for operations. This was particularly problematic for Dread Fortress and Dread Palace, which were needed to complete the Oricon story in-full.

So, arguably starting with Ravagers and coming back in force with Nature of Progress and R-4 Anomaly, BW just decided to make the operations an 'extra' thing to do on their planets as well rather than an actual conclusion for their storylines. Gods from the Machine kinda went backwards a bit on this point; while it is not required to go in and kill the six gods to conclude the Iokath storyline, completing the operation is the only way to gain full closure for what happens, especially given that just finding TYTH alone was a big deal for all three factions in play.

So we're now potentially entering a time when BW are treating both of their main PvE group-content instances as somewhat separate entities from the ongoing storyline. It's going to be rather difficult to adjust to if it does become a major thing rather than every once in a while, but I can't deny that I am curious to see the results!

~~~

My major concern with their new philosophy, regardless of how many flashpoints it is due to apply to, is that they don't end up making these 'extra' flashpoints like the uprisings in terms of how really forgettable they were. Granted, the uprisings themselves don't really make an awful lot of sense, as they were just a bunch of instances created for the sake of giving players some group content in the vein of star fortresses before they got back to focusing on flashpoints with 5.4, so their stories weren't that well-established on the whole.

I suppose that is one major advantage of appending them to something already going on and just expanding it slightly. It doesn't need to make sense in the grand scheme of things; it just has to make sense within the instance itself, and that arguably is why the uprisings feel like they failed. They tried to make sense in the wider picture, but in so doing didn't make an awful lot of sense within the instances themselves, and we also don't really know if they were meant to tie into the Order of Zildrog or not!

I am definitely curious to see what BW does for its future flashpoints. I hope that we will continue to see them be a part of the crit-path, but I can also appreciate that this will be something of a breath of fresh air.

28/04/2021

Thoughts on 6.3: The Dark Descent

The latest update to SWTOR, 6.3: The Dark Descent, saw us attempting to pick Darth Malgus’s trail back up after his disappearance in January of 2020 (has it really been that long? Gosh!) and discover what it is he has been up to. This update also saw the introduction of the newest game-system, Galactic Seasons, which is essentially an extension of the daily login rewards.

How do all these fit together? Let’s find out!

11/11/2019

Thoughts on 6.0 #3: Group Content

This is the third post in my "Thoughts on 6.0" series. You can read the previous entries here:
  1. Gear
  2. Crafting Changes
Onslaught was the first expansion since Shadow of Revan to provide both Flashpoint and Operation content at-launch. While Fallen Empire and Eternal Throne would also provide group-content at launch in the respective forms of Star Fortresses and Uprisings, neither of these additions were really satisfactory in comparison to what came before.

Onslaught has also shaken up the traditional "group-content balancing" formula we've been used to since Fallen Empire. Rather than raise all previous Operations and Flashpoints to Level 75, BioWare has left most pre-existing forms of group content at Level 70. The Dxun Operation, the Corellia Flashpoint, and - curiously - the Uprisings are the only pieces of group content scaled to Level 75.

What do these changes mean and how do the new things hold up? 

14/08/2019

Further Adventures on the Onslaught PTS

As I was hoping, the PTS was brought online before I had to disappear off across the Atlantic, allowing some time to hop back on and analyse the changes.

Along with reporting on these various changes, there were some inaccuracies in my original post that really needed updating. Granted, some of these were due to updates that were announced or brought in shortly after the post was uploaded but there were some which I had completely the wrong idea about.

I get easily confused by a lot of things these days.

01/08/2019

Adventures on the Onslaught PTS: Phase 1.5


With Onslaught due to launch next month (!), BioWare have been providing us with a steady flow of details regarding Classes, their new Abilities, and their various Tacticals and Set Bonus pieces. Last week they opened up the PTS, allowing people to test out the changes for Inquisitors and Warriors, before bringing it down within that same week to prepare for the inclusion of Agents. The PTS is currently open in "phase 1.5" of testing, although it will probably be brought down again next week to prepare for Hunters and phase 2.

I missed the initial batch of testing due to being on holiday, much to my disappointment. I was able to keep up with what people were saying on the testing forums, but both their reports and the official word of BioWare was not enough to really sate my interest. Notably, we knew what the ultimate tiers of the various Set Bonus items were going to be but the lower tiers were still a mystery - BioWare had highlighted that they would mainly be stat boosts and left it at that. Additionally, we didn't know how many of these sets would or wouldn't have six pieces.

Speaking of Set Bonus and Tactical items, the only ones that had been listed were specific to Classes; we'd already been told that there would be several items which everyone could use, but we weren't informed about any of these. Granted, considering the sheer potential of 'generic' items, this is likely because all the options aren't yet finished, but it would still have been interesting to receive official word on those which were ready to go. 

Then what about the Companions? BioWare had been hinting that they'd like to give Companion re-balancing another go, given how lackluster or powerful certain characters are, but there had been no indication of whether or not they'd even started this. 

So, when the PTS came back up on Wednesday, I happily launched myself into it. I'm in the fortunate situation whereby the Classes 'ready' for testing are those which I have the most experience with (sorry, Hunters) so when it came time for BioWare to list all the sets and Tacticals, I already had a good idea in my head of which items I was going to try out.

In this overview, I will also be listing just extremely generic findings as well as Class-specific ones. If you want to know what these are but have no interest in reading about Classes, you need merely look for the screenshots of the Imperial Fleet as that will be the cutoff point for Class details.

14/04/2019

The First 6.0 Details

Another Star Wars: Celebration, another bunch of interesting reveals.

Of course we've had the big reveals of the Episode IX title, the first full details of Jedi: Fallen Order and its hero Cal (no relation), and, by the end of today, more information regarding The Mandalorian and the long-awaited seventh series of The Clone Wars.

However, as glorious as those reveals are, the one which is the most pertinent to this blog is the first official glimpse of the next expansion for Star Wars: The Old Republic.

29/11/2018

5.0: Another Year Later

So here we are. The 5.0 patch cycle has now started its third and hopefully final year of life. This is the only expansion in SWtOR's nigh-seven-year history to have completed two full years, and it's certainly been an interesting ride.

As some of you may recall exactly one year ago I published an article looking over 5.0's then-present history. As I described, the first year of 5.0 resulted in nearly every single game activity or function receiving something new. Has the second year managed to accomplish a similar feat or does it feel severely lacking in comparison?

Let's find out!

04/05/2018

2018 Companion Returns: Volume 3 [Nathema Conspiracy Spoilers]


Yesterday, we were treated to a grand total of four Companion reunions. Smugglers and Hunters got to reunite with Akaavi and Mako respectively whilst also being introduced to the other for the first time, Consulars got to meet only their second returned Companion since Qyzen, Felix Iresso, and with the conclusion of the Traitor arc we also get to see Theron Shan 'up close and personal' once again.

Unlike the previous two entries in this series, I don't have any outstanding reunion scenes or - thankfully - any "no skipping" lectures this time around. This one is just purely focusing on the three missions for each of the Companions.

29/11/2017

5.0: One Year Later

A year ago today, the Knights of the Eternal Throne expansion launched, bringing with it nine new Chapters of Story Content, five new mini-Flashpoint experiences known as Uprisings, Veteran Chapter Difficulty for all Chapters of both Fallen Empire and Eternal Throne, and the controversial system known as Galactic Command.

A year down the line, what's changed, been introduced, or remained stagnant?

25/08/2017

Thoughts on 5.4 [Spoiler-Free]

"That's it, Choza, you're really making them fear your wrath with how far away you're standing!"
So 5.4 finally launched yesterday after two days of delays. The delays were caused by something causing the Flashpoint Crisis on Umbara to malfunction somehow, so obviously it was a necessary fix since CoU was the main focus of this Patch.

So, now that it's here, what is there that's worth seeing/doing?

22/07/2017

5.4: Shadows, Shuttles, and Scoundrels

So again I come up with a post idea immediately before BioWare announces something that's worth commenting on. Oh, my timing, you never improve.

Yesterday, Keith Kanneg revealed more details about what's coming with 5.4. This Patch will be, as we've been aware for quite some time, the first Patch to contain an actual new Flashpoint since Blood Hunt and Battle of Rishi waaaaaaaaaaaay back in 3.0.

It was also promised in the new Roadmap to continue the trends seen since 5.2.2 and 5.3; Class Changes and Companion Customisations.

Finally, it also promised to herald the end of Season 8 of Ranked PvP.

So, with all that riding on it, what's there that's interesting and/or surprising?

17/10/2016

The Importance of Uprisings

Uprisings are, as we are all aware, the Flashpoints of 5.0. We don't know for sure how many we're going to get or exactly what we have to do for each of them, but we can certainly hope that they're far better than Star Fortresses used to be.

As the first proper four-man content since 3.0 with Blood Hunt and Battle of Rishi, the Uprisings have a lot to live up to.

I imagine that we'll see each one following the pattern establised as the Flashpoint pattern in Flashpoints such as Hammer Station, Czerka, and Depths of Manaan in being roughly 30 minutes in length with three bosses (although I sadly doubt that they'll all have bonus bosses). Fairly small, yet still making their mark.

I'm curious to see what the bosses themselves will be like. Given that there are rumoured to be at least five (with a further two or three names floating in the ether) there should be at least fifteen bosses across all of the Uprisings. I have my doubts that we'll see many new mechanics, but it will certainly be interesting to see which mechanics they have.

Heck, they could re-utilise every single Flashpoint mechanic we've seen thus far and with the correct spins I'm fairly sure most people would find the fights enjoyable.

It's worth looking at the prospect of what Uprisings will bring to the game because they are the first true group-content to come to the game since Battle of Rishi and Blood Hunt gained Hard Modes in 3.1. Colossal Monolith and the Star Fortresses technically count as well, but one of these is a simple instanced boss (which is like calling Xeno, Eyeless, or Golden Fury worthy group content) whilst the Star Fortress were primarily designed to be soloed and were never added to Group Finder.

Thus, the Uprisings could serve to gauge two very crucial factors.

First, they would allow people to see how healthy the group-content stage at endgame is for more varied things. Yes, they're basically just Flashpoints so even looking at the standard Group Finder queue could serve this purpose, but it would show how the community responds to new content. If the Group Finders never get off the ground for Uprisings, that's definitely not a good sign, for example.

Second, they are a very slight glimpse into what the future of group content in SWtOR may be like. I know, you can't truly judge Operations off Flashpoints, but what I mean to say is that if the Uprisings are full of nice mechanic-laden fights rather than just big numbers and RNG (Ma/stuck and Bastard, I'm looking at you both here) then there is a very good chance that future Operations fights may be, too. Granted, any new Operations fights would hopefully feature new mechanics, but baby-steps are very necessary when testing the waters, particularly where BioWare are concerned.

Analogies are both vague and helpful. It's like trying to waffle on more whilst having nothing else to say.

In conclusion, then, Uprisings are worth keeping an eye on.

I sincerely hope that they're going to be fun and memorable enough that they're actually worth doing time and again. The Star Fortresses are just so forgettable outside of the Exarch fight in Heroic (or should this now be termed 'Veteran'?) Mode, whilst virtually every single standard Flashpoint has something that keeps people remembering them fondly.

15/06/2016

Flashpoint Craziness: 5 Least Favourite Flashpoints

It's time to draw this series to a close.

This post will return to the more general overview of the Flashpoints, including a summary of the included story and a brief look over of the boss fights.

Without further ado:

12/06/2016

Flashpoint Craziness: The Flashpoint Story-Arcs

Continuing the series looking over Flashpoints, today it's the turn of the dual-Flashpoint arcs to receive the spotlight.

This will work a little differently to the previous one; whilst that was a more general overview including a brief summary of the bosses, this post will purely be looking at the story of the arcs. Because there are a few Flashpoints from the favourites list present in this one, I thought it would make sense to interpose it between the positive and negative summary lists.

As mentioned previously, this will not be looking at the four Flashpoints which form the structure of Forged Alliances. Because that has four Flashpoints and actually leads into an entire Expansion, it's very much a different beast and in a league of its own compared to these ones.

So, without further ado:

09/06/2016

Flashpoint Craziness: Personal Top 5 Favourites

It's time for another Top 5 post series!

It's been a while since I've done one of these; the last series touched on Operations, and now it's time to turn to their lesser PvE partners the Flashpoints.

As per usual, this will be in parts. This post will focus on the my personal favourites and the follow-up will focus on those which I absolutely despise. There will also be a third post covering the Flashpoint story-arcs consisting of two back-to-back Flashpoints; the Forged Alliances arc is its own beast when it comes to this as they're a part of the overall Shadow of Revan story rather than its own independent little section and thus it wouldn't be 'fair' to compare it to anything else.

So, without further ado:

09/04/2015

Celebrating the "Return" of the Solo-Mode Flashpoints

So yesterday Solo-Mode Flashpoints were made re-accessible to those who had already completed the previously one-time-iterations of the missions.

I am a huge fan of the Solo Mode Flashpoints; they're huge fun to blast through, and with the gear that drops and you get given at the end - particularly with Tython and Korriban - they're quite financially-rewarding. Not as rewarding as their Tactical equivalents, of course. Whilst you can solo Tactical Mode of Tython and Rakata - and with some greater difficulty Korriban and Manaan - the Solo-Mode provides I think currently the only manner of soloing Blood Hunt and Battle of Rishi, the Tactical modes of which I currently believe to be just a bit out-of-reach for soloing.

This means that people can now easily complete the "Complete 25 Times" Achievements without waiting on a group, and - for those of you who still need them - because across the six Solo Mode Flashpoints there are nearly 1,000 Enemies, getting 1,000 Kills with a certain companion will also be much easier and more fun to accomplish.

With this change, the solo mode of each Flashpoint now acts as a separate Daily, which is an unprecedented but actually very understandable change. This way, at least people new to the Forged Alliances and Shadow of Revan Prelude arcs won't be able to constantly go back in and just level to 60 effortlessly in the Flashpoints alone without once stepping foot on Rishi. They still could, of course, but they'd need to wait a day for it.

All in all, it's great to see Solo Mode become a repeatable affair, especially as it is something which some people have been asking for since 3.0 launched from the off.