Over the previous week various points of conflict have started rearing their heads. First was the reveal of the "unprecedented" subscriber rewards and more recent was the clarification of how Nightmare Operation loot is "supposed" to work in 4.0.
Showing posts with label 2015 Posts. Show all posts
Showing posts with label 2015 Posts. Show all posts
09/12/2015
07/12/2015
The Companion Comparison: HK-51 vs. HK-55
It's official: HK-55 is returning to our sides!
As excellent as this is, it does set up an interesting conundrum. Many Subscribers will, as a result of this, have not one but two HK Droids in their Companion rosters. The question remains; which is better?
There's only one way to find out!
As excellent as this is, it does set up an interesting conundrum. Many Subscribers will, as a result of this, have not one but two HK Droids in their Companion rosters. The question remains; which is better?
There's only one way to find out!
03/11/2015
4.0 Impressions: The Characters
One of the strongest anchor points of any BioWare RPG, alongside the story, is the cast of characters thrown into the mix. The character list of Fallen Empire is no exception to this, providing a slew of decent, entertaining, and interesting characters onto the already quite sizeable pile of characters one can encounter in this game.
Before I begin, this list is only looking at the main characters/followers and villians in order of appearance; the various Alliance Specialists and related Companions will get their own post next week.
Before I begin, this list is only looking at the main characters/followers and villians in order of appearance; the various Alliance Specialists and related Companions will get their own post next week.
29/10/2015
4.0 Impressions: The Knights of the Fallen Empire Story
BioWare have always claimed that Fallen Empire was going to be their big chance to return to their roots, something which was met with both enthusiasm and scepticism. With the expansion having launched, we can finally see for ourselves how successful they were in achieving this outcome.
22/10/2015
4.0 Impressions: Universal System Changes
So 4.0 has finally hit and whilst not everyone has access to the story, which I shall cover next week, or Level 65, everyone has access to the changed systems such as Companions and Level-Sync. This is just to look over what has changed and what my feelings are on the matter.
17/10/2015
The Imminent Falling Empire
So, here we are, just a few short days away from Knights of the Fallen Empire. 3.0 still feels like it hit only relatively recently and yet already we're preparing to embark on yet another expansion, and one that's changing so much more about this game than any update that came before it.
At this late stage I've been keeping myself busy by acquiring various bits of armour and armaments for Companions, mostly from the GTN and Cartel Market; I would write a blog-post about that, but it would be an incredibly boring read even with pictures. No reason to do anything more than that as far as I'm concerned since I like to get a feel for the new systems on one geared character long before worrying about managing the gear of other characters for their inevitable playthrough.
I'm looking forward to it. The story promises to be one of the most compelling and captivating "universal" stories done in an MMO - at least on the first run-through but much like Shadow of Revan people would likely only be able to tolerate a few repeats at most - and the level-sync system should hopefully pave the way for reasons to return to former planets in the story and complete aid missions to add more context to the galaxy's turmoil under Zakuul. At least, I hope they make use of it for that and it won't only be a feature just for the sake of it being a feature.
Other than that, I'm curious to see how the new Companion system is realised and exactly what difference higher levels of Influence will have on their performance, especially when coupled with maximum Presence which is, admittedly, likely to pale somewhat in comparison to the Influence "bolster". I'll also be keeping an eye on the new Hard Mode for Red Reaper, something which a lot of people - myself included - have been requesting for a long time.
I likely won't be making much or any use of the updated Crafting system outside of training some of the new BioChem stuff, but that's because I'm not particularly big on it to begin with. Hopefully certain changes won't prove too problematic in practice for those that are, since I'm aware that there's already some controversy surrounding some of the decisions made, notably the decision to take away Enhancements and Armorings from Artificers and Cybertechs, respectively. Not my scene, though, so I'll leave it at that.
Knights of the Fallen Empire is going to be an interesting expansion, that's for sure. Exactly how successful it is going to be depends entirely on whether the story is as captivating as BioWare has promised it is going to be. I don't have any doubts about that myself, but considering that this is the only new content in a game with otherwise re-relevant "old" content, this is doubtless going to be the main keystone holding everything together for quite a few months to come.
At this late stage I've been keeping myself busy by acquiring various bits of armour and armaments for Companions, mostly from the GTN and Cartel Market; I would write a blog-post about that, but it would be an incredibly boring read even with pictures. No reason to do anything more than that as far as I'm concerned since I like to get a feel for the new systems on one geared character long before worrying about managing the gear of other characters for their inevitable playthrough.
I'm looking forward to it. The story promises to be one of the most compelling and captivating "universal" stories done in an MMO - at least on the first run-through but much like Shadow of Revan people would likely only be able to tolerate a few repeats at most - and the level-sync system should hopefully pave the way for reasons to return to former planets in the story and complete aid missions to add more context to the galaxy's turmoil under Zakuul. At least, I hope they make use of it for that and it won't only be a feature just for the sake of it being a feature.
Other than that, I'm curious to see how the new Companion system is realised and exactly what difference higher levels of Influence will have on their performance, especially when coupled with maximum Presence which is, admittedly, likely to pale somewhat in comparison to the Influence "bolster". I'll also be keeping an eye on the new Hard Mode for Red Reaper, something which a lot of people - myself included - have been requesting for a long time.
I likely won't be making much or any use of the updated Crafting system outside of training some of the new BioChem stuff, but that's because I'm not particularly big on it to begin with. Hopefully certain changes won't prove too problematic in practice for those that are, since I'm aware that there's already some controversy surrounding some of the decisions made, notably the decision to take away Enhancements and Armorings from Artificers and Cybertechs, respectively. Not my scene, though, so I'll leave it at that.
Knights of the Fallen Empire is going to be an interesting expansion, that's for sure. Exactly how successful it is going to be depends entirely on whether the story is as captivating as BioWare has promised it is going to be. I don't have any doubts about that myself, but considering that this is the only new content in a game with otherwise re-relevant "old" content, this is doubtless going to be the main keystone holding everything together for quite a few months to come.
01/10/2015
The Developer Stream and Changes to SWtOR
Finally, after such a long period of nothing but promises and actually quite interesting Class Change blogs, the Developers of The Old Republic allowed a Twitch Stream showing more than just basic Companions changes and Story spoilers. Sure, there were those included as well, but they were a part of the overall larger scheme of showing off more of what was changing in the game.
It was a very informative Stream, and only one aspect was announced at not being covered: the Alliance system. Nico Okarr is becoming a part of this for all eligible players once the first nine chapters of the story were completed, but as they detailed Companions separately it is to be assumed that this is a whole other system entirely which just happens to feature potential Companions. The more, the merrier.
This is just to offer my thoughts on what we'll be seeing when the expansion launches. Order of topics based on that of the Stream, of which you can find a write-up here and a YouTube mirror here.
It was a very informative Stream, and only one aspect was announced at not being covered: the Alliance system. Nico Okarr is becoming a part of this for all eligible players once the first nine chapters of the story were completed, but as they detailed Companions separately it is to be assumed that this is a whole other system entirely which just happens to feature potential Companions. The more, the merrier.
This is just to offer my thoughts on what we'll be seeing when the expansion launches. Order of topics based on that of the Stream, of which you can find a write-up here and a YouTube mirror here.
11/09/2015
The Nico Conundrum
Ever since the Return trailer, people have been asking after Nico Okarr. Much like Shae Vizla, there was never any sign of him and there were no answers as to where he had disappeared off to.
We're finally getting those answers with Fallen Empire, which many are happy about. What people are not too happy about, however, are changes to particular elements of his equipment. We as players will be receiving copies of his coat and blasters, but they are noticeably different from his trailer counterparts which has caused a bit of an uproar.
I have decided to take it upon myself to look over the gear in detail and analyse whether these complaints are justified and whether there are any "suitable replacements" for people disgruntled with the actual items. I will also be offering my own views on the matter which I shall get out of the way first.
As always, any images within just click to view larger.
We're finally getting those answers with Fallen Empire, which many are happy about. What people are not too happy about, however, are changes to particular elements of his equipment. We as players will be receiving copies of his coat and blasters, but they are noticeably different from his trailer counterparts which has caused a bit of an uproar.
I have decided to take it upon myself to look over the gear in detail and analyse whether these complaints are justified and whether there are any "suitable replacements" for people disgruntled with the actual items. I will also be offering my own views on the matter which I shall get out of the way first.
As always, any images within just click to view larger.
08/09/2015
The Unyielding Vault of Nightmares
For the longest while we've all been under the impression that every single Operation with its different iterations of difficulty would survive into Fallen Empire. The operations blog served as a confirmation to this.
Today, however, news has emerged that the Nightmare Iterations of both Eternity Vault and Karagga's Palace are being outright removed when the expansion launches. With them go the chance to earn the "Infernal" and "Unyielding" titles and every Nightmare Achievement, which, unlike the Makeb Weekly Achievements, are simply being moved to an "archived" section of Achievements and not permanently removed.
I can see why they've done this. Neither Nightmare EV and KP are anywhere near as challenging compared to their Hard Mode iterations as their later NiM cousins, so keeping these in the game would provide for a very simple manner of groups gearing themselves using Nightmare-Grade Gear week after week. To be fair, groups will be able to do this anyway using the "Highlighted Hard Modes", but better to have all Operations of this type present similar challenges rather than have two weak points.
I like to view this as a sign of how much Nightmare Modes have evolved since their introduction. NiM EV and KP were all about the "challenge" and never about the gear since it dropped the same as Hard Mode; Rakata. From NiM EC onwards, the challenge, whilst this was still a presiding factor, was ramped up significantly and NiM became its own considerable tier of progression with its own gear.
On the other hand, I am slightly disappointed that they aren't in some way tweaking these Operations at that difficulty and keeping them in, especially with the fact that they've been left behind ever since NiM EC was introduced. Eternity Vault is still one of the best Operations they have done, so it will be a shame to see it reduced to just Hard and Story Modes.
As far as I'm concerned, this change is thus a double-edged sword. I like that they are in some way managing this vast discrepancy between challenge between the various Nightmare Modes, but it is still disappointing that there wasn't another path beyond outright removal, or at least not that we can see to have been considered.
Today, however, news has emerged that the Nightmare Iterations of both Eternity Vault and Karagga's Palace are being outright removed when the expansion launches. With them go the chance to earn the "Infernal" and "Unyielding" titles and every Nightmare Achievement, which, unlike the Makeb Weekly Achievements, are simply being moved to an "archived" section of Achievements and not permanently removed.
I can see why they've done this. Neither Nightmare EV and KP are anywhere near as challenging compared to their Hard Mode iterations as their later NiM cousins, so keeping these in the game would provide for a very simple manner of groups gearing themselves using Nightmare-Grade Gear week after week. To be fair, groups will be able to do this anyway using the "Highlighted Hard Modes", but better to have all Operations of this type present similar challenges rather than have two weak points.
I like to view this as a sign of how much Nightmare Modes have evolved since their introduction. NiM EV and KP were all about the "challenge" and never about the gear since it dropped the same as Hard Mode; Rakata. From NiM EC onwards, the challenge, whilst this was still a presiding factor, was ramped up significantly and NiM became its own considerable tier of progression with its own gear.
On the other hand, I am slightly disappointed that they aren't in some way tweaking these Operations at that difficulty and keeping them in, especially with the fact that they've been left behind ever since NiM EC was introduced. Eternity Vault is still one of the best Operations they have done, so it will be a shame to see it reduced to just Hard and Story Modes.
As far as I'm concerned, this change is thus a double-edged sword. I like that they are in some way managing this vast discrepancy between challenge between the various Nightmare Modes, but it is still disappointing that there wasn't another path beyond outright removal, or at least not that we can see to have been considered.
07/09/2015
General Update
I'm still around, but haven't posted much due to other things taking up my time.
It doesn't help that since we are still seven or so weeks away from Fallen Empire - hard to believe that not even a year after Shadow of Revan we are once more under the shadow of another significant game expansion - so there hasn't been all that much happening in-game to discuss.
Indeed, most of what has been happening relating to SWtOR have been updates about how Fallen Empire will "work", and until the final Class Changes Blog goes live the vast majority of this is still under the "hush-hush data-mined" category as far as I'm concerned. Once all those are out of the way, there will finally be something concrete as a whole ideal to comment on much like the Companion Stream.
Hopefully, with Level 65 now creeping up on us, we will see the Rakghoul and Gree Events return once more, to give people one last chance to down the Eyeless and Xenoanalyst II before they get updated to that Level. It would be nice to see as it would also spice up the definitely-noticeable "downtime" prior to the expansion's release.
So just a short update on my whereabouts. I'm still here and about, but currently a bit "out of it", if you will. Hopefully within the next few weeks I'll be able to get back on my feet a bit more. I still need to finish up on my long-overdue Liebster Award post and follow-up on my old plans of doing PvP, since that took off more than I expected it to.
It doesn't help that since we are still seven or so weeks away from Fallen Empire - hard to believe that not even a year after Shadow of Revan we are once more under the shadow of another significant game expansion - so there hasn't been all that much happening in-game to discuss.
Indeed, most of what has been happening relating to SWtOR have been updates about how Fallen Empire will "work", and until the final Class Changes Blog goes live the vast majority of this is still under the "hush-hush data-mined" category as far as I'm concerned. Once all those are out of the way, there will finally be something concrete as a whole ideal to comment on much like the Companion Stream.
Hopefully, with Level 65 now creeping up on us, we will see the Rakghoul and Gree Events return once more, to give people one last chance to down the Eyeless and Xenoanalyst II before they get updated to that Level. It would be nice to see as it would also spice up the definitely-noticeable "downtime" prior to the expansion's release.
So just a short update on my whereabouts. I'm still here and about, but currently a bit "out of it", if you will. Hopefully within the next few weeks I'll be able to get back on my feet a bit more. I still need to finish up on my long-overdue Liebster Award post and follow-up on my old plans of doing PvP, since that took off more than I expected it to.
27/08/2015
The Companions, They Are a-Changin'
The PAX Prime Livestream has recently shed light on numerous factors. First, actual gameplay - and some "interesting" story developments - of Fallen Empire, set in Chapter 3, and second, various changes coming to one of the most long-standing functions of the game: Companions.
Companions are a big thing in many of BioWare's games, so obviously these changes have attracted a lot of interest. There are still questions to be answered, but from what we know so far here is my own analysis of the changes which are being introduced.
Companions are a big thing in many of BioWare's games, so obviously these changes have attracted a lot of interest. There are still questions to be answered, but from what we know so far here is my own analysis of the changes which are being introduced.
14/08/2015
Thoughts on the Changes to Operations and Flashpoints
I've been putting this off long enough; it's time for me to tackle this.
Changes to the game are coming in a big way. Those keeping a close eye on the data-mining scene are more than aware of just how deep the changes are going. Whilst I am aware of these myself, I will not comment on them for the time being. All I will say is that there are a lot of things changing very quickly. Instead, there is one change which BioWare themselves have detailed which I have yet to openly display my opinions on and will do so today.
Over a month ago, BioWare announced changes which were coming to both Flashpoints and Operations. The Operations changes in particular were met with some controversy whilst the Flashpoint changes were met with more or less open arms.
As someone who has a vested interest in both Flashpoints and Operations in this game, I have my own thoughts which I am at long last sharing.
Changes to the game are coming in a big way. Those keeping a close eye on the data-mining scene are more than aware of just how deep the changes are going. Whilst I am aware of these myself, I will not comment on them for the time being. All I will say is that there are a lot of things changing very quickly. Instead, there is one change which BioWare themselves have detailed which I have yet to openly display my opinions on and will do so today.
Over a month ago, BioWare announced changes which were coming to both Flashpoints and Operations. The Operations changes in particular were met with some controversy whilst the Flashpoint changes were met with more or less open arms.
As someone who has a vested interest in both Flashpoints and Operations in this game, I have my own thoughts which I am at long last sharing.
09/08/2015
One Year Under
So exactly one year ago today, this blog was more or less "officially" launched. It had been sitting unloved for two months before the Rakghoul event finally got it kicked into gear.
I haven't got anything particularly special planned to mark this occasion, as to be honest I didn't even think I'd get this far, so just a short blog post marking this occasion seemed to suffice.
Thank you for sticking through and being patient with my ramblings, and here's to hopefully another decent year of "SWtOR nonsense".
I haven't got anything particularly special planned to mark this occasion, as to be honest I didn't even think I'd get this far, so just a short blog post marking this occasion seemed to suffice.
Thank you for sticking through and being patient with my ramblings, and here's to hopefully another decent year of "SWtOR nonsense".
09/07/2015
Operational Completion: The "Best" Operations
I sadly don't have as much time to dedicate to the third phase as I would have liked, as I'm going to be on a "hiatus" of sorts until the 28th of July, but today I'm finishing this phase by looking over the absolute best of the Operations. This list will not include "single-boss" instances, but is instead looking at complete Operations.
Because I've already of course looked at the most fun and tedious individual encounters, I'm going to look at these Operations with all fights factored in, so there may be one or two Operations featuring whose bosses were not a part of either list. The listed fights will be presented in an extremely summarised form; having to go into full detail on twenty-six fights is going to result in a very long and boring post, although that is of course my speciality.
Indeed, "fun" and "tedious" won't factor in to any of these decisions; the ones here are the ones which, all things considered, still hold up to this day as being the cream of the crop, especially seeing as it has only just been announced that every single Operation will be Level 65 in Knights of the Fallen Empire.
I may do a roundup of my opinions on that post tomorrow if I have time, for now, though...
Because I've already of course looked at the most fun and tedious individual encounters, I'm going to look at these Operations with all fights factored in, so there may be one or two Operations featuring whose bosses were not a part of either list. The listed fights will be presented in an extremely summarised form; having to go into full detail on twenty-six fights is going to result in a very long and boring post, although that is of course my speciality.
Indeed, "fun" and "tedious" won't factor in to any of these decisions; the ones here are the ones which, all things considered, still hold up to this day as being the cream of the crop, especially seeing as it has only just been announced that every single Operation will be Level 65 in Knights of the Fallen Empire.
I may do a roundup of my opinions on that post tomorrow if I have time, for now, though...
06/07/2015
Operational Frustrations: The Most Tedious Operation Boss Encounters
As fun as some Operation fights may be, there are those which are annoyingly tedious. Whilst a considerable portion of these are just a means to the end of accessing the final boss and finally finishing the respective Operation, some of these final encounters are also fairly tedious.
The criteria which factor into this list are pretty much the same as they were for the "most fun" encounters, just applied as the inverse; the personalities, nature of the boss fight, and exactly what happens therein will all be taken into account in this post. Additionally, whereas the last post was fairly "timeless", this post will sadly adhere to "current affairs". This is due to the fact that with the increased number of Levels, some boss fights are nowhere near as tedious as they used to be, and we have seen new fights emerge all the while.
Continuing on from last Friday's post, these are my picks for the top 5 most tedious Operation Bosses in SWTOR.
The criteria which factor into this list are pretty much the same as they were for the "most fun" encounters, just applied as the inverse; the personalities, nature of the boss fight, and exactly what happens therein will all be taken into account in this post. Additionally, whereas the last post was fairly "timeless", this post will sadly adhere to "current affairs". This is due to the fact that with the increased number of Levels, some boss fights are nowhere near as tedious as they used to be, and we have seen new fights emerge all the while.
Continuing on from last Friday's post, these are my picks for the top 5 most tedious Operation Bosses in SWTOR.
03/07/2015
Operational Confrontations: The Most Fun Operation Boss Encounters
I've been wanting to do a post looking over the Operations as the third phase of "SWTOR Analysis" for quite some time. What was stopping me until now was the fact that I hadn't yet seen all of the Operations fights in every available difficulty; I wouldn't be able to give a "proper" opinion on the fights without knowing their full potential. I'm not making that mistake again.
Whilst I have yet to kill the Nightmare Dread Council and Hard Coratanni and Revan, I have now at least been involved in each and every single Operations fight in the game in every current difficulty. Thus, I feel it's time to begin the Third Phase of "SWTOR Analysis" by looking at the Operations in the game, which encounters are the most fun or most annoying, and then looking over which Operations in full are the "best"; if the Difficulty factors in for any of these criteria, I will specify thus.
For the single boss encounters, what contributes to the "fun factor" isn't just their mechanics but their personalities, too. A fight can be rather boring in terms of mechanics but if the boss or bosses are fun to listen to, that can make quite a bit of difference.
Without further ado, the five - legitimately five this time, no Honourable Mentions - most fun Operations Encounters.
Whilst I have yet to kill the Nightmare Dread Council and Hard Coratanni and Revan, I have now at least been involved in each and every single Operations fight in the game in every current difficulty. Thus, I feel it's time to begin the Third Phase of "SWTOR Analysis" by looking at the Operations in the game, which encounters are the most fun or most annoying, and then looking over which Operations in full are the "best"; if the Difficulty factors in for any of these criteria, I will specify thus.
For the single boss encounters, what contributes to the "fun factor" isn't just their mechanics but their personalities, too. A fight can be rather boring in terms of mechanics but if the boss or bosses are fun to listen to, that can make quite a bit of difference.
Without further ado, the five - legitimately five this time, no Honourable Mentions - most fun Operations Encounters.
24/06/2015
Accompanying Personnel: Companions I'd choose to keep
So Knights of the Fallen Empire has had a lot of questions being asked about it, particularly focusing on how Companions will be handled. Transpires that our own personal roster of Companions shall be permanently affected in some form or another; not only do we need to forage for various Companions but the implication seems to be that we can choose to not recruit a certain character; indeed, a further indication is that we can recruit or even kill a Companion belonging to another Class.
I'm reserving judgement on this last point, because I for one enjoy the diversity of the Class Companions. Whilst some are extremely difficult to work with - just try getting Ashara to like a Dark-Side Inquisitor - and some are just unpleasant - a certain Houk comes to mind - I enjoy having to spend time analysing their characters and what they like/dislike in the long run and having to adapt accordingly. I can understand the appeal for picking-and-choosing, however.
In spite of my attitude towards the matter, the question definitely rears its head; if you could choose which Companions could accompany you into the future, who would you choose? For this, I will be approaching it from the perspective of the original classes and not from the perspective of a future "potential owner", if you will.
The Companions listed, I must point out beforehand, are those which I would hold on as tightly as possible to rather than a complete list of those I could "bear to keep around". You'll notice that not a single Agent Companion makes this list, for example.
I'm reserving judgement on this last point, because I for one enjoy the diversity of the Class Companions. Whilst some are extremely difficult to work with - just try getting Ashara to like a Dark-Side Inquisitor - and some are just unpleasant - a certain Houk comes to mind - I enjoy having to spend time analysing their characters and what they like/dislike in the long run and having to adapt accordingly. I can understand the appeal for picking-and-choosing, however.
In spite of my attitude towards the matter, the question definitely rears its head; if you could choose which Companions could accompany you into the future, who would you choose? For this, I will be approaching it from the perspective of the original classes and not from the perspective of a future "potential owner", if you will.
The Companions listed, I must point out beforehand, are those which I would hold on as tightly as possible to rather than a complete list of those I could "bear to keep around". You'll notice that not a single Agent Companion makes this list, for example.
15/06/2015
Cascaded Imperial Chivalry
Knights of the Fallen Empire has received a great deal of much-deserved attention from virtually all quarters.
Indeed, it's safe to say that it has received much better attention and to some extent publicity than Shadow of Revan, which was pitched as "the" big thing for SWTOR. This completely free update has received a fully-animated CGI Trailer rather than using the in-game engine to render cutscenes for trailers as what happened with Rise of the Hutt Cartel and Shadow of Revan. A full-CG animation hasn't been done for this game since the brief HK-51 Reveal back in 2012, which even then was under a minute and just a teaser, and it's excellent to see another CG trailer even if it's still strange knowing that a free update received one whilst the two paid full expansions did not.
Some information was, as many know by now, leaked accidentally on Saturday but I decided to hold off on presenting my thoughts until the announcement was officially broadcast.
The full trailer can be viewed here, you can read the press release yourself here, and a Developer Blog update detailing more about the update, including the new Level Cap of 65, here.
Indeed, it's safe to say that it has received much better attention and to some extent publicity than Shadow of Revan, which was pitched as "the" big thing for SWTOR. This completely free update has received a fully-animated CGI Trailer rather than using the in-game engine to render cutscenes for trailers as what happened with Rise of the Hutt Cartel and Shadow of Revan. A full-CG animation hasn't been done for this game since the brief HK-51 Reveal back in 2012, which even then was under a minute and just a teaser, and it's excellent to see another CG trailer even if it's still strange knowing that a free update received one whilst the two paid full expansions did not.
Some information was, as many know by now, leaked accidentally on Saturday but I decided to hold off on presenting my thoughts until the announcement was officially broadcast.
The full trailer can be viewed here, you can read the press release yourself here, and a Developer Blog update detailing more about the update, including the new Level Cap of 65, here.
09/06/2015
Living the Night Away
A brief post on this, because I don't have all that much to say about the Event that hasn't already been said elsewhere.
It's hard to say whether the Nightlife Event is one to be recommended.
If you missed out on it last year or still have things to do, such as winning that Rancor or blowing up a Slot Machine, then I'd definitely say that it should be given a chance. For everyone else, though?
Seeing as there hasn't been anything new announced this year - it would be nice if we got some Decorations, but a non-functional Kingpin's Bounty Slot Machine is the only thing I can think of - included either in the drops or on the vendor, there really doesn't seem to be all that much "replay value" to this Event once everything is said and done.
I will say that it is nice to get a recurring Event that lasts for more than a week, as this does last until August the 25th, and it's a shame that we don't get more "interactive" Events with more-than-standard longevity, even if it is only for a second week like the Gree Event recently was due to a Conquest Glitch. It is indeed Conquest itself which would annoyingly negate the possibility of such an occurrence.
If you do wish to indulge in credit-gambling, I can point you to a lovely little spot away from the main Casinos themselves which offer Slots and should be substantially less crowded; the two Barges on the Lower Promenade offer a couple of rows of the machines. You'd be unable to sit in the middle of four machines and click to your heart's content as you can in the Casinos, but the comparative tranquillity is a good compromise, in my opinion.
It's hard to say whether the Nightlife Event is one to be recommended.
If you missed out on it last year or still have things to do, such as winning that Rancor or blowing up a Slot Machine, then I'd definitely say that it should be given a chance. For everyone else, though?
Seeing as there hasn't been anything new announced this year - it would be nice if we got some Decorations, but a non-functional Kingpin's Bounty Slot Machine is the only thing I can think of - included either in the drops or on the vendor, there really doesn't seem to be all that much "replay value" to this Event once everything is said and done.
I will say that it is nice to get a recurring Event that lasts for more than a week, as this does last until August the 25th, and it's a shame that we don't get more "interactive" Events with more-than-standard longevity, even if it is only for a second week like the Gree Event recently was due to a Conquest Glitch. It is indeed Conquest itself which would annoyingly negate the possibility of such an occurrence.
If you do wish to indulge in credit-gambling, I can point you to a lovely little spot away from the main Casinos themselves which offer Slots and should be substantially less crowded; the two Barges on the Lower Promenade offer a couple of rows of the machines. You'd be unable to sit in the middle of four machines and click to your heart's content as you can in the Casinos, but the comparative tranquillity is a good compromise, in my opinion.
03/06/2015
Potential for Future Species in SWTOR
So today is the Stream which shows off which many people have been hoping to see for many months; the first player-created and controlled Togruta. The Togruta are only the second of two species added to the game post-launch for players to create, the other being Cathar.
With this in mind, I have decided to look at what other species would be an interesting addition to the game in general, and which species would be the most likely to become playable, based on popularity or prominence in Star Wars lore itself or whether any similar species have already become so.
With this in mind, I have decided to look at what other species would be an interesting addition to the game in general, and which species would be the most likely to become playable, based on popularity or prominence in Star Wars lore itself or whether any similar species have already become so.
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