I've written in great detail about 7.3's new story as well as the new flashpoint, but I also wanted to take a moment to talk about the new area on Voss more generally. As I said after the 7.3 livestream, I think that adding new areas to existing planets is a marvellous idea, even if Voss isn't a particular favourite of mine. From a production point of view it's presumably very efficient, since existing planetary assets can be re-used, while still giving players something new to play around with.
My initial expectation of the Interpreter's Retreat was that it was going to be roughly Black Hole-sized (since that was the first "secondary planetary area" that was ever added to the game) and it... kind of is? I do have the feeling that it's probably a bit smaller, but it's not like I counted myself doing laps around the two zones to compare.
Compared to the rest of Voss, it's a lot less open, with a lot of relatively narrow paths and much denser mob placement, but after spending the last few months on Ruhnuk, it still felt almost liberating to quest there. You can't really dodge most mob groups very well, but at least they are easy to kill (unlike many opponents on Ruhnuk) and the area is at least open enough that you can keep running and shake some of them off before running into a dead end.
One thing that wasn't quite clear to me after the initial livestream was whether the Interpreter's Retreat was going to be a daily area or not. They didn't call it that, and if it was they probably would've said so, but it still sounded like there were things to do there other than the main story. Based on the PTR, commenter Iris informed me that the structure of the repeatable quests was a bit like Mek-Sha, and after having seen how it works for myself, I think that's a fair comparison, though I think the Interpreter's Retreat does things somewhat better.
With Mek-Sha, my general feeling was that the repeatable/side content was just not very interesting or rewarding. Why do things like the heroics or the trade house missions more than once just to see what they're about? There's the one heroic with the gangs that has an achievement attached to it if you repeat it forty times, but all in all, the experience always felt very "meh" to me.
The Interpreter's Retreat is better at luring you in with a plethora of decoration and pet rewards, and I found all of it to be pretty "discoverable". For example I never looked up a guide for the picnic achievement, I just found the leftover food naturally while doing the daily in the Gormak kitchen, and then spotted the spare drink while walking around town on another character. Then the description of the combined item makes it clear what you need to do with it. Considering the area isn't huge, it didn't take too long for me to find the right spot to use it as well. My discoveries of the contemplation achievement and the pet played out similarly. There were some things I looked up eventually, but in general I was positively surprised by how many items of interest I managed to encounter organically and how they drew me into spending more time in the area without having to look anything up.
I also thought it was interesting how a couple of achievements unlocked decorations on the vendor in town when completed, which isn't something SWTOR's ever done before I think. A guildie commented that he's seen something similar in Elder Scrolls Online though. No matter its origins, I think it's a neat idea, as it provides a bit of extra incentive to work on those achievements even if you're perhaps not much of an achievement hunter normally, though it's not very clearly communicated. The achievement description does point out that there are decos involved, but surely I'm not the only one who doesn't usually read achievement descriptions... I just think it could've been made a bit clearer, perhaps with the vendor having a quick chat option where they tell you that they'll show you some special goods if you help out enough or something like that.
All in all, I think the Interpreter's Retreat is a nice little addition to the game. I don't think it will have a lot of staying power for people, as even going after the achievements is not something that's going to keep you grinding for months and months, but I think that's okay. The mobs are supposed to drop decos randomly (though it's been acknowledged that the drop rates are currently bugged), which could be something to keep people interested in grinding them once fixed. Now if only the devs also added a Conquest objective or two for the area and we'd be golden.
The odd thing about the Mek-Sha tradehouse is that there is a hidden achievement for doing fifteen quests which cites it as "a good first step". Nothing more was ever added, but it seems like their original intent was to do something extra. Further rumour had it that this was where the ciphers across Rishi and Dantooine would eventually come into play, although we have no way of knowing if that's true or not. Certainly the Dxun ciphers seem to be the only ones that are needed for activating the elevator early, leaving the others without a clear purpose...
ReplyDeletePleased that the Interpreter's Retreat is more standalone than that!