15/12/2025

Wreckage on Dantooine - A Bold Experiment

Aside from a new story update, patch 7.8 also gave us a new zone that is very unlike SWTOR's typical content updates. The crash site on Dantooine was explicitly designed around being filled with dynamic encounters, with everything being centred around them.

It consists of three sub-zones or biomes, and each one has one of three states or levels. Doing dynamic encounters in the area levels them up, and once all three biomes have hit level three, an instance with a special nightmare-difficulty boss designed for a group of four unlocks for a limited time.

The crashed starship Jannimak next to some rocks spouting lava

There's no time limit on the level progression itself, so biomes don't regress in levels if there aren't enough people around (unless the planetary instance shuts down entirely). Worst case there just isn't any advancement for a while. Unlike normal dynamic encounters, the ones on Dantooine aren't on a timer, so they just sit there forever until someone comes along and actually completes them. Progress for all encounters applies to everyone taking part, and once it's completed, it goes away and another encounter spawns somewhere else.

It honestly sounds a bit like something out of another MMO, and I've seen people who've played Guild Wars 2 compare it to some of the zones in that game, namely Verdant Brink and Silver Wastes. Having never played GW2, I have no idea how accurate that comparison is, but it does seem very clear that the zone is very "un-SWTOR-like".

My own first impression was quite positive, even if the experience was very chaotic. I did have to roll my eyes a bit when literally the very first encounter I attempted to do turned out to be bugged on launch, followed by another bug preventing me from progressing the introductory quest line. However, I eventually managed to resolve the latter with a workaround and quickly found myself getting swept along by the crowd. I didn't even care that much about achieving anything specific, I just followed the masses around and tried to click or attack things wherever we went in an attempt to get credit for whatever it was we were currently doing. So that was fun.

My Sith sorceror killing a giant crab called the Cryo-Nest Matron with a large crowd of people

However, I also heard quite a bit of less positive feedback from other players. All three biomes are very hostile, with various environmental debuffs slowing and damaging you, with the idea being that progression through the reputation track will unlock various counters to that which will make things less painful. Most of the time it's impossible to mount up, and even as a healer I found myself dying quite a bit.

Now, I wasn't terribly deterred by that, but I can definitely see how others might be. The comparison that came to mind for me personally was The Maw from WoW's Shadowlands expansion, which I thought was a fine enough endgame zone at the time but which seemed to be almost universally disliked.

Population is another concern, and I saw someone from Shae Vizla comment that for them, the crash site zone was effectively dead on arrival since there aren't enough endgame players on that server to make it viable. While it's very much possible to progress the zone at a slower pace, many enemies are very tough and have huge amounts of health, to the point that I'm pretty sure that quite a few encounters are not actually soloable. Even as someone who's a big proponent of group content, I find that a bit concerning, and I hope that the devs will at least review the tuning of some of these encounters.

There's one in the glacial area for example that has multiple stages, and on the final stage you're supposed to defeat six champion mobs, three of which have a knockback while the other three have a long stun. Mr Commando and I attempted to duo this as tank and healer and were killed pretty quickly, as we were both simply stunlocked and whacked to death with no means of defending ourselves. We did eventually complete the encounter after a few more people joined in, as with the mobs taking turns attacking and killing different people, we could eventually zerg them down, but it was hardly what I'd call an optimal experience.

Players in a chaotic fight against Cryo-Dominator droids in a dynamic encounter in Glacial Trespass

At the same time I really want to love the new zone because I really appreciate that the devs are trying something different with it. I guess one downside of trying to keep all content relevant forever is that adding more of the same type of content, be it daily areas or flashpoints, hits diminishing returns after a while. Adding a completely new type of endgame on the other hand has a chance of engaging people in new and exciting ways.

From my point of view, the zone is very beautiful and following other people around to dispatch enemies together can be very zen. The area is also very explorable, as it's been out for a week and even the content creators that constantly gather data and are trying to write guides are still in the process of figuring some things out. A lot of rewards simply drop from killing different mobs, so as long as you keep running along and hitting things, you're bound to be rewarded in some way.

I haven't attempted the four-man boss yet as it's supposed to be super hard and we haven't got a guild group together yet to attempt it in earnest. Having this boss be the "reward" for levelling up all the zones has also been somewhat contentious, as it's odd to let more casual players progress through the entire zone just to suddenly have them hit a wall at the end of the quest line. While Eric Musco has stated that unlocking enough of the reputation buffs should make the boss accessible to all eventually - as they are supposed to massively lower the difficulty - I don't think that's very well communicated in game right now.

Looking at it from the perspective of NiM raiders on the other hand, it's probably a bit odd to be reliant on "the masses" to level up all the biomes just so you can access the boss and work on your progression. I personally don't think it's a huge deal as I'm very much in favour of different types of players working together synergistically, but we'll see what the community reception is like in the long run.

Plant parts that emit a light purple glow hanging from a tree on Dantooine

Either way I applaud the dev team for trying something different with this zone, and I at least am absolutely planning to spend a lot of time there over the next few months.

8 comments :

  1. Unfortunately, locking solo players out of a storyline is something that swtor has done repeatedly… (the dread masters storyline, the binocular storyline, the seeds of rage storyline, whatever the scions of zakuuls wants with me on iokath… I have resigned myself to never seeing the end of any of these stories) I enjoyed the new area for about twenty minutes but then I left because I found it too overwhelming, with a million players making everything lag and the areas levelling up so fast I couldn’t even look around for a minutes to see what was going on without something new happening 😅 that was a whole sensory overload lol. I think I’ll wait a while before going there again, until at least all the fast and eager players have gotten the competitiveness out of their system lol

    ReplyDelete
    Replies
    1. I can tell you that you're not missing anything on Iokath at least, because nothing happens when you kill the first boss in Gods of the Machine, the quest just auto-completes with no commentary. I don't know for sure at this point, but I fully expect this Core quest to be the same, simply because people have never stopped complaining about these quest chains ending in group content.

      Delete
  2. Just haveing three different biomes on the same planet kind of makes this expansion of historical signifigance. Is this literally the first peice of Star Wars fiction in any genre to acknowledge that you tend to have a different temperature and moisture regime in different regions of a planet?

    Complete aside, but I always though it would be interesting to write some code that autogenerates imaginary planets, and then assigns biomes to them based on the known broad principles of climate science. For example, poles vs equator, moisture shadows from mountains, and the observation that the deep interior of a large enough continental region (like Pangea in the fossil record) will tend to be extremely dry. Though what on earth I'd do with it , I have no idea.

    ReplyDelete
    Replies
    1. Is this literally the first piece of Star Wars fiction in any genre to acknowledge that you tend to have a different temperature and moisture regime in different regions of a planet?

      Sorry to disappoint, but it isn't really. 😆 Because the backdrop for the whole thing is that this crashed spaceship has been altering the environment in different ways, so it's all artificially created (and a bad thing that's disrupting the wildlife and needs to be pushed back).

      Delete
  3. My thoughts as someone who definitely isn't the target audience, such as being at the f2p level cap: underwhelming and time-wasting. I can't speak to enemy difficulty as at 20 levels lower you die to anything in like 2 hits anyway but I felt like the hazards were less of a difficulty increase or something to strategize around and more of a minor annoyance. The spores in particular, once you figure out what is actually killing you, just feel like time padding. You just can't mount until sometimes a droid is blocking the way of an encounter so you have to come back later. Special shout-out to being expected to use macrobinoculars when the random spore damage effects keep kicking you out of using them.

    Maybe my expectations are too high because I don't grind daily areas/heroics but the reputation gating means they want you to grind way more than the amount of content supports without getting old. The design seems to encourage everyone focusing on one area at a time and just moving between the closest encounters you too often you find yourself doing encounter X, encounter Y, and then X again because it's back up and the nearest one. If you want to deliberately give yourself some variety you have to deal with the dismounting and single quick travel point.

    Being only able to run the core boss at certain times has got to be annoying for those who care about that sort of thing. I feel like listing all these complaints makes it sound more negative than I actually feel but I'm assuming I would sour on it more if/when I aimed to max the rep. I get the impression it's not gonna stay populated and thus it'll be harder to do so as time goes on. Anyway here's a minor complaint: I feel like they've carefully avoided this problem everywhere else in the game but there are a couple encounters that will have you attacked while loading due to area transition/quick travel and/or due to these being similarly positioned immediately after respawning at the medical droid.

    ReplyDelete
    Replies
    1. Damn I knew I should've proof-read this because I both messed up paragraph 2 sentence 2 and thought of a couple things instantly: some of these understandably don't seem to have been designed around the high population currently running them but it's still kinda funny that the respawn rate generally seems pretty quick until you get to the hot spot geothermal vents. My loot situation as someone who can only fight enemies aggroed onto other players has been weird as I got one of the new fitted armor pieces from one of my first enemies and nothing since

      Delete
    2. Oh my, I can't imagine even trying to do anything there at level 60! I've taken lower-level characters to dynamic encounters on Hoth and Ilum on occasion (for conquest and/or seasonal reasons) and you really have to be careful not to get killed - I can't imagine dealing with an entire planet like that.

      I can understand people not liking the time-gating, but that's really the only thing it does - increase the time until you can get exalted. In terms of the overall grind it makes no difference - if anything you can get to the weekly cap with minimal effort as you'll hit it after doing only a handful of encounters.

      The lack of quick travel points gets me too but I feel it's an intentional part of the design to enforce more manual moving around (and maybe run into another encounter on the way).

      Long-term population is definitely a concern, though I think they'll always be able to add extra incentives in the form of conquest or seasons objectives in the future.

      Delete

Share your opinion! Everyone is welcome, as long as things stay polite. I also read comments on older posts, so don't be shy. :)