Showing posts with label cz-198. Show all posts
Showing posts with label cz-198. Show all posts

07/10/2024

Looking for Good Views

The Best View in SWTOR contest has returned once again! I noted last year that we were at risk of running out of planets to feature, and that has indeed resulted in a rather strange selection this time around. Instead of the usual ten planets, there are only five eligible locations this year, namely:

  • Ziost
  • CZ-198
  • Section X
  • Minboosa District
  • The Black Hole

Aside from the fact that none of these are among the most picturesque of places, some of the choices struck me as a bit odd. CZ-198 and Ziost make sense as these were indeed among the last few planets/moons yet to be featured, but for some reason Darvannis was still left out. I know it's not the most exciting place to look at, but neither are most of these!

The Minboosa District is technically part of Hutta, which was featured before, but it's a new area, so including it made a certain kind of sense. What's surprising is that the Interpreter's Retreat and Kessan's Landing weren't included using the same kind logic.

Instead we got the Black Hole and Section X, which are separate maps, sure, but since they are old they were technically already included as part of Corellia and Belsavis last year. I recall that at least one of the finalists for Corellia was in fact a shot taken in the Black Hole, and my own submission for Belsavis was a shot of Section X. I guess I can simply submit the exact same image again? Just seems a little odd.

Anyway, last year I used the occasion of the contest returning as an opportunity to showcase my own submissions from the year before, but this year I'd like to talk about my observations about three of this year's locations instead.

Ziost is of course a unique planet in the sense that it has a "before" state that only exists during the storyline and which is very different from the permanent "after" state in which we get to do dailies. I had several alts with the Ziost storyline active and thought I'd be clever by taking screenshots on these otherwise impossible to access maps, but I've got to admit I liked none of them enough to submit in the end. Looking out at the skyline in front of the People's Tower certainly made me rethink the impact of Vitiate's actions that day, but the buildings honestly looked a bit basic and like the designers intentionally didn't put that much work into them, knowing that they would live in a phase only used for a single storyline where nobody would spend a lot of time marvelling at the scenery (and who would blame them).

Tall buildings on Ziost at night

Somewhat basic-looking Ziost skyline

I can see why CZ-198 was saved until the end because while it's an extremely popular daily location, it basically just consists of a landing platform and some indoor spaces. I look forward to seeing whether someone actually manages to come up with a good shot of the place, because I certainly didn't.

The Minboosa District mostly consists of a lot of swamp and pipelines (and I learned that the annoying Xuvva spawns that can see through stealth are not limited to the storyline but just always there it seems), but while scouting the area for good shot locations I was surprised to realise that there's actually a whole sub-zone that we never go to during the storyline. I didn't think it was particularly pretty so I didn't take a picture of it, but it did make me wonder what was up with that. With Broadsword's more limited resources nowadays, it seems odd to have such a large chunk of an already relatively small map not serve any purpose.

Anyway, those are my thoughts on this year's contest. It's worth noting that the devs have acknowledged that they're basically out of planets now and that they're thinking about what other topics future screenshot contests could be about, such as strongholds or outfits. I'm not sure how that would work because surely then it'd more about building a good-looking outfit/stronghold rather than about being able to take good screenshots of the world we all share? Personally I think something like flashpoints might work better, but we'll see. If you want to enter the current competition while the going is still hot, you have until the 20th of October.

25/01/2023

Daily Tour: CZ-198

Thanks to Galactic Season 3, I've been spending a lot of time on CZ-198 over the past couple of weeks. For characters without much story progress, it's the only place in Wild Space to go! Regardless of that, I'm pretty sure that CZ-198 is the most popular daily area in the game, and has been pretty much ever since patch 3.2 removed the requirement to run two flashpoints as part of the weekly. (Who else even still remembers that?!)

It's just such a small area (which is a funny thing to praise when many players - including me - are always clamouring for more planetary real estate) that it takes no time at all to clear. A guildie frequently likes to boast that it takes him less than ten minutes. I'm not that fast, but it's still pretty quick, and I definitely appreciate it as an easy source of daily commendations when I'm running low.

That said, I generally prefer variety over efficiency, meaning I'll happily run different, less efficient daily areas for a change of pace as well. Having found myself running CZ-198 in specific sixteen times over two weeks for the sake of seasons objectives is definitely a bit much. However, it's also one of the few daily areas that doesn't require any story completion before unlocking, and my alts on the other servers don't have a lot of choice in that regard yet.

Either way, all this time in Czerka Corp's contested facility has given me plenty of opportunity to refine my daily route. For example I like to get all my kolto and toxin containers done in the processing department nowadays, even though there are only two spawn points for each there. (I remember commenting on the oddness of Czerka keeping biotoxin containers in their office space many years ago.)


I try to pick up the set in the office first, and the set next to the droid containers respawns so fast that it's worth running back and forth between the two to pick them up over and over again. In-between I also take care of my five droid containers, and if some mob groups respawn during the process that's fine as I need them for the kill quest anyway. By the time I leave I'm ideally sitting on around 25 kills already, so that I then just have to make a beeline for the champion droid, killing a few more mobs on the way, and finally finishing in the waste disposal area.


In the past I used to try and get out of the processing department as quickly as possible, collecting all my kolto and toxin containers in the supply area, but I've found that I much prefer not having to go up the ramp to where the kolto containers are at all, as the mobs up there are so spread out that they are annoying to AoE. Also, because of CZ-198's popularity, the kill quest can actually be the most annoying part during busy times (even with shared tagging) because stuff is always dead, and I've found that hanging back and killing more of the groups around the droid containers as they respawn is a more reliable way of getting my kill count up at a decent pace.

What do you think of CZ-198? Do you have a special routine when it comes to tackling this daily area?

15/07/2021

The Stranger from Kubindi - Some Fun Personal Stats

As mentioned previously, I'm planning to write a three-part post-mortem about my experience with SWTOR's first Galactic Season. Let's start with some fun stats! Well, I thought they were fun anyway.

One of the nice things about keeping a diary of all the Seasons objectives I completed literally every day for three months is that it provided me with data that I could enter into a spreadsheet to find out how much some of my perceptions were backed up by reality. Did I really lose most of my GSF matches? How often did I use the re-roll function in the end? Let's find out!

First off... poor flashpoints. I got assigned the flashpoint weekly ten times out of eleven, but I only completed it twice! The other eight times I re-rolled it, while never re-rolling any of my other weeklies. You'd think I disliked flashpoints or something... I don't, but in the context of Seasons objectives I did find that weekly pretty time-consuming and inefficient.

The re-roll statistics for daily objectives are a little more varied, though they still paint a very clear picture of my preferences: The daily objective I re-rolled the most was insectoid killing, which I re-rolled 20 times throughout the Season! And yet I still ended up "having" to do it 14 times anyway. Heroics I re-rolled seven times, generic mob killing four, and dailies three. These weren't caused by any sort of strong dislike, but more based on general mood and often related to me having got a streak of the same objective several days in a row and craving some variety. GSF I only tried to re-roll once and the warzone daily never.

In general the number of re-rolls I attempted for daily objectives went up over the course of the Season; I'm guessing because my patience with repetition grew shorter. During the first two weeks I only used the re-roll function on dailies twice each, but in weeks eight and ten for example I used it no less than five times. I often regretted those later re-rolls though - the early ones were reserved for things I really didn't fancy doing, while the later ones were sometimes attempts at simply having a shot at something better... but usually it only made things worse. This is why gambling is bad, kids.

In terms of objectives I actually completed, there was a pretty good spread: Looking at my weeklies, I did GSF and warzones seven times each, and operations six times - flashpoints, as already mentioned, only twice. My most commonly completed daily objective was planetary mob killing with 31 times (note that this was always for the planets of the week - I did not see the ones for the starter planets even once). With 75 mob kills required each time (minus some bugginess), that resulted in a rampage of over 2,000 mobs cut or shot down purely for Seasons objectives!

My second most frequently completed daily objective was warzones, which I did 30 times, followed by 29 rounds of planetary dailies and 28 GSF matches completed. Thanks to the re-rolls I "only" had to do heroics 18 times and hunted down insectoids 14 times. The real outlier was the PO to complete GSI missions, which I only saw twice. I guess I could have lumped it in with the other dailies, but since it's mechanically so different that didn't seem right. I really wish that this one had come up more often, just for the sake of variety.

Anyway, what makes these numbers interesting to me was that they didn't feel this even while I was playing, probably because of how much some of them forced me out of my comfort zone. For example I do PvP all the time... not a lot of it, but quite regularly, often for Conquest, so also having a daily PO to do a warzone barely registered with me. GSF I hadn't done much in a while, but it's also something I'm quite comfortable doing at least occasionally for Conquest and such, so playing a few GSF matches a week didn't feel like a huge change either. But things like dailies and heroics are so rarely part of the way I play the game that being "forced" to do up to seven rounds of planetary dailies a week (I'm looking at you, week nine) felt pretty chore-like at times, even though realistically I didn't spend much more time on them than on the other activities.

Besides the objectives, the other two things I looked at were my PvP win-loss ratio and how much I travelled around the galaxy. Playing GSF over eleven weeks, it felt like I lost more matches than I won, and this was an accurate impression, though I guess the difference wasn't as drastic as it could have been: 14 wins vs. 19 losses. Warzones felt much better, and they were! In that mode I recorded 23 wins vs. 15 losses.

In terms of gallivanting around the galaxy, with each week being limited to objectives on a certain number of planets, I was curious whether I managed to mix it up or kept coming back to the same locations over and over. The answer is that I succeeded... kinda, I guess? The planet/area I visited the most often was CZ-198, on eight different days, due to the many "do dailies" objectives that sent me there. It's tied for first place with Balmorra, but that can be explained by the fact that the core world themed week is the only one I did three times (I only cycled through all the other weeks twice). The same reasoning applies to Alderaan, which I visited on seven different days.

Most planets I visited on around three to six different days, which seems quite reasonable. The biggest outliers were Iokath which I only visited once (though I would have liked to get an objective to go there more often), as well as Rishi and Voss. The latter I only visited that one time when I got the objective to kill Shaclaws and then decided "never again". Interestingly, Dantooine, Mek-Sha and Onderon were all eligible as locations to kill mobs at one point or another but I didn't visit either of them even once. Maybe something to consider for variety next time.

And that's it! Wasn't that interesting? Up next, we'll be looking at how this whole experience made me feel and what feedback I would give Bioware about what to change for the next Season.

05/07/2021

Shintar's Galactic Seasons Diary, Week 10

Day 1

On logging in, I found myself saddled with the flashpoint and operations weeklies, and decided to re-roll the former into warzones. One of my dailies was also to play a warzone, and the other to defeat 75 enemies in unknown or Wild Space. Since I'd just killed 150 mobs for my daily objectives the day before, I re-rolled that one as well and it turned into CZ-198 dailies.

Through the SWTOR community Discord I found out that there was some new bug with Seasons objectives not progressing, so I logged off again. They did fix that one within a couple of hours though.

When I logged back in I completed both of my daily objectives without problems, and the warzone also counted towards my weekly. I played an Ancient Hypergates on my Sage healer and somewhat to my surprise, we won pretty decisively. For the CZ dailies I got out my Operative healer again. She quested in the PvP instance, and apart from two people idling in the landing zone I didn't encounter another player of either faction during my entire round.

Day 2

On Wednesday I found that I had to jump into my ops group's progression run unexpectedly as one of the usual Wednesday healers couldn't make it, so I didn't get around to my Seasons objectives until later. They were warzones and galaxy-wide insecticide respectively, though the latter luckily re-rolled into GSF.

The GSF match was a domination that started out well but ended up being a pretty decisive loss. Looking at the scoreboard at the end, we had been hopelessly outgunned, but I didn't mind too much because I'd still had fun flying around and shooting things.

The PvP match landed my healing Sage in Quesh Huttball, and the moment we went to pick up the ball I spotted long-time PvP streamer Snave on the opposing team, presumably with one of his pre-mades. Unsurprisingly, someone called for us to just let them win and get it over with, but I got some satisfaction out of the rest of the team continuing to fight until the bitter 1-7 end. I did have some sympathy for the guy's frustration in this case though. Going up against a pre-made is rarely fun, but knowing that your loss will be broadcast to the public while someone on the other team trash-talks you makes it even more annoying.

Day 3

This was the day of the expansion livestream, which I missed due to being preoccupied with something else at the time, but I did go to watch the recording as soon as I was done and then continued to watch it on the side while knocking out my daily objectives, which were GSF and CZ-198 dailies again.

The GSF match was a domination game that was both an easy win and great fun - early on I ended up at a satellite with an enemy player who seemed to be as incompetent as me, so that we just ended up circling each other and shooting into space for what felt like several minutes. I got lucky in that my team was the first one to actually send some reinforcements, who then shot my opponent to pieces. Tough luck, bud!

For the dailies I went stealth on Imperial side again, this time on my Assassin tank. It felt like I was done in no time, seeing how I was merely going through the motions while actually focusing on the stream recording.

Day 4

I was relieved on login to find that my dailies were a straightforward warzone and galactic insecticide, which was at least an obvious re-roll and handily turned into GSF. I played the GSF match first, on my Powertech tank, and it was an oddly enjoyable deathmatch where we didn't just win but I only died once, when we were already sitting on thirty points! Mostly I was sitting safely in my gunship at the back and it felt like people were always trying to make a beeline for me but got shot down by my team mates before they could reach me, which was nice.

For PvP I queued on my squid Sorc and got an insta-pop into an arena in progress. My team was already one point behind, but for some reason we were a full team of four while the opposition was one person short. Unsurprisingly we spanked them on the next round and evened the score. They still didn't get reinforcements during round three, but changed their strategy and ended up doing a lot of damage. I was actually a bit worried when they managed to kill one of my team mates, but we still ended up winning in the end. This completed both my daily and my weekly objective.

Day 5

My dailies were GSF and mob killing in unknown or Wild Space. I decided to risk a re-roll on the latter but it just turned into insectoid killing, which I then got done by having my Sniper go on a quick rampage among the Killiks just outside Rhu Caenus spaceport on Alderaan.

The GSF match I played on my Juggernaut tank for a change and while it was a good match and a win, it was also a reminder of why I try not to spread my GSF activity around too many alts... it's just way too much of a hassle to set up ships, components and so on for every new character.

Day 6

The day before, I'd seen a guildie complete the Iokath dailies PO and thought, "Hey, I'd quite like to get that one some time this week!" so I tried making sure to log into a level 75 character first, but I got warzones and CZ-198 daily missions as my objectives. I risked a re-roll on the dailies and it turned into insectoid killing again. Sigh. That meant another round of Killik killing for the Sniper.

For the warzone objective I queued up with my lowbie Merc and she got into a Mandalorian Battle Ring arena. Since the last patch, the sub-75 queue has been been split into lowbie and midbie again - initially we weren't sure whether this was intentional or an accident, but it was later confirmed on the forums that it was intended and they just forgot to include it in the patch notes. Since then I've been getting a lot more arenas again... anyway, this one was a solid win as I had two dpsers on my team that did absolute monster damage. I then played a second match, which also popped as an arena, just to complete the character's Conquest, though that one was a loss. Funnily enough, everybody on my team gave me their MVP votes regardless, which surprised me.

Day 7

I once again completed my second weekly objective on the last day of the SWTOR week, by doing a Gods from the Machine story mode run with my guildies. As if the game had read my mind about the previous day, my daily POs were Iokath dailies (yay) and CZ-198 again. I hadn't realised that you only need to do three (!) Iokath dailies for that objective, which is less than a third of the weekly mission, as opposed to four or five missions for most other daily quest-based objectives. They really want to sweeten people on Iokath I guess.

CZ I visited on my Sniper, not too fussed about skipping unnecessary trash kills, but it was so busy that I actually struggled to find anything to kill - I was barely halfway done with the mob killing daily by the time I'd finished all the other missions in the area.

Week 10 thoughts:

With the second full five-week cycle complete, I'm sitting on 734 Seasons points, which means that I just need 66 more to reach 800 next week, and then it'll be retrospective time! I'm currently thinking that I could get up to three different analysis posts out of this: one about how I played this Season (which objectives I did how often etc.), one with feedback about what I think could be improved in Season two, and one featuring tips and tricks I've learned from chatting about Seasons with other players. Stay tuned for that!

01/06/2021

Shintar's Galactic Seasons Diary, Week 5

Day 1:

For the first time since the start of the Season, neither of my weeklies involved PvP, as they were for flashpoints and operations. Ops were good again as I was planning to run Gods from the Machine with the guild on Friday, and as for the flashpoints... well, looking at the flashpoint list for the week I decided that I was going to do it this time, also because it was the fifth time in a row that I got the flashpoint weekly and I'd never actually done it. Yes, re-rolling it to GSF or warzones would have been more convenient for sure as I was bound to do those things for dailiy POs anyway, but I was craving some variety.

However, dailies first. One of them was to kill 75 enemies in unknown or wild space, meaning Ilum, CZ-198 or Iokath. I decided to go for kills on Ilum via a character that was on the Ilum storyline anyway, and was surprised to find that I only had one, my dps Sage. I seem to remember that there was a time when loads of my alts had yet to do Ilum... I guess I burned through them all back when Conquest actually required some work and questing on Ilum was a frequently reoccurring objective.

The other daily was a warzone again, which I played on my lowbie Merc. I was glad to see some map variety once again, as I got put into Yavin Ruins for the first time in ages. My team won - somewhat to my surprise, considering that they were not very responsive to my calls for help and multiple people were off to skirmish at the third turret when we already owned two, but I guess we just overpowered the enemy so much that it didn't matter.

For the flashpoints I decided to pick characters that had story missions tied to one of the flashpoints from the selection, so I started by queueing my original Sorc for Legacy of the Rakata. I got into a group with two stealthers, which allowed us to skip a few extra pulls, but nobody was obnoxious if we did end up pulling something after all. The other non-stealther, a bounty hunter, got stuck in the terrain at one point and I had to rescue him, but other than that it was a pretty nice and smooth run. I ended up involuntarily tanking the last boss and rotating through the kolto stations to keep myself alive, as we were a full dps team.

I then decided to go on another run, this time to Directive 7 on my DvL Commando. I did have slight regrets when I was reminded of all the annoying skips that many pugs insist on in this flashpoint as I got myself stuck inside a wall while running along one of the pipes. After I'd untangled myself with /stuck, I went and just killed the lone weak mob that we had so painstakingly avoided.

On Bulwark I ended up tanking once again, and actually died - much to my embarrassment - as I was surprised by how much damage I took and didn't click on a kolto station quickly enough. I felt a little sheepish for about a minute, but then the rest of the group actually wiped (!). After that, the rest of the run went okay, and the only other noteworthy thing that happened was that we tried to skip the boss with the two turrets near the end but someone aggroed him anyway, which made our main skipper quite annoyed, based on their "wtf" and "omg" comments in party chat.

After that I decided to leave the third flashpoint for another day. It felt strange to realise that I hadn't actually done a veteran mode flashpoint in many months and how everything felt slightly unfamiliar.

Day 2:

I logged on quite late in the evening, hoping for something quick, so when I saw the insectoid killing objective, I immediately re-rolled it and got CZ-198 dailies instead. The other PO was a warzone, which was fine.

I played another PvP match on my lowbie Merc and got into a Huttball, which my team won 6-0. Our opponents were dead set on killing, with me being a favoured target due to my low-ish level, but I can't say I'm upset about being killed if it leaves my team unimpeded to win more easily!

For the dailies I picked up my DvL Assassin, wanting to minimise mob killing since that wasn't part of the objective. Despite the late hour, there was a veritable crowd in the CZ-198 landing zone when I arrived, so I immediately switched to the PvP instance. I was surprised to see two people by the shuttle there as well, but once I went into the actual quest area I didn't see another soul during my entire round, which was pretty much what I had hoped for.

Day 3:

Another late night, I logged on to find more CZ-198 dailies and insectoid killing. I re-rolled the insects again and got generic mob killing instead... perfect combo, yes!

This time I took my Sniper to do the dailies and stayed in the PvE instance, since I suck at PvPing as Sniper. It was busy despite the late hour, but there were still enough mobs to go around. Only the champion droid for the heroic took some time to secure a tag on. Finishing the quests and my kills ended up lining up quite nicely.

Day 4:

This time I logged on earlier in the evening to get my daily objectives done before ops time. I had to do a GSF match, which popped almost instantly, and the match ended up being pretty close but ultimately a loss, sadly. The most interesting thing about it was the guy on my team who kept trying to give pretty detailed instructions, like "They have three slicer ships, get the slicers!" and I was just kind of baffled that he apparently expected the rest of us to actually know and understand what he was asking of us.

I also got CZ-198 dailies for the third day in row and briefly considered re-rolling them but then was like "nah". They are after all really fast and easy. This time I went on my Operative on Imp side and again switched to the PvP instance the moment I arrived and saw how busy it was. Unfortunately there were other Imps in the PvP instance as well... but I had the sense to not try to fight them over the droid crates (where I encountered them) but instead move on to the next area and complete the quests there first, including the heroic. That worked out well as the other floor was pretty quiet and by the time the others arrived, I was ready to go back and quickly finish off the crate quest.

Story mode Gods from the Machine with the guild was smooth and fairly unremarkable. In conversation I came up with the idea of maybe creating a YouTube video called "The Gods from the Machine story explained", which would then just be me saying: "Don't worry, it's not just you; it simply doesn't make any sense."

Finally I decided to finish off the evening by doing my last flashpoint for the other weekly. I decided to go for Czerka Corporate Labs on my DvL Juggernaut. I was actually kind of slow to notice that the Czerka flashpoints were on the list too; to be honest if I'd seen that earlier I probably would have done Core Meltdown instead of D7, but oh well. You live and learn. This run was super fast and smooth, with people who clearly all knew what they were doing. On our way to the second boss someone even said "remember not to pull the second boss until everyone's in the room" - that right there is a sign of someone who's pugged that place a lot. At the end someone commented that we had been so fast, it had probably been even more efficient than a Hammer Station run. Damning praise, but I'll take it!

Day 5:

Got generic mob killing and insecticide as my objectives again. Re-rolled the insects and ended up with CZ-198 dailies for the fourth day in a row. Could be worse I guess... (I said that last bit out loud, to which Mr Commando replied from across the table: "Yes, you could be doing this instead!" He was doing an archaeology quest in WoW.)

I hopped onto CZ and into the PvP instance on my dps Powertech, and actually encountered an enemy player for the first time! They were fighting the champion droid when I saw them and I briefly thought about attacking but then decided not to and disappeared around a corner instead. A couple minutes later I went for the droid myself, and as soon as I was done, what I suspect was the same person suddenly attacked me instead and killed me (I was in combat, not expecting it, and am not that great at death match PvP anyway). I suppose it was a small mercy that they at least waited until I was done with the droid too or just didn't see me any earlier. As it was, that death was barely a bump in the road and I quickly resumed my questing, to finish both the weekly mission and my two objectives a few minutes later.

Day 6:

Generic mob killing and insectoids AGAIN. I re-rolled the latter and got CZ-198 AGAIN. My guildies were complaining about GSF and Iokath dailies - how I wished I could have gotten some of those instead! Still, not the worst thing on the world, so I went to that little moon yet again, this time on the Sorc on which I had done Legacy of the Rakata on day one, since she still needed some Conquest points.

Once again I opted for the PvP instance, though it was surprisingly busy, at least with other Imps. I didn't see another Republic character until I spotted a guildie on one of their Republic alts, so I jumped him and killed him (admittedly with another random Imp joining in). We were both on voice chat so I also teased him about it there. However, he managed to revive quickly and then killed me in return, so fair play. We had a good laugh about it.

Day 7:

Generic mob killing again, but at least this time it was paired with doing a warzone. I decided to return to Ilum with my dps Sage and continued the storyline some more. As much fun as it is to give Lord Loyat a dressing-down, it did occur to me that I might have done that particular storyline a bit too many times (especially compared to other planetary arcs).

The warzone was once again done by my lowbie Merc - can I still say lowbie now that she's level 40? - and I got into an arena. I got a little excited to see that I wasn't the lowest level in the match when I noticed that there was also a level 18 Vanguard on my team. However, when I tried to seize up the opposition, I noticed that the only person whose level I could see was a level 60+ Sage... the other three were all stealth dps. I'm sure I don't need to elaborate on how that went, but at least it got the objective done quickly.

Week 5 thoughts:

We've now completed the last of the five weeks that were posted on Bioware's blog about Seasons - which means that after the reset we'll be back to week one and its focus on core worlds. Hopefully the worst bugs will be fixed by now, and if you ever found yourself annoyed in previous weeks by having made bad re-roll decisions based on that week's objectives, you'll get another chance at those.

I've definitely fallen into a routine of doing the warzone and PvP objectives every day, ops for the weekly if I get it, and always re-rolling insectoid killing. Dailies, heroics and generic mob killing are usually fine for me too but get tiresome if they repeat too many days in a row - then again, I've had to learn from experience that re-rolling them risks making things even worse.

I really wish there was a daily objective for flashpoints of some kind - it could be any difficulty to satisfy both soloers and socialisers - just to mix things up a bit I guess.

08/12/2018

Back In My Day: Dailies

"Back In My Day" is an irregular series in which I take one aspect of Star Wars: The Old Republic and look at how it has evolved over time. This particular installment was inspired by me doing a lot of questing on Ilum recently, which got me thinking about how many of the quests there used to be daily repeatable but aren't anymore.

Launch - The Dailies That Weren't Really

At launch, it was very obvious that SWTOR hadn't originally been conceived as a game with daily quests as an endgame activity in mind - until someone at the Bioware offices had a sudden panic attack three weeks before launch or something, and in order to shoehorn the daily concept into the game somehow, they took two quest chains that had been designed to be done at or near the level cap, the Ilum storyline and the Belsavis bonus series, and turned all the missions that weren't part of the main quest chain into daily repeatables that handed out endgame rewards. (I remember some of them gave out purple item modifications, but I seem to remember that this wasn't the case for all of them.)

This went about as well as you would expect. In a post from February 2012 describing my first impressions of the Belsavis dailies, I hilariously noted that I didn't even know where to go and where to start, as there was no "daily hub" or anything, and the daily missions were utterly indistinguishable from regular one-time quests.

Story-wise, a lot of them made no sense either. Now, daily tasks in an MMO require a certain suspension of disbelief most of the time, but there are still ways to make them more credible vs. blatantly hitting the player over the head with how little sense it makes to repeat certain things. My favourite example of this was always the Republic quest on Ilum that had a little astromech droid desperately seeking help and supplies for his owner, a recently crashed fighter pilot... who apparently crashed every day? We used to joke that the guy was really just a hermit who happened to live in a ship wreck and we were basically his daily supply run.

Mechanically, things were pretty bad as well. People were complaining about others not space-barring through the daily quest givers' dialogue quickly enough long before anyone got tired of the cut scenes in flashpoints, but at the same time they didn't just want to have the mission shared with them because they did want to go through the cut scene to farm social points and/or companion affection.

The area also didn't really seem to be designed to have a large number of people questing in it at the same time. Most infamously I remember the quest on Republic side to kill Rattataki leaders, of which you needed three for the quest, and there were only about five in the area, with half of them habitually bugged out and unkillable. Sometimes I'd just sit down and wait for the same guy to respawn three times.


Now, all of this may sound horrible, but it wasn't really that bad. It wasn't well designed for its purpose, but at least for me it also managed to stay below the threshold of actually becoming tedious and annoying. The fact that the Belsavis bonus series included no less than three heroics encouraged people to group up for the whole chain of dailies, and the end result felt kind of awkward but also fun. The payout was also high enough that you never really felt like you actually had to do the whole thing on a daily basis to stay afloat.

1.2 - Into the Black Hole

Patch 1.2 introduced the game's first "proper" daily area, the Black Hole on Corellia. It was a bit of a pain to get to as you had to go through no less than three loading screens to travel there, but it was much more streamlined for its purpose. There was an introductory quest with dialogue on the fleet, but then the actual dailies could just be picked up from a terminal all at once and were neatly clustered around the area.

Bioware decided to keep encouraging people to group up by also adding a heroic mission, as well as a weekly meta quest that required you to complete each mission, including the heroic, exactly once. I noted at the time that the concept of the weekly was very much in line with SWTOR's very casual-friendly approach, in that the best rewards only required you to visit the area once a week. It was also very much worth doing as the weekly also offered a new type of currency called Black Hole commendations, which could be used to buy new and more powerful gear from vendors on the fleet.

1.5 - Experiments in Section X

Section X iterated on the Black Hole and mostly tried to improve it. 1.5 was also the patch that included the free-to-play conversion though, which led to the weird experiment of making the new zone into paid content that you could unlock by subscribing or via a special access pass (which was eventually dropped).

I can't even remember what sort of rewards the missions gave at launch, but they were most assuredly overshadowed by the introduction of the reputation system, which also made Section X the first daily area with a reputation attached and gave players an incentive to increase their standing with the faction just to get access to things like cosmetic armour shells and pets.

The area was also spiced up by featuring the start to the quest chain to acquire HK-51 and having the world boss Dreadtooth path around the area. People with an interest in world PvP were delighted to actually run into the other faction on occasion now - one thing that had been a bit odd about the Black Hole was that even though technically Republic and Imperial players were playing on the same map, their quests were on entirely separate halves of it and they never even crossed paths. In Section X the two factions still had their own separate missions, like in the Black Hole, but they took place in roughly the same area, and the heroic mission for the weekly was even located in the same instance.


The heroic mission in Section X was the one somewhat controversial thing about the area, as it required exactly four people for successful completion - you couldn't substitute someone with a companion as there were several sections where people needed to click on things in sync to bypass some force fields. This was a bit of a nuisance, and was later on removed without much fanfare, though the quest's [Heroic 4] tag wasn't changed. Personally I only found out that I was suddenly able to solo it pretty much by accident.

1.7 - The Gree Revive Ilum

Patch 1.7 introduced the Gree event, the first world event that was designed from the ground up to be repeated, and which re-purposed the previously abandoned Western Ice Shelf on Ilum where the big open world PvP debacle from launch had taken place. While it also featured one instanced and two open world bosses, the main focus was once again on daily missions with which you could earn reputation to unlock some nice goodies from the local vendors.

The biggest controversy here was Bioware's attempt to use dailies more openly to encourage people to engage in world PvP within a small separate area down south, which would not allow you to be in a group larger than four, dismissed companions, and flagged you(r group) for free-for-all PvP. Personally I thought this was quite fun and novel, but some people got very hung up on the mere existence of two daily quests that required you to flag for PvP, despite of their rewards being minimal compared to the regular dailies.

2.0 - Makeb and Galactic Solutions Industries

2.0 was not a very successful addition to the game in terms of daily quest endgame. There were daily quests to do on Makeb, but they were part of the super awkward Makeb Staged Weekly and required you to limit yourself to one mission at a time, which had you travelling all over the damn place and wade through dozens of mobs just to achieve a single objective. Myself and most people I knew did it once or twice and then decided to go back to the old daily zones because they were much more fun.


Rise of the Hutt Cartel also introduced Galactic Solutions Industries as a faction, which asked us to make use of our new Seeker Droids and Macrobinoculars which we had acquired through one of 2.0's side mission arcs. Like the Makeb dailies these were very spread out, across different planets even, though at least the fact that many of them were on lower level planets allowed you to travel largely unimpeded, and quite a few of them didn't even require any combat at all. Unsurprisingly, these weren't a huge hit with people either, though there does seem to be a niche audience for them that appreciates the slower and more relaxed gameplay that they offer.

2.3 - CZ-198 & Bounty Contract Week

CZ-198 was the first daily hub to be introduced post 2.0 and went back to the classic model of having a small area shared between the two factions in which you could just "do the rounds" for some credits, and it quickly became popular because it was very quick and easy to do and therefore a very efficient way to make some money. It was also the first permanent daily area that didn't really differentiate much between the factions, as they both got the same quests. (I'm not counting that Republic players collect kolto and destroy toxin while the Empire does the opposite. It's still "click on these containers five times".)

What was really odd about CZ-198's weekly mission though was that it required you to run both of the local flashpoints in addition to doing all the dailies... which was a bit awkward to be honest. It's probably the reason I got the achievements for running these on story mode twenty-five times more quickly than for any other flashpoints, and I remember trying to always have the CZ weekly in my log before running a random just in case one of the Czerka flashpoints would pop up. This odd system was eventually patched out in 3.2, when the requirement to run the two flashpoints was replaced with a single heroic mission to kill a big droid.

2.3 was also the patch that introduced the second recurring world event, Bounty Contract Week. This followed more in the steps of the Makeb Staged Weekly, by making you choose a single daily quest that you then saw through to form a kind of storyline. It was a little weird, but still made a lot more sense than the stuff on Makeb.

2.4 - Oricon

Oricon always felt to me like it was made by the same team that created CZ-198, only with small improvements: again we were in a small area shared by both factions, both doing the same quests. Even though the change to the CZ weekly to not require flashpoint running anymore didn't come until much later, it seemed like Bioware already felt a bit awkward about that particular design decision, so the Oricon weekly featured a daily in a heroic area instead. It was brutal and I loved it - to this day it remains at least moderately challenging despite of how much heroics have been toned down in general.

What was different was that there were bonus missions for those who had unlocked their Seeker Droids and Macrobinoculars - CZ-198 had only featured a one-time quest for a pet, but the bonuses on Oricon were attached to dailies and therefore repeatable.

More importantly though, there was a much bigger attempt to tie the whole area into a story. On CZ-198, there was an introductory quest that asked you to run the flashpoints, and the flashpoints were part of the weekly, but the dailies were just kind of... there. Oricon took a different approach, by unlocking the daily quests one at a time and tying them into a quest chain narrative that you had to complete once before the missions unlocked as daily repeatable from the nearest terminal. (As an aside, the story was also refreshingly different for the two factions despite of running along the same general lines.) The story quest then cumulated in you being sent to do the two Dread operations, something that generated some resentment among solo players, but that's really another story as it had no impact on your ability to do the dailies.


2.5.2a - Return of the Rakghouls

(Fun fact, I couldn't actually find any patch notes about this... I only know that the event came with this patch thanks to my blog posts about it.) The third big repeatable world event, the Rakghoul Resurgence that would come to rotate between three different planets, took a fairly conservative approach and basically mirrored the basic setup of the Gree event, with a small enclosed daily area, an instanced operations boss and a couple of open world bosses. They just dropped the PvP area and replaced it with another heroic area instead.

What was somewhat revolutionary at the time was that the event was trying to be level-agnostic - the mobs in the tunnels were mostly very low level and would only spawn reinforcements of your character's level once you got aggro, allowing players of (nearly) all levels to join in the fun. The operations boss The Eyeless was also the first boss that featured PvE bolster, boosting lowbies to a high enough level that enabled them to participate. It's kind of ironic that this whole event appears to have been overlooked when they introduced the galaxy-wide level sync in 4.0, which now makes it feel kind of outdated and causes lowbies to get left out of parts of it due to some of the system's limitations.

3.0 - Soloing on Rishi & Yavin IV

Shadow of Revan's two new planets were a funny bunch in terms of dailies. Rishi featured several missions that were daily repeatable, and some of them even had achievements attached to repeating them often enough, but they were scattered all across the area and had no coherent theme or reward structure to them.

Yavin IV was the "real" new daily area of the expansion but required you to complete the storyline first. There was the whole thing with giving you the choice of either doing dailies or doing the Temple of Sacrifice operation to complete the storyline, which was honestly just kind of awkward. The dailies themselves, once unlocked, were decent enough fun and proved very popular. I ranted at the time though that I thought they were actually kind of over-incentivised, with the hugely powerful companion gear that was rewarded by the weekly making you feel like you kind of had to do them to kit out your companions (this was back when their gear affected their power level). What's also noteworthy is that while there was a weekly quest to kill the walker world boss on Yavin, this was completely separate from the regular weekly mission for the daily quests, which could be done solo in its entirety and was therefore the first of its kind to not feature any kind of grouping component.

3.2 - Pointlessness on Ziost

After the fun of Yavin, the dailies on Ziost felt like a bit of a step back. Requiring the completion of both the basic Shadow of Revan story as well as of the Rise of the Emperor patch, they presented the as of then largest number of hurdles to overcome in order to gain access to a new daily area. It wasn't exactly a prohibitive amount of effort or anything, but compared to the ease with which any alt could jump into any of the pre-3.0 daily areas it felt like a lot.

Mechanically it was interesting in that all the dailies were non-combat missions, enforced by the circumstances of the story... but the big problem was that there was basically zero incentive to come back. Where Yavin felt like it was almost showering you with too many rewards, Ziost had nothing, neither a reputation to work on nor anything interesting to buy with the currency the quests rewarded. I expect the value of all rewards to deprecate over time, but I distinctly remember Ziost being the one planet where I did one round of the missions on the day of release, looked at the local vendor, and realised that he didn't have anything of interest to offer even on day one, which was kind of disappointing. My impression is that I wasn't alone in this and that Ziost has remained comparatively unpopular with the masses for this reason... though again, some players did appreciate the novelty of the combat-less mission design.


4.0 - Goodbye To All The Quests I've Loved Before

Knights of the Fallen Empire brought with it a new focus on solo story, and new dailies were not really a part of Bioware's plan because they were considered too MMO-like I guess. Since the devs were busy retuning a lot of content anyway though, they decided to make most of the old heroics soloable while also attaching Alliance endgame rewards to them, which basically means that they morphed from being open-world group content for levelling players into just another set of endlessly repeatable dailies. I hated that, but based on the responses I got to the linked post a lot of people felt the opposite way.

As part of this great, galaxy-wide tidy-up, the former dailies on Belsavis and Ilum were also turned back into the regular quest chains they had clearly been meant to be from the beginning, so you did them once and that was it. I didn't even notice this for a long time, but as with all things, there were people who were unhappy about the change because they had actually still been doing those old dailies, mostly as a way to farm companion affection.

5.2 - Icky Iokath

Nearly two years after Ziost, Bioware brought us our first new daily area in ages in the form of Iokath. While everyone was quite excited about getting a new planet to explore, what we eventually got felt a lot less iterative than the previous daily areas, and more like they struggled to remember how to design this kind of content after a long time away from it. It felt as if they picked a bunch of features from the old areas, mixed in a couple of new ideas, and simply hoped that the end result would be fun. Unfortunately the different parts didn't gel too well and in the end it was more of a slightly awkward mishmash.

There is an initial storyline like on Oricon, and a couple of the quests you complete in it do return as dailies, but most of the repeatable missions are actually quite different. The quests are more or less the same for both factions and take place in a shared area, though it's larger than most daily areas. Travelling around the zone is also very convoluted, making questing on Iokath very time-consuming.

One of the new features was the concept of different daily missions rotating on the terminal from one day to the next, and the player being expected to do more than one day of them to complete the associated weekly quest. There were also several vehicle quests, which were very badly tuned in terms of cost vs. reward at launch, and while Bioware fixed this later, the bad first impression tarnished many players' impression of the planet forever. The vehicles were also meant to encourage PvP, but the combination of the initial high cost to buy them as well as the awkward geography not really encouraging people to meet up made that fall flat on its face as well.

Nearly three years after the last bunch of daily quests that also featured group content, Bioware also decided to include a single world boss on Iokath, the Colossal, and to make a daily quest for him... but since it wasn't required for the weekly and wasn't even marked as a group quest, most people picked it up once, went "mm, nope" once they saw what they were up against (or maybe did it once just for the achievement) and that was that. It's not like the boss drops anything either.


Looking Back And Looking Forward

Looking back at this history of SWTOR's daily quests / areas, I see several different developments over time. Aside from launch and it's "improvised" dailies, the Black Hole's precedent of the terminal with both dailies and a weekly quest was something that quickly became the norm and that has persisted to this day, but other aspects of the system have been more fluid.

First off, there was a lot of experimentation with story. The first daily areas just offered a voiced introduction and then tried to engage you by giving you different things to do on each faction. On Makeb and with Bounty Contract Week they seemed to try to create a sort of daily repeatable miniature story, with very mixed results. The Oricon approach of weaving the dailies into a one-time story was the most attractive way of going about things in my eyes. More recently they have gated largely separate dailies behind doing a longer, one-time story quest, which I haven't been quite as fond of.

There was also a gradual abandonment of group content. The early weeklies up to Oricon all had some sort of group component to them (even if CZ-198's flashpoint running requirement was eventually abandoned as a failed experiment), but with Shadow of Revan that all went out the window. The Colossal on Iokath felt like a hesitant breadcrumb thrown at players who liked to group up, but it wasn't handled very well in my opinion.

Finally, there is an interesting undercurrent of wanting to incentivise world PvP every now and then, most notably with the dedicated PvP area on Ilum but also with the Iokath vehicles, yet people never seem to have taken to it very well. From my experience the best thing to do still seems to be to simply force both factions into a small space and then let them sort themselves out. I've had some enjoyable world PvP both on Oricon and in the Rakghoul tunnels.


In a few days we'll all get to see the game's newest daily area on Ossus. I've mostly avoided spoilers about it, though I hear that there are supposed to be some new heroics, which is something that I at least would definitely appreciate. As far as story integration and world PvP goes, we'll just have to see!

01/08/2015

When did that happen? (Czerka)

I've said before that I'm not a huge fan of dailies. I'm happy enough to do them occasionally if they benefit me in some way, but I don't really do them just to pass the time, nor do I like it if a game makes them feel mandatory.

Nonetheless the Czerka weekly was one mission that I often picked up on alts before doing a random flashpoint, because it was the one weekly quest associated with dailies that also required two flashpoint runs, and there was always a chance that my random flashpoint might end up being one of the required ones, which would then allow me to kill two birds with one stone if I did the dailies as well. I didn't want that opportunity to go to waste. It was therefore with some surprise that I noticed yesterday, when I logged on one of said alts with the Czerka weekly in her log, that it had been changed to not require runs of Czerka Corporate Labs and Czerka Core Meltdown anymore.

Instead, both were replaced by a single new [Heroic 2+] quest to kill a newly placed champion droid. I went to check it out and found that at level sixty I could solo said droid with ease. I reckon that it should be possible for lower levels as well, though class and gear will probably matter somewhat in that case.


I also tried to find out when this change actually happened and Reddit quickly educated me that it was apparently made with 3.2: "[WEEKLY] Czerka Dissolution and [WEEKLY] Czerka Takeover no longer require completion of the two Czerka flashpoints. Instead, a new daily Heroic 2+ mission has been added to the mission terminal on CZ-198."

I wonder what Bioware's thought process behind this change was. My own guess would be time. When CZ-198 first came out, I actually applauded the step to connect the "group" portion of the weekly to flashpoints instead of heroic quests, as you have reasons to run those other than their connection to dailies, which introduced a new dynamic to getting the weekly done. Plus with the group finder it's always been easier to find a group for a flashpoint than for a heroic quest (as its functionality for finding heroic groups remains woefully inadequate to this day).

However, looking at it now, the end result was obviously that doing the Czerka weekly took quite a bit more time than any of the other planetary weekly quests. Even assuming instant pops and a good group, running through both Czerka Corporate Labs and Core Meltdown would probably take you at least thirty minutes, if not longer. For comparison, most heroic quests associated with weeklies can be done in about five to ten minutes these days. I wouldn't be surprised if this put people off doing the Czerka weekly, even if they did the regular dailies. So I suppose in the interest of keeping things equal this change makes sense.

Did you know about this change?

15/03/2014

Macrobinoculars and Seeker Droids - Where Should They Go?

First off, I have to say that Macrobinoculars and Seeker Droids are annoyingly long words with no real synonyms, so it's quite hard to come up with a good title for a post about them that is informative without sounding too clunky. I'm not sure I succeeded in this case.

Either way... while thinking about what I liked about Rise of the Hutt Cartel and which features that came with it I'd like to see return in the next story expansion, Macrobinoculars, Seeker Droids and everything associated with them gave me reason to pause. Basically, I previously rated them as pretty nice additions to the game, and I had a ridiculous amount of fun with the heroics that finish off the Shroud and Dread Seed quest lines, at least the first time I did them.

But looking at them now, I feel that they are in a kind of awkward place, and I'm not even sure what I'd want Bioware to do about it.


Basically, when 2.0 came out, both Macrobinoculars and Seeker Droids were pretty self-contained pieces of gameplay. You did the associated quest chains because you wanted to see the story and to unlock the GSI dailies, but if you didn't care about those particular pieces of content, you could take them or leave them. While I seem to recall some non-GSI dailies on Makeb using Macrobinocular-like mechanics, they didn't actually require you to have started the Shroud quest chain, as you were issued a mission item which basically did the same thing as the binocs just for the duration of the quest.

But with the release of CZ-198, something interesting happened. In Czerka Corporate Labs, during the first bit where you need to gather some key cards, you can whip out your binocs to immediately spot in which cubicle each card is hidden. I rarely see anyone bother with it since it barely saves you more than a couple of seconds compared to just checking each desk the "hard" way, but it was an interesting touch to add that. In the daily area, Bioware also hid a "secret" quest chain that required you to use your Macrobinoculars to even activate it and which rewards you with a pet if you complete it. On Oricon, this was taken a step further in that several of the dailies have bonus missions which can only be done if you've got Macrobinoculars and a Seeker Droid on that character.

Now, part of me thinks that's very cool. It shows that Bioware didn't introduce these things as new features with Rise of the Hutt Cartel just to immediately forget about them again - something that is sadly pretty common in MMOs - and that they are trying to integrate them more closely into "regular" gameplay.

The only problem I have in this case... is that I'm not sure I want these things to be part of my regular gameplay. You only really need to do the introductory quests for both the Shroud and the Dread Seed story to unlock the binocs and Seeker Droids for use in other areas, but then you've got two unfinished quest chains sitting in your log. I don't know about you, but personally I hate that. I don't have to do everything on every character, but if I'm going to skip something, then I'm going to skip it entirely. I hate starting something and then abandoning it halfway through. So once I've picked up the Macrobinocular and Seeker Droid quest chains, I'll want to finish them... but they are really long! And at least one of them has a "must have exactly four people for this" heroic at the end, which is a royal pain to get a group for! Basically, they are the types of quests that are great to do once or twice but get incredibly tedious if you repeat them on several characters. Yet the more random content Bioware adds which requires you to have picked up these chains, the more the pressure increases for you to indeed pick them up on all your alts, even if they are annoying to do. It's a bit of a "damned if you do, damned if you don't" situation in my eyes.

The sad thing is, I really have no idea what could be done to improve this situation. Just not adding any more content for these features, ever, would be a bit sad. Yet at the same time I feel that they have a pretty annoying "attunement" for something that you might be expected to have on all of your alts, especially since you can't get started until what, level fifty? Fifty-three? In some ways I can't help but think that these chains would actually make for pretty good levelling content, what with all the travel across levelling planets, but unfortunately the fact that there are pretty explicit references to Makeb and the Dread Masters in the story means that Bioware can't just lower the required level for the quests without muddling up the timeline.

I suppose part of what it comes down to is how fun you consider using your Macrobinoculars and Seeker Droid. If they offer compelling gameplay, then of course there should be more of it, and having to do a lengthy quest chain to fully unlock both features should be no trouble at all. Personally I'm afraid I don't really enjoy them that much though. I stand by what I said about them being neat little mini-games, but... well. I loved using the binocs during the story quest line, to explore my environment and find solutions to overcome the obstacles in my way, but that kind of exploration only really works once. Scanning the same stuff over and over again for the dailies hasn't felt very compelling to me personally.


And Seeker Droids? I'm a little ashamed to say that to this day, I don't really "get" them. I mean, I get the principle behind how they work, but I remain ignorant of the details. For example, when the little circle pops up to show me which direction I should go to dig more, is that from where my character is standing or from where I put down the droid? I often feel like I'm "following" the trail correctly but somehow I just end up going in circles without finding anything, or I suddenly find myself in an area where the guiding circle just goes red (even though a moment ago it told me to go just this way, I swear). I don't really know many people that bother with the random dig sites, though my dear friend Mogle baffled me the other day by casually mentioning that, while using his Seeker Droid to dig up the full Dread Seed armour set, he had accumulated something like 24 bracers and 37 belts. My mind boggles at the mere idea of how much time he must have spent digging, but clearly there is a part of the player base that does enjoy this kind of thing.

What's your attitude towards these features, nearly a year later?

10/10/2013

Czerka Health and Safety

Doing dailies at unusual times can lead to interesting discoveries. The other night I was roaming around CZ-198 late at night, as I was suffering from a cold and found myself unable to sleep. Since it was a lot quieter than it usually is when I go there, I was surprised to find quest item spawns in places where I generally don't see them because they are always gone... such as this biotoxin container in the middle of the office area. Never mind the big hazard warning sign next to the door to the next room...


Now, Czerka isn't generally known for being the most caring company when it comes to its employees (just refer to the main quest line on Tatooine for Republic players), but that still struck me as funny. You've got to feel sorry for the poor employee that used to work at that station. Can't you just imagine it? "Who dumped the biotoxin next to my desk again? I thought we went over this during the last health and safety meeting..."

06/08/2013

Some Quick 2.3 Impressions

While we got the biggest PvE patch in a while today, I didn't get as much time to play as I would have liked so I haven't had a chance to have a thorough look at everything yet. Here are some first impressions though:

- The first thing I thought upon logging in was that the graphics seemed sharper somehow and the colours brighter. I kept noticing little details about the environment that I'd previously overlooked. Then I read the patch notes and got official confirmation that they did indeed upgrade the graphics a notch. All I can say is: it shows, and it looks good.

- The first thing I did was fly to Hoth and buy a tauntaun mount. Whee! I was a bit worried that they'd cost Cartel Coins or something, but they can actually be bought for credits. At two million a pop they still don't come in cheap, though it's nice that there's a version for subscribers that costs half a million less. The actual buying process was a bit confusing to me at first because you can't just buy the tauntaun right away, you have to buy some tokens first which you then trade for the mount. The reason for this is that apparently there is an alternative way of gaining these same tokens by feeding tauntauns out in the wild or something. Usually I'd be all over playing instead of paying, but the first thing I saw upon arriving on Hoth was people moaning in general chat about how bad the success rate of this method was, and to be honest I wanted my tauntaun now, so I was happy to just hand over the cash instead.


- I also picked up my new Ewok companion. She's kind of funny, but I have to admit I was a bit disappointed that there isn't more of a story to how you get her. Hiring a random mercenary for your crew just seems a bit... odd for most classes. I haven't actually used her yet either, as she only comes with level ten gear and I need to buy her some bits that are actually useful at my level. I do think it's kind of neat that Bioware added this whole bazaar area for Cartel Market related stuff (which is where you have to go to get Treek). Better than having it encroach on other areas of the fleet in my opinion.

- I haven't tried the new flashpoints yet, but I did have a look at the daily area. I think it's a neat idea that instead of adding a heroic quest for the weekly, they included the new flashpoints in it. That just goes well together and might actually encourage me to do dailies more often (since I'm more likely to get the flashpoints done first, and then I'd be like "hmm, might as well knock out that handful of dailies..."). Actually getting any quests done was a bit of a pain since the area was crazy busy, but respawn times weren't too bad. I loved the mission where you get attacked by giant tentacles.

- On the PvP front, I only got into one Civil War match, where someone immediately asked whether it played very differently with the change to the side speeders, to which the reply was: "yep... if you are defending [you] need to fight in all the bad middle of nowhere spots... it's odd". I didn't feel like I really got to experience that, but it was notable that the side turrets changed hands more than once and we actually won even though our opponents were pounding us quite badly. I'm guessing that with the old system we wouldn't have been able to get either of the side turrets back with that much opposition. I'll have to play some more games to see how different it really feels.