Showing posts with label secrets of the enclave. Show all posts
Showing posts with label secrets of the enclave. Show all posts

26/03/2024

Shintar's Galactic Season 6 Diary, Week 2

The second week of GS6 started with some deep thoughts for me. I know that doing this whole thing across all servers is weird. It doesn't make me unique, there are many others who do it, but compared to the player base as a whole, we're definitely a small hardcore fringe group. People may wonder whether it isn't stressful to play this way, and I guess it can be? But I do like playing in different environments and in different ways, as well as figuring out how I can get the most boxes ticked in a way that is somewhat efficient but still fun. Because it is fun for me!

That said, there's definitely a risk of hitting a point where the gameplay crosses over from fun into tedious. I remember there was a week last season when I did the same flashpoint something like three times in two days and I really didn't want to do it yet again... but it actually took a bit of effort to make myself stop and remind myself that I wasn't losing anything by not going 7/7 everywhere that week; completing the seasonal track on that server would just take one reset longer.

After I had achieved all my goals during GS5, there was also a moment when I looked at some of the objectives for the remaining weeks of the season and thought: "That would've been fun to do again on some servers... but instead I did Black Hole ten times in week one. Probably not the most fun path to take."

So with that in mind, I wanted to fight my self-imposed urge to push for 7/7 weekly objectives on all servers every week this time. My goal was to do only as many as I found fun, because I'd rather my overall season lasted a couple of weeks longer than burn myself out on grinding too hard in too short an amount of time.

With all that out of the way, the weekly objectives and my thoughts on them were as follows:

  • Earn 200k Conquest points: Once again, a freebie on all servers.
  • Visit another player's Mek-Sha stronghold: I wrote a whole post about how much I enjoyed this new objective, and it was effectively also free seasons points on all servers.
  • Kill 25 mobs without a companion: An extremely easy and fast objective, I figured I was probably going to do this on all the secondary servers as well.
  • Kill 100 mobs with a healer companion: Like all companion objectives, easy to do and easy to get done while also doing other things.
  • Do the Black Hole weekly twice or the Onderon weekly once: Now this is where things got a bit tricky, because while I like the Onderon weekly, I only have access to it on Darth Malgus and Star Forge. I don't mind the Black Hole either, but having to do it twice on each of the remaining servers would be quite grindy (especially without stealth) so I wasn't planning to go that far.
  • Complete 8 repeatable or side missions and kill 100 mobs on the Coreward planets Alderaan, Balmorra, Corellia, Mek-Sha or Onderon: Another easy choice that can be done in a variety of ways and also synergises nicely with the companion kills and the above objective to do daily areas (the Black Hole counts for Corellia).
  • Complete 2 out of 4 selected flashpoints (Assault on Tython, Korriban Incursion, Depths of Manaan, Secrets of the Enclave): Like always, I never fancy doing twelve flashpoints across six servers, but I figured I might do this on a couple at least. Especially since three of them are part of the prelude to Shadow of Revan story chain, which I'm generally happy to start on alts before I've actually reached that point in the main storyline.
  • Complete the Eternal Championship on Zakuul: I figured I might do this on Darth Malgus with Mr Commando, but otherwise I only had access to it on Star Forge and probably wouldn't fancy doing it again with the same character there.
  • Hive of the Mountain Queen on any difficulty: An easy enough one-boss operation, but I couldn't count on doing this anywhere but on Darth Malgus due to the challenges involved with finding a pug group at a time that might not be the most active in the server's time zone.
  • Explosive Conflict on veteran mode: First off, I'm very grateful that they took the feedback about the operations objectives introduced last season and reduced this to only requiring one operation. Nonetheless, the same rule applied as for the previous objective. I wouldn't say no to an opportunity to do this with a guild group, but I wasn't going to actively push for it anywhere. Even on Darth Malgus we'd just done EC VM the week before (since nobody had thought to look ahead at the objectives for the next week...) and I wasn't sure people would feel like doing it two weeks in a row.
  • KotFE chapter 10 on veteran mode or higher: As before, not really interested in re-doing chapters.

Based on that list, I could easily see myself going 5/7 everywhere, and probably 6-7/7 on some servers, but whether I'd feel like pushing for 7/7 on all of them would kind of depend on luck and time. I didn't want to completely neglect my PvP season progression either.

Day 1 - Tuesday

It being another day in the office, I came home late again and then jumped straight into operations with my guild team. We spent most of our time wiping on Dread Master Brontes on master mode, which is actually oddly good for Conquest and completed my daily objective all on its own. I "influenced the galaxy" by running away from her zappy tentacle things. I then visited a local Mek-Sha stronghold before logging over to the other servers.

Since I didn't want to stay awake until 1 a.m. again, I just visited a Mek-Sha stronghold everywhere and mostly got the daily objective done with clickies, except for on Leviathan, where I did a bit of questing on Balmorra with my bounty hunter.

Day 2 - Wednesday

I got a bit of play time in around lunch time and used it to do a few warzones on Darth Malgus as well as a round of Onderon dailies. This completed two more weekly objectives (the one for the dailies and the 200k Conquest points one). I also used one of those buff items to increase the drop rate of the blueprint fragments and got 15 from my daily round (while killing fewer than 75 mobs) - not sure whether that's a good return on investment or not, though a guildie later posited that he got close to 60 from an hour of grinding on Oricon, so your mileage may vary.

In the late afternoon, an opportunity arose for me to join Swtorista's raid team for a run of Explosive Conflict veteran mode, which I was happy to come along to and which was good fun. This completed the associated seasons objective for me on Star Forge and also made my trooper there hit her personal Conquest target. (Also, since the operations missions terminals are often slow to update, I managed to re-pick last week's EC mission for bonus currency; go me.)

In the evening, I took part in a bit more PvP on Darth Malgus and then did some more questing on Balmorra on both the Leviathan (on my bounty hunter) and Tulak Hord (on my trooper). On Satele Shan, I did a round of the Black Hole on my stealthy consular. On Shae Vizla, I was wondering which Coreward planet to quest on, since I'd mostly levelled up through class stories there and had barely done any of the side content. I eventually settled on visiting Alderaan on my warrior for a bit. None of this took too long but I needed an early night.

Day 3 - Thursday

Another office day meant limited play time in the evening. I started with some PvP on Darth Malgus again, and then repeated most of the questing circuit I'd done the day before. My bounty hunter on Leviathan did more missions on Balmorra until he got credit for his 100 companion kills and Coreward missions. My trooper on Tulak Hord did the same for the Coreward missions, but didn't get the companion kills because she's a healer, and contrary to what a lot of people will tell you, I've always quite enjoyed levelling as a healer in this game... but questing as a healer with a healing companion is a level of masochism even I'll avoid stooping to.

My warrior on Shae Vizla did some more Alderaan missions, hit her personal Conquest target and completed her companion kills, but not her Coreward worlds objective because most of her progress had been through main planetary storyline missions and had only advanced the eligible mission tracker to 4/8.

On Satele Shan I did another stealthy round of the Black Hole, which completed the daily missions objective, but due to the stealth I hadn't killed enough mobs to complete the other two related weeklies. On Star Forge I did a round of Onderon on my inquisitor, which yielded similar results.

Day 4 - Friday

In the morning I visited Tulak Hord and logged into the knight I'd created there at the end of last season without ever playing him. I sorted out his inventory and then did the first couple of quests on Tython, because getting 25 mob kills without a companion is easy to do either way, but I particularly enjoy doing it on a character that doesn't actually have a companion yet. The same logic made me do a few more missions on Tython with my littlest consular on Star Forge.

Around lunch time, just after reset, I decided to queue for some warzones on Shae Vizla. Not only did I get quick pops, I won four matches in a row, completing my warzone weekly in the minimum amount of time possible. That is so rare that I was stunned, but I still ran around Alderaan for a bit as well to kill a few mobs without a companion so I could also feel like I'd done something for my main season progression.

In the evening I started my play time with some more PvP on Darth Malgus, followed by an operation with guildies. After that I hopped over to Leviathan and idled on the fleet for a bit while looking at something else on my second monitor, which is when I noticed that a pug group for Hive of the Mountain Queen was forming in general chat. I happily tagged along and got to tick that weekly off my list on the French server. I didn't expect to be as lucky on Tulak Hord when I logged over there, and I wasn't, but someone was forming a group for the Coruscant world boss instead, which I decided to join on a whim. It was still very good for Conquest if nothing else and pushed me over the 200k needed for the weekly objective.

Over on Star Forge, I decided to do another round of Onderon on my inquisitor - I didn't need it for the daily objective, but it was a handy way of getting my remaining Coreward worlds and companion kills, and I just like Onderon. This completed my inquisitor's personal Conquest and put me on 7/7 weekly objectives completed on Star Forge.

A Cathar Imperial agent working on a console while Kaliyo looks on in the background

On Satele Shan I decided to grab my Imperial agent and continue her class story on Balmorra, first killing a few mobs without a companion and then continuing with Kaliyo by her side. I also got my Coreward mob kills but still had some left to go with a healing companion (since I'd forgotten to set Amity to heals on my first day of doing Black Hole with my consular).

It wasn't that late for a Friday but I was tired and felt quite satisfied with my in-game accomplishments so decided to call it an early night.

Day 5 - Saturday

The weekend! I was up nice and early, and since I'd achieved all my daily seasons objectives the night before, I decided to put some more work towards additional weeklies before the reset. I started by putting myself in the group finder queue on Satele Shan, for any of the four featured flashpoints on either difficulty. I ended up being put into a veteran mode Assault on Tython with a full group of 80s, and it was weird. One person ran past all the trash and then just stood there at the boss while the other two milled about uncertainly. I figured maybe the guy who had run ahead expected me to stealth the first three objectives since I was on a Shadow and I'd seen people do that before. I hadn't succeeded at it myself yet, but I decided to give it another go and pulled it off this time, go me! Meanwhile the other two players pulled some more trash though and died. I eventually put into chat "sooo, what are we doing?" since everyone seemed to have run off into a different direction, to which the guy at the boss responded that we needed to kill those three things... so they weren't expecting me to stealth but just wanted to go AFK while the rest of us did the killing?! It ultimately didn't matter, we just killed all the trash from then on, but that whole situation was a bit awkward. After that I queued again for the remaining three flashpoints and got a vet mode Depths of Manaan which was fast and uneventful.

Next I hopped over to Tulak Hord, where I did a solo mode Assault on Tython since I had the story quest for it, followed up by a round of Black Hole. Then I changed to my Sith inquisitor for a bit of story questing with a healer companion. I no longer needed anything on the Core worlds, so I was grateful to find that her class story was actually up to Nar Shaddaa already. (I'd thought she was still on Balmorra too and I'd had quite enough of that planet for the week.)

Leviathan was my next destination, where I hit up the group finder queue for the featured flashpoints again and got an instant pop for vet mode Depths of Manaan. Since we had two healers it was a bit slow, but otherwise alright. I did get a little worried on the last boss with the five minute timer when one of our two damage dealers suddenly had to go AFK, but we did still manage to beat the timer.

Finally I returned to Shae Vizla. I had to have a bit of a think about how I was going to go about the flashpoints and Black Hole runs if I was going to go for them there as well. The rewards would have been best on my level 80 warrior, but she'd already completed her Conquest for the week and I craved something slightly different, so I opted to go on my level 68 consular instead. The guild I'm in often alternates events between Republic and Imperial side, and I keep getting reminded that I don't yet have a level 80 on Pub side that can go to operations there, so it seemed prudent to milk these objectives for some XP at least.

I first queued for three of the eligible flashpoints (Secrets of the Enclave was out of reach due to level) and got into another Depths of Manaan. The irony of me running that same flashpoint three times in one morning after I wrote that whole intro about not wanting to burn myself out by repeating the same content too many times wasn't lost on me, but fortunately all the Shadow of Revan prelude flashpoints are pretty fun and not too long, so I genuinely didn't mind. Afterwards I did a round of the Black Hole and was reminded that the heroic is still somewhat challenging in levelling gear, as I actually had to run back out of the first room to save myself after starting with a bad pull. I proceeded with a bit more care after that and was fine though. The whole adventure netted me two levels, something I was quite pleased with.

After lunch and the daily reset I logged right back into Shae Vizla with the goal of repeating what I'd done earlier, one flashpoint and one round of the Black Hole. I put myself in the flashpoint queue (unticking Depths of Manaan this time, but at least Secrets of the Enclave was now available to me) and returned to Corellia, but nothing popped for the entirety of my daily run. I did have the pleasure of someone actually asking to group up for the Black Hole heroic though, something I happily accepted and which filled me with massive nostalgia.

Just as I was starting to wonder whether I should leave the flashpoint for another time, I got a pop and found myself in Secrets of the Enclave. A level 80 from my guild was in the run as well, and they instantly took off like a bat out of hell. Someone else said that they were new to the flashpoint, which prompted our bat to type out a few instructions at some point, so I can't even complain that they were being inconsiderate or anything, but they were still absolutely racing. Mr Commando went off to take a shower just when I got the flashpoint pop and he wasn't even done by the time we finished. With that, my consular completed her personal Conquest, gained another level (almost two actually), and Shae Vizla became the second server on which I hit 7/7 weekly season objectives for week two.

Later in the afternoon I went to cycle through the other servers again. On Leviathan I queued for flashpoints again, once again unticking Depths of Manaan, and ended up in yet another round of Assault on Tython. I sighed a little to myself, but it went fine. Feeling a bit flashpoint-ed out after that, I opted to just continue questing on my inquisitor on Tulak Hord to tick off the 100 companion kills objective. On Satele Shan I did the same with my Imperial agent, and finishing off her class story on Balmorra also pushed me past 200k Conquest points, bringing Satele Shan to 7/7 weeklies completed as well. Since I was already done with weeklies on Star Forge, I just spent some time on a somewhat neglected smuggler alt there to get my daily dose of Conquest done.

In the evening it was time for social night with my guild on Darth Malgus once again, where we did 16-man Hive of the Mountain Queen on story mode and Explosive Conflict on veteran mode, ticking those two objectives off for me.

I had held off on working more on my progress on Darth Malgus partially because I counted on getting those two objectives in specific done on social night and partially because I thought Mr Commando might want to do flashpoints and the Eternal Championship with me over the weekend, however it turned out that he was already on 7/7 himself after the operations. With that in mind, I logged onto my newest lowbie alt on Ord Mantell and did a bit of questing there for 25 kills without a companion.

Day 6 - Sunday

On Sunday morning I did a bit more questing to get to 7/7 weeklies done on Darth Malgus, specifically by doing some story missions on one of my inquisitors on Corellia until I'd achieved the last few kills for the Coreward Worlds objective.

I'd been so focused on completing weeklies on all servers that I hadn't even done the (admittedly quite time-consuming) first part of the new seasonal storyline yet, and neither had Mr Commando, so we made up for the missed shared play time from not doing the seasonal flashpoints by working our way through the first two chapters of the new storyline together.

After that I didn't log back into the game until evening, at which point paying a visit to each server to get caught up didn't take long at all. On Darth Malgus I just did some clickies. On Leviathan I did a bit more putzing around on Balmorra on my bounty hunter, which completed his personal Conquest target, the 25 kills without a companion objective, and the 200k Conquest points for seasons, taking me to 7/7 on that server as well.

On Tulak Hord I had one round of Black Hole and a flashpoint left to do. In an attempt to mix things up a bit, I only queued for the master mode version of the four featured flashpoints. It was European prime time and healers were even flagged as the role in need! However, I did the entirety of the Black Hole and nothing popped. Since that did earn me enough Conquest for the day though, I decided to leave the flashpoint for Monday.

A togruta Republic trooper watches an Imperial holo on Hoth

Since the other three servers were all done with weeklies, I just had play a little bit on each one to earn my 25k Conquest points for the day. On Star Forge I did a few more missions on my smuggler, and on Shae Vizla the same on my trooper. On Satele Shan, I was just getting ready to make a start on Nar Shaddaa on my Imperial agent when I got a warzone pop! I've historically had bad luck with getting into PvP in the non-max level brackets on that server, presumably due to time zone conflicts above anything else, so this was exciting. In fact, the whole reason I was queued for warzones was that I still had the "introduction to PvP" quest in my log at level 39 - I'd originally picked it up at level 10 and had got the arena part done pretty quickly, but just never managed to get into a warzone. Apparently I got lucky that night and the game actually found enough people for a 4v4 lowbie Huttball. I did more damage than anyone else (Snipers are so brutal in the lowbie bracket, it's kind of amazing) and we dominated the other team 6-0. Sorry guys, but I did wait a long time for this.

I actually still felt like playing some more after all that and found myself at bit of a loss for what to do outside of seasons content that evening, so I ended up doing a bit of midbie PvP on Star Forge.

Day 7 - Monday

I decided to start my play session in the late afternoon by logging into Tulak Hord to get that last weekly seasons objective done. I thought I'd try the master mode queue for the featured flashpoints again while taking care of some errands like crew skills and GTN listings (since I'd done nothing but solo and veteran modes all week), and I could always switch to queueing for vet mode if nothing materialised within a reasonable amount of time. However, this time I got a pop almost immediately, which was for Depths of Manaan. What followed was a super smooth run that even included the bonus boss; I was very pleased. Since I was also on the story step for Depths of Manaan, my Shadow of Revan prelude progressed as well. And with that I was once again 7/7 on all servers.

Since I now only had to earn some Conquest points on the other servers, I just did that by cycling through various alts and playing them a little bit at a time.

Week 2 Thoughts

Okay, so... I was wrong again! I was quite sure that I wouldn't be able to do 7/7 weekly objectives on every server this week without feeling stressed, but not only did I do it again, I was almost fully done by Sunday. That was really surprising to me as this week featured a lot more repetition than week one, with me doing the same four objectives across all servers (while in week one the two "automatic" ones were the only ones I did everywhere). I think those lucky ops runs on Star Forge and Leviathan (which I definitely wasn't counting on) really helped me out, because I don't think I would've been able to stand any more flashpoints and dailies than I already did.

Now, next week - things really will be different I think, because in a classic case of "be careful what you wish for", after I bemoaned the lack of a Total Galactic War during the between-seasons break, the devs decided to give us one next week, right in the middle of the Galactic and the PvP season! It's simultaneously exciting and a completionist's nightmare, as I'll probably find myself wanting to focus on helping my guild on Darth Malgus win at Conquest, which would then leave little time to do anything on the other servers. We'll see how it goes I guess.

27/02/2024

Republic Saboteur, Part 3

It's been a while and a half since I last wrote about my Republic saboteur character. I think I put her on ice for a bit since she's a smuggler and at the time I felt that I should prioritise getting my "main" smuggler fully caught up with the story first before taking this one any further. Also, she'd just hit Echoes of Oblivion, which is an excellent piece of story content but not the most appealing in terms of replayability

A pink twi'lek smuggler and Arn Peralun watch an Imperial fighter get away in the Manaan night sky

Anyway, to mirror my series about my Imperial saboteur, I still wanted to write a third post about her journey through the rest of the Onslaught story after Objective Meridian, up to the Legacy of the Sith launch content. There've been a few additional saboteur choices in the updates that have been released since then, but I haven't decided yet what I'm going to do about those, if anything at all. Maybe I'll make a sort of summary post at some point to talk about how 7.2 and beyond have treated both Imperial and Republic saboteurs.

Anyway, I'd actually like to start with a comment on the Dantooine pirate event, whose little story tidbit strictly speaking takes place before Onslaught, but which I often do whenever, since it's not really important to the main storyline and only accessible once every couple of months. I didn't mention it at all when writing about my Imperial saboteur, so I was quite surprised and perplexed when I did the Dantooine dailies on my Republic saboteur and noticed differences! For example the mission to "take back" supplies from Imperial Pillagers has you delivering them right back to the Imps at the end, which I thought was hilarious but also kind of blatant? And the one with the Republic traitor has you warning him so that he can get away instead of being killed. So much detail for saboteurs in a daily area that isn't even active most of the time! I was most pleasantly surprised. In hindsight I do seem to vaguely remember that for Imperial saboteurs, at least the mission where you sabotage the farms also may have had some sort of choice and I simply forgot to write about it? I'd have to go back and double-check some time when the event is active again.

Anyway, to get back to the main storyline, in "The Task at Hand", the immediate follow-up to Objective Meridian, saboteurs are told that things are not going well for the Republic. There's a conversation choice where you can recommend fighting Hutts that are demanding bribes.

When Lana brings up Balmorra and Zenith, the saboteur option is once again to ask her to not even bother. I just find it kind of amusing that regardless of which faction you're on, "don't bother with weapon shipments on Balmorra" is sabotage either way.

When I started Secrets of the Enclave, I was surprised by dialogue that had Arn stating in an insecure tone that Tau was away on another assignment on Balmorra that he didn't know the details of, something I didn't remember encountering in any of my other playthroughs, but I'm not sure whether that was actually related to being a saboteur, as I seem to remember reading that there are some conversation choices - regardless of your overall loyalties - that drive Tau and Arn apart somewhat? It's not something I've researched in great detail.

Like on Imperial side, I had the option after the initial briefing to tip off the opposite faction in regards to our impending Dantooine trip, and I was amused that NR-02 thanks you but tells you that Imperial Intelligence already knew about it anyway. I thought that was an interesting touch and shows them being a step ahead of the SIS. After landing on the planet and seeing the Empire there, you can further complain to your companions about how the Republic is always too slow and therfore frequently loses to the Empire's ruthlessness.

A pink twi'lek smuggler offers kolto to an injured Lord Ziliss in the Secrets of the Enclave flashpoint

The big thing that caught me by surprise in this flashpoint though was that after the fight with Lord Ziliss, I had the option to send the others away, implying that I was going to "take care" of her by killing her, just to then hand her a kolto pack and send her on her way. That was another delightfully overt act of sabotage that I hadn't expected - I guess because Imperials get no such option due to Rivix always killing the Republic Captain, even if you want to spare him.

Finally, while doing Manaan, the main thing that struck me was that it was funny how unimpressed I found myself by Gallo's rants about the Republic as a saboteur. It's not as if I'm here to work for them either, you know! When it comes to blowing up the ion cannon, the saboteur option was to weaken the blast so that some ships would be able to escape, which I didn't think was too impressive.

However, what I didn't anticipate that when it comes to choosing between saving Gallo or the kolto, the saboteur option is to save neither! For all the scummy things I've done in the name of sabotage (still haunted by shooting Narlock in the back), this one was a bit too much for me. It just had too much of a "watching the whole world burn" vibe, which I didn't think suited my smuggler, so I just decided to sacrifice Gallo in order to save the kolto. I don't think this is saboteur-specific, but I was surprised to hear Admiral Rava actually reveal why Gallo had beef with him at the end, something I'd always wondered about. Did I really never choose the kolto over her before? Huh.

Anyway, I was still curious how that saboteur option of saving neither would have played out and specifically how you'd justify such an action to Arn, so I looked it up on YouTube and was surprised to find that if you choose that option, your character pretends to save Gallo and her men but then sabotages the pod so that they die anyway? Cold, man.

Once everything's said and done, Darth Xarion himself gives you a holo call to congratulate you on your good work, and like on Imp side I wasn't really convinced. Sure, I did some sabotage, but more than anything I still helped the Republic drive the Empire off, which seems like it should've been the bigger deal...

A pink twi'lek smuggler stands at the edge of the ocean on Manaan while talking to Darth Xarion via her holo communicator

And that's it for Republic saboteur options up to 7.1 - oh, except for one more bit that doesn't really have anything to do with the main story but that I noticed when I picked up the one-time story mission for R-4 Anomaly: I thought it was very odd that it's given by Jonas Balkar even if you're a Republic saboteur, because as a smuggler my character had never actually met him! And he doesn't introduce himself either. That seems like an oversight to me (and a problem that Imp side doesn't have, because while Imperial saboteurs don't really interact with Darth Xarion, they've at least met him during Onslaught so getting a call from him doesn't seem completely random).

Still, all in all I've got to say these saboteur playthroughts have only increased my appreciation of the Onslaught story content - I think that short of the original class stories, Ossus to Manaan is probably the series of updates with the most complexities and variations influencing different outcomes in the game. It's not entirely bug-free and there are some bits and pieces where certain choices feel like a bit of a stretch, but still, it must've been a humongous piece of work to script all of that, and in a manner that still mostly makes sense for so many different choices.

10/10/2022

Imperial Saboteur, Part 3

It's been a few months since I wrote about my decision to make my Chiss Sniper an Imperial saboteur and how that changed the story from Jedi Under Siege onwards. Part one, which covered the story content up to Onderon, could largely be summed up as "these saboteur options are pretty neat and interesting", while part two was still fun but veered a bit into the ridiculous with how obvious my character's sabotage was at times.

Last week I finally got the character caught up with the latest content - at the time of writing this, that's the "Digging Deeper" story update, though I can already tell you that I won't have anything to say about that one as I didn't encounter any saboteur-specific options in it; it seemed to be exactly the same as for all my loyalist characters. As far as everything else goes however, there'll be post-Onslaught spoilers in this post; you've been warned.

I previously covered up to the end of the main Onslaught story, so I had to pick things up with The Task at Hand and the introduction of Darth Rivix. Your sabotage is shown to have had consequences here as unlike the briefing for loyalists, the one saboteurs get from Rivix describes the Empire as being in deep trouble after the loss of the Meridian complex.

There's also a little section where Rivix asks your opinion on something that's specific to your origin story, which I don't actually remember catching on to before... for agents he notes that Darth Xarion appears to have planted some spies among the Hand's prospective staff and as a saboteur you can get him in trouble with the Emperor or Empress for that, though I didn't choose this option. I was also a bit confused why Rivix called me "Keeper" as I don't remember my agent attaining that rank (not that this is something that's specific to saboteurs).

Echoes of Oblivion and Spirit of Vengeance unsurprisingly had no saboteur options, seeing how they're not about the Republic/Empire conflict. In the "intermission" after that I didn't really note any saboteur options either, other than being able to dismiss going after Zenith as not worth your time, which I liked.

Secrets of the Enclave felt like the saboteur option was given some more thought again here. Krovos justifies her delayed arrival with Imperial forces facing "heavy resistance", which is not the case for loyalists. Before you set out, you also have the option to contact Jonas Balkar to give him a heads-up about where you're going.

With that in mind, I kind of enjoyed the bit where you land on Dantooine and are shocked that the Republic is already there. I mean, I know that's how the story goes regardless and that it has nothing to do with being a saboteur, but considering I'd literally tipped them off personally, it just made so much more sense, you know? Just like the complete abandonment of Malgus at the end of Objective Meridian makes more sense when you have reason to dislike him for being suspicious of you.

When you rescue the medical droid inside the caves, you've got the option to instruct her to also transmit her data to Jonas/Odessen, which I thought was a bit blatantly suspicious with Krovos and Rivix just around the corner, but whatever it takes I guess...

After the mission I got a mail from Jonas which initially confused me and I was actually going to ask my readers whether they could tell me what the encoded message in it was, but as I was looking at the screenshot again while editing this post, I suddenly noticed it myself: "Got message from droid. Good. Talk soon."

Again, the "intermission" style updates leading up to Legacy of the Sith didn't contain anything relevant to saboteurs other than that there was obviously no Zenith follow-up.

Now, Manaan was a weird one. I immediately noted that it was lacking the sorts of small touches I'd really enjoyed during Onslaught, where you let a Republic fighter escape after doing some damage if you're a saboteur instead of destroying them completely as a loyalist. On Manaan, our saboteur is shown to have no such reservations and seems perfectly happy to blow up the Republic pilots that are chasing Major Anri at the start. Also, I felt kind of bad about the bonus missions to kill what felt like a million Republic forces... couldn't they have thought of something more appropriate for saboteurs? Maybe to complete the mission while only killing less than a certain number of Republic NPCs...

I don't think it had anything to do with my saboteur status, but at one point while Anri was telling me who Darth Norok was, she also commented that "Darth Shaar's retired to some frilly palace on Dromund Kaas" and I was like, "What?". I actually had to pause and go back through the text in the conversation window to make sure I'd heard that right, because I didn't remember encountering that comment before.

Anyway, as far as Manaan goes, I'd actually exposed myself to some spoilers about the saboteur path by accident so I knew that something was going to happen at the end with Colonel Korrd, but I wasn't really sure how it was going to play out. I chose to cover for him in front of Darth Krovos, and then went with the saboteur-specific option to say something about how you protected him because you still have a use for him and you'd like him to report for debrief with your people on Odessen.

I honestly found that kind of confusing, because while Korrd is fed up with a certain kind of Sith, he still seems deeply loyal to the Empire, so I'm not sure what the angle is supposed to be here. The spoiler I'd read seemed to interpret it as him being recruited into the Alliance, but that doesn't really make sense to me. My best guess is that the implication is that you'll mine him for Imperial secrets since he owes you and has no reason to distrust you, but if so, that's not made very clear.

The conversation at the end where you have the option to flirt with Anri and where she tells you how amazing you are reminded me of my comment in an earlier post about how nonsensical her admiration feels when you've been playing a saboteur who's messed up one mission after another.

At the end I got a call from Jonas about the Republic weapons platform being destroyed, and there was no option to say that you feel bad about it. You can say something about how you've gained new intel through Colonel Korrd (somehow...) and how you secured some kolto for the Republic, but I mean... they were already doing well on that front before you came in to help the Empire beat them. It just didn't feel like a very satisfying exchange and like I didn't really help the Republic, considering how many of their people I mowed down.

Ruins of Nul didn't have any saboteur-specific options again, except that during the intro conversation, after Rivix asks you to come to Elom, you can say to Lana: "Let Malgus tear the Empire down. What do we care?"

All in all, the saboteur role still provides some interesting variations on content but I've got to admit that the post-Onslaught stuff has generally felt more muddled and less impactful to me. I know the story is progressing very slowly, but at some point you've got to wonder where we're going with this whole saboteur thing and how much longer it makes sense to maintain it. More than three years ago I wrote a post called "Will we ever get to change sides?" and my answer to that question back then was that it seemed very unlikely.

However, I've got to admit that since Bioware has gone through all the hassle of decoupling origin story from combat style since then, it seems... less far-fetched now that they could do the same thing for faction one day, though this would actually increase the amount of work required from the voice actors, as they'd now have to account for every base class being able to play through Republic or Imperial story. Whichever way they go, my main hope is that they didn't just add this whole saboteur thing with no real plan for where it should go in the long run.

08/10/2021

Onslaught in Review

As I said previously, we still don't have a launch date for Legacy of the Sith, but it can't be far off now, and I don't expect us to get another major content update before then, so I thought it would be interesting to look back on how Onslaught has gone as a whole. I wasn't sure what conclusion I'd come to when I first started writing this, but honestly, now that I've added it all up, this has been a pretty ace expansion.


Features

After Bioware tried (and failed) to reinvent the wheel for the last two expansions (with the single player focus in KotFE and Galactic Command in KotET), it was nice to see them refocus on simply adding features that players had actually been asking for in one form or another.

  • Nautolans as a new playable species: They ended up looking a bit more... weird than most people expected I suppose, but I still think they were a good addition. Based on forum polls and the like, Nautolans were easily the most requested species that wasn't available yet - so much so that after this, I'm not actually sure what playable species they could add next. Sure, there are lots to choose from and you can find people suggesting pretty much all of them on the forums somewhere, but I haven't seen anything else have the same kind of consistent demand as Togruta and Nautolan had before they were added.
  • Spoils of War: Gearing was a mess towards the end of KotET and needed a revamp desperately. I think the new Spoils of War system worked out well overall! It's not perfect, but what ever is? I'd say its biggest flaws are that a lot of set bonuses and Tacticals they introduced were pretty useless so that there ultimately weren't that many viable choices to make about what to get, and that drop rates for both types of items were pretty poop, meaning that most of the time, you were better off just saving fragments to buy from a vendor, even when all you were doing was gambling at Kai's. Still, overall the ease of gearing up in terms of item levels was amazing, and everything being bound to legacy so that you could gear all your alts in one fell sweep has been super neat.
  • Material storage: I liked how they never even advertised this as a feature; it was just suddenly there and amazing, freeing up tons of space in cargo and legacy bays across the land. This is the kind of quality of life improvement we all love to see. Separate but related, they also added all those event currencies to the legacy currency tab.

Story

I didn't love the Onslaught base story quite as much as Jedi Under Siege, but it was still excellent overall, making use of the game's large pre-established cast and adding all kinds of great little touches to remind players of their class identity. Over the course of the expansion, we then got three more story installments:

  • Echoes of Oblivion: This was a pure love letter to the game and its community, taking all kinds of loose ends that had been left dangling in an unsatisfying manner and tying them into a neat little bow.
  • Spirit of Vengeance: Probably the least interesting of Onslaught's updates, it still introduced Rass Ordo as a likeable new character and laid the seeds for what's hopefully going to be an interesting arc about the Mandalorians facing off against an intriguing new villain.
  • Secrets of the Enclave: The expansion's second piece of story that was actually different for both factions (after the Onslaught base story), this again featured a plethora of interesting character moments, even if it didn't advance the plot very much.

If I were to criticise anything, I guess you could point out that there is no clear theme to all of these to tie Onslaught together: a bit of Darth Malgus here, some Mandalorian stuff here. Then again, this is pretty in line with how things used to be in SWTOR's "good old days": After all, Rise of the Hutt Cartel was only really about Hutts for a very short time; all the content added after its launch centred on organisations like Czerka or the Dread Masters.


"MMO Stuff"

It seems to me that after the early years of most content additions being standard MMO content and the wild swing in the opposite direction with KotFE & KotET's story chapters at the expense of all else, Bioware has finally settled into a nice balance between continuously adding engaging story installments while also consistently churning out repeatable content to keep dedicated players busy in the gaps in-between.

  • Two new planets: Onderon and Mek-Sha were both smaller than I would have hoped, but they were fully fleshed-out planets with datacrons and everything. The Onderon daily circuit is decent fun. Unfortunately Mek-Sha felt a bit half-baked with its somewhat random selection of side missions in different places, some content being quite buggy initially and none of it ever really becoming very rewarding.
  • One new operation: Nature of Progress (or Dxun as most people call it) is a brilliant op in terms of story and undoubtedly the funniest piece of group content Bioware ever released. The fights are mostly good fun as well, except for the last boss, whom I find kind of tedious mechanically to be honest.
  • Three new flashpoints: Objective Meridian, Spirit of Vengeance and Secrets of the Enclave. I stand by what I said about Objective Meridian seeming a bit dull at first blush but being interesting to replay. The last boss(es) can be infuriating but in a good way (to me anyway). Spirit of Vengeance was a bit meh - some neat little Easter egg achievements couldn't make up for the fact that it consists of too much boring trash and the environment isn't exactly thrilling to look at either. Secrets of the Enclave is probably my favourite of the three, meaning it's fairly fast-paced, features decent boss fights and includes some beautiful environments to feast your eyes on.
  • Two new world events and more: We got the Ultimate Swoop Rally on Dantooine and the Feast of Prosperity as a seasonal event in autumn. I liked both of these as creative non-combat additions. I found that swooping gets quite boring quickly if you do it for too long but it is something different. I also enjoyed the little mini-games coming with the Feast and the way it livened up the world boss pugging scene - I'm quite looking forward to doing that again this year actually. Finally, we also got the Alderaan stronghold and Galactic Seasons for what it's worth.

Summary

I know people always complain about wanting more from Bioware - and it's not like I'd object to being given more! - but honestly, looking back at all this, it strikes me as a pretty decent tally for a two-year long expansion that came free with the subscription. Especially considering that for a lot of that time, Covid was interfering with the devs' working patterns as well.

I like that there's a clear effort to balance single player story content with MMO features and additions now, and most of it was really good quality as well, with just a couple of not-so-great items on the list but nothing completely awful or boring. If Legacy of the Sith can deliver in a similar way, I'll be one happy camper.

02/10/2021

No News Is Good News (from the PTS)?

The PTS for Legacy of the Sith continues to quietly chug along. When I was playing there with guildies recently, one of them commented that there were very few people online, and I replied that that's pretty normal. There's usually a big rush on opening day as everyone logs on to check whether there's anything particularly interesting to see, but since there rarely is, they log off again and don't come back. Even the few who do end up doing genuine testing will usually only play that content for a little while and then go back to doing something else. The PTS just isn't a place to hang out.

That said, I'm surprised by how many hours I've spent there already this time around, especially considering that unlike for Onslaught, Bioware hasn't offered up any rewards for participation. According to Steam I've spent more than ten hours on the PTS so far.

Last night me and six of my guildies ran Terror from Beyond master mode on the PTS with an all-inquisitor group because scaling isn't in yet and we wanted to see what it would be like to be ten levels above the content. The answer is, we managed to one-shot everything up to Terror himself and probably could have got the timer achievement (something many of us have never managed on live) but then we wiped a couple of times on Terror and people didn't feel like pushing on as it was getting late. It was still a fun time. I played as Lightning dps, something I don't think I've ever done in master mode content; I pretty much always heal on the harder stuff.


Previously we'd also tested the new inquisitor skill trees by running the flashpoints added in Onslaught on master mode, using copied level 75 characters. I tanked Objective Meridian and healed Spirit of Vengeance and Secrets of the Enclave. The bonus boss in the latter absolutely wiped the floor with us repeatedly for some reason; it did so much damage (though we did get it down eventually). We did a run on live afterwards just to compare the experience because I was kind of starting to doubt my healing abilities, and there the boss didn't even do the ability that was causing us so much trouble, so that we took almost zero damage... it was very odd.

In terms of how the class changes felt, I can only reiterate what I said in my last post about the PTS - compared to the initial hubbub, they really don't feel like that big a deal. (Though my main class still hasn't been added to the PTS - typical that they'd save the best for last - so I guess I'll reserve judgement until I see that.)

Assassin tank didn't really feel very different at all. At level 70 they make you choose between your knockback, that cone-based AoE they added in Onslaught and that no-one ever used anyway, and Whirlwind, none of which really matter to a tank in PvE. I guess in PvP people might have to decide whether they get more use out of the knockback or the extra CC. Passives are mostly centred around increasing your AoE damage/threat or some new interactions with taunt, which I found hard to judge in terms of their usefulness.

Sorc had more changes going on, but still the overall rotation felt largely the same. The only thing that bugged me at level 75 was that the utility to move while casting Innervate and other key abilities isn't unlocked until 80 now, so I was constantly interrupting myself by moving at the wrong time. Here the proposed choices at 70 are between your friendly pull, Volt Rush and immunity bubble, which is a bit more tricksy. The pull is super situational but where it is useful it's extremely useful - yet, can you really justify choosing it over the bubble? I'm kind of hoping they still change that one.

The changes to passives I found very hard to judge once again. A guildie was playing Madness and cackling about Shock finishing all your dots at once or something like that, which does sound pretty OP, but I didn't see anything as exciting in Lightning or Corruption. Not everything seemed to work properly either... as a healer one option was supposed to allow me to follow up a Dark Infusion with another instant cast but that never seemed to trigger, and as Lightning there were multiple effects that looked like they were meant to be passives but actually gave me another button to press on my bar that didn't really seem to work properly either... it's a bit hard to form strong opinions based on that.

In general I'm surprised by how much I've enjoyed these test runs on the PTS with my guildies though. Stuff like running an unscaled operation offers a different view on content that hasn't been available in the live game for years. And as far as the class changes go, it does kind of feel like the goal of the pruning is simply to make sure you don't need more than two full action bars for your combat abilities and I'm OK with that. That's still plenty of buttons to press.

05/08/2021

Let's Talk About... Secrets of the Enclave

This post has been sitting in my drafts for literal months, mostly thanks to Galactic Seasons sucking all the air out of the room when it came to my writing energy, but I knew that I'd come back to it eventually. SWTOR's story updates are just way too much fun not to write about them!

I had to think a bit about how to structure this post, because technically the 6.3 story update is extremely easy to sum up (spoilers incoming by the way, if you don't want to read any of those, get out while you can): Your faction finds out that Darth Malgus is doing something in the old Jedi enclave on Dantooine, so you follow him there with two companions, but as it turns out he's already gone. The end.


However, while reducing it to that single sentence is truthful, it's also kind of unfair. It's truthful because, well... it's strictly true, and you could argue that this update's biggest major weakness is that it doesn't really move the plot along very much, if at all. But it's also unfair because not every piece of story needs to advance the plot in leaps and bounds - it's okay to focus on other things sometimes - and what Secrets of the Enclave does do is provide major insight into at least four secondary characters, feature lots of KOTOR fan service, the return of two known (if minor) SWTOR characters that we hadn't seen in ages, more information about Malgus' current status, and a bit of an update on how our faction and the Alliance's relationship with it is coming along. So I guess these can be my sub-headers for this post or something.

First I'd like to note though that Secrets of the Enclave sits in a funny place in terms of faction split, in the sense that it's kind of the same story but at the same time it isn't. Strictly speaking you hit all the same notes along the way both as a Republic and as an Imperial player, but since you're coming at things from a different background and with completely different companions, it actually feels quite different as well. The closest existing piece of content that I can compare it to is probably Korriban Incursion/Assault on Tython, where the gameplay is identical for both factions but it obviously evokes quite a different feeling depending on whether you're attacking or defending. Secrets of the Enclave has a lot more dialogue that either of those did though.

Your guides along the way

Let's start with the friendly faces that assist you throughout your journey to and inside the Dantooine enclave. There's an interesting behind the scenes interview with writer Caitlin Sullivan Kelly on the official SWTOR website in which she explains why she chose the characters she did to accompany the player in this flashpoint, but in short each side needed someone with a connection to Darth Malgus and someone who could provide a bit of exposition/history about the enclave.

On Republic side, the former position is held by Aryn Leneer, who actually kicks off the mission to the enclave for both factions (Imperials are inspired by having captured some footage of her testimony to the Republic). Her connection to Malgus is that he killed her master during the sacking of Coruscant (he's the poor chap that Malgus offs at the end of the "Deceived" trailer). Back then she tracked him down to get revenge and they duelled - a fight that she lost, though she was spared for reasons. Not gonna say any more; if you want all the details, go read Deceived, the book! In SWTOR we first encountered her in The Task at Hand last year, where we saw her sensing Malgus coming to Dantooine (where she'd settled with her family) and freaking out about it. Apparently this cumulated in her finding him at the enclave and alerting the Jedi about his presence, which is why you're being approached to hunt him down. Aryn comes along as your guide and struggles with her emotional connection to Malgus along the way.

Your other companion on Republic side is Arn Peralun, who was introduced at the start of Onslaught as Tau's new padawan. He has previous experience fighting Malgus by your side in the Objective Meridian flashpoint and he also seems to enjoy reading up on things as demonstrated by his intro on Onderon. Here he shows that he's also read up on Jedi enclave on Dantooine and provides historical context for what happened there. Honestly, I quite liked him in that role. I felt kind of "meh" about him on Onderon and Mek-sha as he seemed a bit too defined by his trauma and insecurities, but it's fun to see him come into his own, clearly emboldened by his time with Tau.

On Imperial side, his role is filled by Darth Rivix (also first introduced in The Task at Hand), for whom I guess it makes sense to gather a lot of knowledge considering his ambassadorial role, though your other companion keeps expressing a mix of bemusement and suspicion about just how knowledgeable he appears to be about Jedi business. As I mentioned in my first post about Secrets of the Enclave, the animators also did a great job with his facial expressions, from subtle eyebrow raises to slight smirks. He's not all smooth talking though... if you make the light side choice after defeating the second boss, asking Rivix to let him go, he goes ahead and kills the guy anyway, something that will make my Sorc very suspicious of him going forward!

Your connection to Darth Malgus on Imperial side comes in the unexpected form of Darth Krovos, whom we first met during the intro to Kuat Drive Yards more than seven years ago (gosh, I hadn't realised she's been around such a long time) and who's been making small reoccurring reappearances since then but hasn't exactly been fleshed out a lot. In this story update we learn that she's known and respected Malgus for a long time, and she does in fact plead his case with you, expressing the belief that regardless of what it may look like, Malgus is sure to still have the Empire's best interests at heart and to keep that in mind when it comes to dealing with him.

I really enjoyed what Bioware did with all four of these characters. The studio's always been good at writing believable and amusing party banter, and I found it particularly fun to listen to the exchanges between Rivix and Krovos - you don't get to hear Sith interact in what you could call an amicable manner very often! On Republic side, I already mentioned that I liked seeing a different side of Arn.

Aryn's dialogue had the heaviest lifting to do since this was the first time we interacted with her in game, and you can't expect people to instantly care about her just because she was in a novel, but I felt that it was done well. The grizzled veteran coming out of retirement to protect their loved ones is a common stereotype for male heroes, but seeing a female fighter in that role is more unusual, plus here it was also coupled with a certain vulnerability as Aryn admits at the start that she realised while following Malgus that she's in no shape to stand up to him on her own the way she did when she was younger.

KOTOR fan service

The flashpoint takes place in the abandoned Jedi enclave on Dantooine, a location that features in both KOTOR games... need I say more? I can't actually comment on the KOTOR II stuff too much as I haven't played it but would still like to at some point, so I didn't want to dig through spoilers too much if that makes sense. The dialogue makes reference to the events of the first KOTOR as well though, which I did get!

This is all pretty cool but has limited relevance to the story we're being told in the flashpoint. I'm kind of hoping it's not just gratuitous fan service and it will turn out that Malgus's plan has at least a vague connection to something that was brought up in this context.

Surprise cameos

There's not just fan service for KOTOR fans, but also for long-time SWTOR players in the form of cameos from two minor characters that we haven't seen in a long time. Personally I always enjoy these, because if you don't remember them it's not a big deal and the story still works, but if you do it just adds that little bit of extra flavour.


On Republic side the final boss fight is against none other than Captain Colonel Golah of the Imperial Reclamation Service, whom Imperial players will remember as one of the quest givers for The Thing Czerka Found on Tatooine. There's a nice callback to his cordial relationship with the late Darth Silthar as he basically complains about how the Sith nowadays aren't what they used to be. In general he sounds a lot more bitter than he was back then, and you get the impression that he's definitely seen a lot of nasty things in the meantime (even beyond the events of that mission on Tatooine I mean).

Meanwhile Imperials face off against none other than Leeha Naarezz from the Jedi knight class story, and here too it's obvious that the events of the past have left a mark on her, though she still employs her personal pet droids.

What's Malgus up to?

As mentioned in the introduction, Malgus is actually already gone when you arrive, though you learn that he managed to steal some kind of artefact. He also claims during a sort of echo/vision to have broken his chains unlike any Sith before him, and... he makes it very clear that he wants you dead, as he apparently counted on you (as in, the Alliance Commander) to come looking for him and laid a trap for you. You escape of course, but the intention is quite clear.

As a Republic player this isn't exactly surprising, though I was a little disappointed to find out that he feels no differently about you if you're a (former) Imperial. Why do you hate an Imperial-aligned Alliance Commander so much, Malgus? I get that you'd hate the Emperor or Empress, but don't you care about the Empire itself? And we got along so well on Ossus... I feel that my dreams of a renewed Malgus team-up for Imperial players are pretty much dashed at this point. And it's also a shame in-character, because it feels like age hasn't made Malgus any wiser and he's pretty much repeating the mistakes he made on Ilum by discarding even the possibility of certain people (aka the player character) coming around to his side and actively forcing them into opposition against him, which will likely end up becoming his undoing this time around as well.

Still, Krovos sends you a letter afterwards in which she basically says that she still has faith in Malgus, even after he tried to kill you all, so make of that what you will. She may just be wrong, but it would be cool if that turned out to be an angle that players could pursue further.

The thing is, we still don't know what exactly Malgus is up to beyond freeing himself from Vowrawn/Acina's control. Being a lone wolf with no help (as we learn during the flashpoint, he even ditched the medical droid), what can he really hope to achieve? And how does he feel about the Empire and its citizens at this point? I look forward to finding out.

The Alliance and the Republic/Empire


The mission debrief for Republic characters involves a holocall with important people in the newly rebuilt Jedi order, one of whom is Tau and another Master Sal-Deron, someone who Imperial defectors would already be familiar with. A new Nautolan called Master Vinyor Tesh is also introduced and shown to be very suspicious of outsiders. The Jedi are definitely presented as being more cautious in their rebuilding efforts, and quite a far cry from the proud and public role they took during the game's base storylines.

Imperials catch Rivix chatting with Acina and revealing some more details about Malgus stealing a book on Ossus. I actually thought it was pretty hilarious how scared Rivix looks when you walk in on him. I hadn't even thought he was doing anything suspicious talking to the Empress without me in the room, but he looks like you just caught him doing something really naughty. He reassures you that there'll be no more secrets between the Empire and the Alliance, but if he also disobeyed your order during the flashpoint there's definitely a bit of suspicion there, just in case previous chats with Rivix left you feeling a bit too trusting of him.

In summary

I think all of that should give you a pretty good idea of why I loved this story update even if it didn't advance the plot very much. It's packed full of character development and lore, and that's just something that SWTOR does really well. I'm looking forward to seeing where this story goes next, though we might not find out yet in the next update, considering that there's also the plot thread with the Mandalorians still going on. Then again, the expansion has Sith in the name, so who knows? Either way it's good times for SWTOR story fans.

29/04/2021

Pretty Fly for a Jedi (Enclave)

Oh look, 6.3 is here; feels like I wrote about the preview for that patch only yesterday! How time flies... *cough*

Naturally, there's lots to talk about, but I wanted to start with something relatively simple: expressing my appreciation for just how damn good-looking the new story content is.

I mean, I've always been happy with SWTOR's art style (even though I know it's not everyone's cup of tea), but there's been a clear improvement in the design of new environments over time, which - in my opinion - reached its current peak with the release of Copero. Since then, I think the SWTOR artists are sadly often somewhat hampered by their own setting - I criticised Spirit of Vengeance for being kind of dull to look at not because the artists designing the flashpoint did a bad job, but because there's only so much you can do with three ships' worth of running through corridors.

With that in mind, I was all the more delighted to see that the new Dantooine environments are absolutely gorgeous. Sure, there's a bit of running through tunnels as part of the flashpoint too, but a good chunk of it actually lets you enjoy the beauty of Dantooine and I loved it. It also makes for an interesting juxtaposition to see your character and their allies look somewhat grim-faced, with their minds on a serious mission, while they walk through dense flowerbeds for example.

Speaking of faces, it also struck me with this update just how much better the artists and their tools have become at rendering believable facial expressions. Around KotFE/early KotET I seem to remember reading a dev comment about how they were very proud of how much they'd improved their facial expressions with that expansion but to me personally the results were still a bit... "meh" at the time. I don't know if the artists just got overexcited by all the new possibilities, but to be honest I thought the expressions were often awkwardly exaggerated. I actually can't find a screenshot of it right now, but I'm sure many players will know what I'm talking about when I say that the player character in particular often made a sort of weird "o-face".

In this update on the other hand, I found it really striking how good the facial expressions were throughout the whole thing. I took particular delight in the variety of faces Darth Rivix pulled depending on his mood, but they were never silly or over the top. There were also a lot of really subtle eye movements to convey the feeling that characters are thinking - I just really enjoyed it.

This was also enhanced by some really good camera work. I'm not really very well-versed in the art of film-making, but even so I couldn't help but think while playing through some older content recently that a lot of the old conversation cut scenes - for as revolutionary as they may have felt ten years ago - are nothing but endless sequences of a simple shot/reverse shot. Not so with new content like this, where the camera angle changes at least slightly with every shot and a lot of really cinematic and plain good-looking scenes are created - I mashed my screenshot key pretty hard on my first runs through the flashpoint on both factions but still missed a lot of great moments that I'm definitely planning to try and re-capture next time.

Finally, the voice acting also deserves a shout-out, as it seemed snappier than usual in places, with fewer awkward pauses, and the last boss of the flashpoint on Empire side in particular was an absolute delight to listen to, as the actress put so much emotion into the performance - again, simply delightful.

It's just great to see how much the game has evolved in that respect, and I can only hope that the team will continue to deliver consistently at this high level. More thoughts on story, mechanics, and of course the new Seasons system to come!

21/03/2021

6.3 Preview Thoughts

Last Thursday Bioware did a preview stream for patch 6.3 - now confirmed to be named "The Dark Descent" - similar to what they did for 6.2 back in November. I didn't watch it live, but fortunately a recorded version is once again freely available on both Twitch and YouTube.

Apparently they got a lot of positive feedback about the voice actor interviews they included last time, and I can only agree with the majority that they've been great content and I'm happy to see more of them. This time around they interviewed Moira Quirk, who voices Elara Dorne and Aryn Leneer, and Gideon Emery, who voices Darth Rivix. They were both great to listen to once again, and Charles Boyd uttered the words "sexy David Bowie vampire" in the second interview, which is definitely something to be preserved for future generations.

One thing that was really funny to me personally was that, when Gideon started his interview by saying "thanks for having me" it was as if a switch had been flipped in my brain and I went "oh my god, it's Fenris from Dragon Age" - I had completely failed to make that connection when chatting with Rivix in game (I guess I was too immersed?) but the moment I heard the voice out of context it was like BAM!

Besides the voice actor interviews and a few giveaways, the stream's other two big ticket items were some talk about the story content coming up with 6.3 and the introduction of a new system called Galactic Seasons.


Secrets of the Enclave

6.3's story update will once again be delivered in the form of a flashpoint, continuing the Darth Malgus storyline and taking place in the ruins of the Jedi enclave on Dantooine. I was quite giddy to hear this, considering that I've (somewhat to my own surprise) become quite a Malgus fangirl ever since Jedi Under Siege! My only slight caveat is that this would potentially be the third time that we face Malgus as a flashpoint boss, which even I would consider overdoing it a little in this particular format.

That said, I thought it was interesting that they didn't actually confirm in the stream that we'll be fighting Malgus; they just stated that he'll be the reason we're there, so things might not actually end up going as we expect. (My dreams of a Malgus team-up are not dead yet!)

Characters confirmed to feature are Arn and Aryn for Republic players and Darths Krovos and Rivix for Imperials. These are all people I'm happy to see more of so I'm 100% on board with that.

Galactic Seasons

There is a whole blog post up on the official website about how this new system is going to work, but in a nutshell it sounds a bit like a cross between a limited time event and what other games call a season pass. Over the course of a season (currently slated to last about five months), you'll be able to unlock rewards for completing certain in-game objectives (more if you're also a subscriber) but you can also just spend money to get the rewards right away without playing, or pay credits to catch-up if you've fallen behind.

My reaction to that whole announcement can mostly be summed up as a somewhat resigned sigh. I don't really need the game to give me more stuff for doing the same things I'm already doing. I want story, content, and systems that keep me busy in a fun way. Like the basic login reward system introduced in 6.2, this feels more like another one of those free-to-play "tricks" to keep you engaged for the sake of monetisation, and I don't like that. I don't hate the idea or anything, but it just feels like another one of those little steps in an overall direction that I'm not too fond of. I do worry about one day realising that the water actually has become too hot for this frog.

Because I don't want to sound too negative, I will say that a large part of the player base does seem to love collecting stuff for the sake of owning it, so from that point of view I can see this system being quite a success. If I understand the way it works correctly, it will also offer free or preferred players an additional incentive to subscribe for at least a couple of times a year, even if it's not required to access new story content, which should be good for the game I guess.

Also, being completely honest with myself, depending on the details of how it works, I could see the actual objective-chasing appealing to the part of me that likes being able to combo completion of tasks for different purposes (e.g. doing a flashpoint to advance a character's personal story and complete their Conquest). If I can add "progressing my galactic season" on top of those other things I'm already interested in doing, I could see that having a certain appeal. But I can only wait and see.

What are your thoughts on what's been shown to come with 6.3 so far?