Showing posts with label vehicles. Show all posts
Showing posts with label vehicles. Show all posts

12/03/2026

Gates Crashed

I bet you're expecting me to post about the patch! I will at some point of course, but not today. Today I want to talk about something else that happened this week.

Back in December I wrote about how I finally defeated my nemesis Dread Master Brontes (master mode) during my progression team's last operation of the year. I was sure that after three months of working on that kill, everyone would be dying to spend time anywhere other than Dread Fortress in the new year, but when I polled them over the holidays about what we should be doing next, the surprising result was that pretty much everyone wanted to go back to DF and beat up Brontes some more.

So we did that, and started earning Wings of the Architect for everyone. I'll forever feel slightly conflicted about that mount, because while it's a very cool and unique model, it doesn't fit my trooper main at all. It just used to be very prestigious to have for its rarity, though I guess it's less prestigious now, after my whole team acquired it.

Shintar the trooper showing off her Wings of the Architect outside Dread Fortress

As we got close to everyone having the mount and being able to kill Brontes more reliably (I hesitate to say that we had her "on farm", considering that we still wiped on her a lot as well), we started working on the achievement for the timed run. After shaking off some rust on the earlier bosses (we'd usually been able to use a lockout for our Brontes kill, so we'd skipped the first four bosses for several weeks) and after Mr Commando got very mad at our dps for being unable to remember their Draxus assignments, we got somewhat better at that too.

The timer for Dread Fortress isn't as tight as the one for Dread Palace, but things on Brontes can just go wrong so easily, and even if you have a clean run up to her room, you only have up to a maximum of three or so good attempts at her before the timer expires. Yesterday we'd had our best run at it up to then, with a pretty smooth clear of the first four bosses and enough time for those three full tries on Brontes herself - and they were all pretty decent as well, but alas, it just wasn't meant to be. One was a wipe at 0.8%. We even gave it a few more goes after the timer had expired, but that evening we just couldn't get her down.

When it came to the question of what we should do tonight, whether we should go back to trying to just kill Brontes or re-attempt the timed run on alts, I was initially in favour of the latter. But then I came home late from work, one of our dps players dropped out on short notice, and Mr Commando reminded me that his co-tank for the evening had actually never successfully killed Brontes with us. He soon had me convinced that it was probably better to go directly back to Brontes after all and just try to get a first kill with the less experienced co-tank.

However, the rest of our team had other ideas. They really wanted to try the full run again! So we gave in and started from scratch again. I felt pretty confident that we weren't going to be successful, so I wasn't too worried, but apparently that more relaxed approach was magic. We breezed through the first few bosses and then... killed Brontes on our very first attempt! With the co-tank who'd never killed her with us before! We just had such an insane amount of luck with the orbs, we could hardly believe it (though I also cursed a little for getting the title on my alt instead of my main).

The Gate Crasher achievement pops up just as my Commando alt is about to die, and only two other members of the group are left alive

After the extremely rocky experiences I had with raiding in early Legacy of the Sith, I didn't expect to finish the expansion on such a high. Now we just need to do it again so I can get the title on my main and so the members of our team who weren't there tonight can get the achievement too.

Members of Twin Suns Squadron posing over the defeated Dread Master Brontes, with everyone displaying their new Gate Crasher title

14/11/2024

7.6 Dev Stream Reactions

After watching the big Warcraft Direct stream yesterday, it was quite a contrast to spend time on SWTOR's 7.6 dev stream tonight. Smaller studio, fewer viewers, but also a much more relaxed atmosphere and lots of laughs. I was immediately overcome with an urge to make a bunch of gifs of the interactions between Eric Musco and Papa Keith, intending to post them on Bluesky, but it couldn't cope with me uploading any images at the time (I later learned it wasn't just me), so I'll be inserting them into this blog post instead, even if that may seem a bit random!

Eric holds his finger up to his chin and goes "ooh", followed by Keith rolling his eyes.

As usual, if you want the full rundown of every little detail, I recommend watching the recording of the stream yourself or reading a detailed summary elsewhere - Kal already has one up here for example. Over here I'm more choosy with what I talk about and won't mention everything, but I'll add some commentary to make it more interesting. Let's get on with it!

Topical and time-sensitive things first: There's a new Twitch drop for the next 14 days, an Ilum poster deco with a purple border. Handily livestream viewers were able to earn it right away simply by watching the stream as it only requires one hour of watch time. There'll also be another Twitch drop, a purple Vulptilla mount, once 7.6 launches. We weren't given an exact date for that, but from what they did say on the stream it sounds like it will be early December.

While Eric explains something, Keith rubs his cheeks as if he's applying skin cream.

Also, effective immediately, there's a big 50% off sale on dyes going on! The interesting thing related to this was that they mentioned that they're planning to make changes to how dyes work soon... I'm sure I'm not the only one whose mind immediately jumped to the notion of making them unlockable in Collections, something I've seen people request more than once. I don't think that will happen though - dye sales have got to be too much of a money-maker for that - but I'm still curious to hear what they've got in mind once the time comes.

We got some info about the 7.6 story, and I tend to not go into too much detail about story previews in these posts, but I did want to note that Imperials will finally get to see Major Anri again, almost three years after Manaan, and that the story is supposedly going to be structured a bit differently, consisting of four threads you can advance in any order, about Shae Vizla, Darth Malgus, the Hidden Chain and Darth Nul's holocron respectively. I'm curious to see how that'll pan out - it could mean more content, but I've got to admit that personally I'm a little worried that "you can do them in any order" means that each "thread" will contain a lot of exposition/cut-scene watching and fewer interesting choices - but we'll see.

Eric points at the screen, then looks questioningly at Keith, who shakes his head emphatically.

Unfortunately after all that talk about how interesting the new story is going to be, we won't actually get to see it at 7.6's release, because while the patch itself will still land as planned, they had to delay the story update part of it because they "currently don't have all the elements [they] need to complete this story", which I've seen people interpret as having to do with the voice actors' strike, though I don't know whether that's just speculation or backed by anything that was said elsewhere.

There was some talk about dynamic encounters and the new lair boss, but I won't go into that here as I already covered those topics in my post about the PTS from last week. They just confirmed that dynamic encounters will only exist on Hoth and Tatooine at launch, with the possible exception of Hidden Chain invasions, which might also happen on other planets from the sounds of it.

Eric and Keith waving their arms over their heads as if trying to cover themselves.

The new lair boss is also going to drop crafting materials for new augments, something that people had already caught on to some time ago but that hadn't been officially announced. These new augments will be better than the current gold augments. I guess this will offer a sort of gear progression without further raising overall item rating, though it does make me wonder whether the next gear reset perhaps isn't as far away as I thought.

There was some talk about new Cartel Market items, which I usually don't go into here either, but there was one thing that piqued my interest: there'll be a new decoration bundle called the Remote Outpost Bundle, and it'll come with a small amount of story/gameplay attached from the sounds of it. I was immediately reminded of the encrypted datacubes from back in the day and how people were not happy with those, though I guess a big part of that was that they came from inside Cartel packs, while this will be a direct purchase. I'll make sure to get it when it comes out and will let you know whether it's worth the money or not.

While Eric explains something, Keith raises his hands to his face, forms circles with his thumbs and forefingers and peeks through them.

In terms of gameplay, there'll be a new UI feature called comlink to interact with terminals and characters in a more organic way without having to always resort to KOTOR-style cut scenes. They emphasised that this isn't meant to replace cinematics and proper conversations but should simply serve as another option for interactions where appropriate. The example they showed was of someone using a terminal and being given a prompt to enter a password, where in the current system that would bring up the KOTOR-style black bars and mute dialogue options like "enter code" or "walk away". They explained that they could also see this working for characters "texting" you.

PvP Season 7 will still start with the launch of 7.6 and bring an end to 8-man premades, as they'll once again be limited to four people max, and the devs are also disabling the old level 75 set bonuses in PvP to reduce the power of twinks. Not what I personally consider PvP's biggest problems right now, but better than nothing. What did stand out to me was that one of the new season rewards is actually going to be a proper emote instead of the previous "text-only" one, which might actually be something to look forward to for me.

While Eric talks, Keith raises his hands and face as if he's about to shout "hallelujah".

As the stream was getting close to wrapping up, Eric and Keith dropped a few more surprises on us at the end. First off, we'll get a new mount as a free subscriber reward that introduces something new: the ability to have your (humanoid) companion ride in a sidecar beside you and a non-combat pet in the luggage rack. The preview looked hilarious and made me laugh out loud. I'm not sure how much I'll use it but it'll be fun for a little while if nothing else. Plus I appreciate that they decided to make it a sub reward instead of a Cartel Market item. There'll also be two new mounts from dynamic encounter-related achievements that won't show your companion but will include your active mini pet.

A female togruta on a speeder, with Aric Jorgan lounging leasurely in a sidecar and a loth-cat kitten bouncing in the luggage rack.

Next they announced that they'll do a character name purge for the first time in a long time. If you're a subscriber, all your characters are safe, but if not, you'll want to log into any toons that haven't been logged into since January 1st of this year, else they will be flagged for a rename. I wonder if that'll give me a chance to claim Shintar without the funny i on Tulak Hord, the one server where I don't currently own the name... they also mentioned that they'll try to remember to do this a bit more often in the future to not have all these names taken up by inactive characters.

As Eric explains something, Keith suddenly gives him a faux-shocked look, which causes Eric to burst out laughing.

Finally, a big surprise at the very end: they're working on more art modernisation for planetary environments, but also for player characters. Musco immediately assured everyone that their number one priority was to not change the overall feel of the characters. The examples they showed looked really good, with just more detail on the facial textures and more gloss on the eyes. (When I tried to explain this to Mr Commando afterwards, he said that talking about shiny hair and eyes made me sound like I was trying to sell him a dog!)

Close-up of Lew Brell on Hutta, showing his face before and after the character update. The texture of his skin is much more detailed and his eyes full of life.

All in all, a fun stream with lots of news and some interesting things to look forward to, though the story update being delayed with no clear ETA was a bit of a bummer. What was your favourite part of this stream?

14/09/2024

I Got the Twitch Mount - Now What?

With only a few days left on the promotion, I was happy to finish accumulating my four Twitch watch hours of Star Wars: The Old Republic to earn the Orlean Voidstream mount. I know you can always just open a random channel in a new tab, mute it and simply let it run in the background if you don't actually feel like watching (and I did in fact do that for a WoW mount last week) but with SWTOR I wanted to try and engage with the whole process a bit more genuinely. So thanks to Intisar, OotiniCast and Swtorista for providing me with some things to watch. I wasn't paying attention 100% of the time but I was watching!

A female human Commando mounted on a light purple speeder on Rishi

Now, leaving my biases against streaming aside for a moment, my first thought upon claiming my new speeder was: What's next? Surely to make it worth the effort of implementing Twitch drops, they have to do more of these? But what does "worth it" even mean in the context of Twitch drops? Some people seem to consider "Twitch views" for a game a very meaningful metric of public interest and success. So did this purple speeder do anything for SWTOR's Twitch views?

I figured there was probably a site with some public data for this and quickly came across TwitchTracker. I found the SWTOR page on the site and have to admit that I immediately found it extremely interesting. Where to even start? Apparently SWTOR's "rank" on Twitch is #405, which sounds very bad, but #405 out of what total number? [Edit: A day after I wrote the first draft of this post the game's rank already changed to #425, so these numbers are clearly quite volatile.] The site's overall ranking of games goes up to to #773, which would put SWTOR firmly in the bottom half, but then while trying to look up other MMOs for comparison I found that Star Trek Online for example was ranked #1,359, so they clearly have more games than that in their overall database.

Anyway, I think we can agree that SWTOR is not exactly a great hit on Twitch in general, but the more relevant question for me was how its numbers have changed over time. There's a neat graph at the top of the page that shows both average (or peak, you can choose) viewers ever since the start of 2017 (the green line) as well as the number of channels that streamed the game on any given day over the years (the blue line). You can go to the page yourself or click on the image below to enlarge my screenshot of the graph.

The first thing that stood out to me was that while average viewers have hovered around an unexciting 100-200 per day for a really long time, there is one massive peak where daily viewers shot up to more than 15k for one day. What happened in July 2021? Oh right, they announced the Legacy of the Sith expansion (thanks for reminding me, blog archive). That makes sense then! No, wait... why does the peak show on the 15th of July when the announcement stream happened at the start of the month? Oh, apparently popular streamers Shroud and Summit decided to play SWTOR for a few days at that point. Sorry, I guess having a big 10-year-anniversary expansion is not nearly as interesting as those two guys.

So what has the Orlean Voidstream done so far? September isn't really properly visible on the graph yet since we're only halfway through the month, but August nearly doubled the game's average viewers compared to July. Then again, doubling a number that's small to begin with is hardly an amazing feat. We'll see what the impact on September will be.

What about the blue line, the number of channels streaming SWTOR? Well, the first thing I noticed and found quite amusing is that you can see a small peak every year on May the 4th, as people go "it's Star Wars Day, let's play a Star Wars game today" (presumably). That aside, the number of streamers seems to draw a clearer picture of interest in the game over time. From 2017 to 2019 the number of channels that streamed the game hovered pretty consistently around twenty per day for example, until there's a bit of a spike at the end of October 2019 - the release of Onslaught - after which point the daily average goes up to about thirty, indicating that this expansion increased engagement with the game. But oh wait, something else happened at the end of 2019 and throughout 2020... alright, so I guess Covid lockdowns helped with maintaining interest here.

Next we see a spike of more than 70 channels streaming SWTOR at the end of July 2020. I think that one can probably be attributed to the game's Steam launch. For the next few months, 30-40 channels streamed the game per day, until activity reached its biggest peak on record so far, with over 75 channels streaming SWTOR in February 2022 - which was the launch of Legacy of the Sith of course. Unfortunately we all know how that went, and accordingly, activity saw a sharp drop-off over the next few months, until things stabilised somewhat again with what must've been the launch of 7.1. Since then, things have been pretty stable again and kind of similar to 2017 in terms of daily streams, except with numbers ever so slightly lower.

Looking at all this, I can agree that Twitch stats clearly do reflect the state of the game in some way, though I'm kind of surprised that the number of channels that stream it seems to be a better indicator than the number of views. I mean, did that huge spike caused by popular streamers picking up the game really do anything in the long term? At best it looks like views were ever so slightly up for about two months afterwards when compared to the months before the spike.

As for the streaming numbers, while those do seem to correlate with known trends within the game, I find it hard to imagine that the causation is more than one way, as in: obviously people stream SWTOR more when it's doing well and they're having fun. I'm not sure that streaming numbers going up or down a bit have much of an impact on the player base in turn though. I guess I should just be glad that the overall picture is fairly stable.

Anyway, did you make an effort to get the Twitch drop mount? If so, did it make you interact with Twitch differently than normal? If you streamed yourself, did you see it making a difference to your viewership?

03/07/2024

Mount Sale Shopping Tips

Yesterday SWTOR surprised us by launching a surprise "Cartel Market Summer Mount Sale", with more than 48 pages of mounts (back) on the Cartel Market and most of them at around half price, though some have even steeper discounts. See, this is exactly what I meant when I said that they were experimenting more with different kinds of sales!

This is definitely something I welcome, because I'm not a fan of enforced scarcity for virtual items, and it's actually kind of mind-boggling how many hundreds of items the SWTOR team has created for the Cartel Market over the last decade and how many of them are not even available for purchase a lot of the time. So bringing them back and with a discount on top is definitely something I approve of. The sale runs until July 16th according to Twitter.

A blue and grey Togruta riding a Rimefrost Whitefang mount on Hoth

I feel like spending money on cosmetic items you like is one of the better ways of supporting an MMO that you enjoy, so I can only recommend that everyone takes a look at the sale section themselves to see whether there's anything there that interests you. However, I also advocate spending your hard-earned cash responsibly, so here are some tips to make the most out of this sale!

1. Avoid impulse purchases

I know sales are exciting, but seriously, there are 48 pages of mounts here. Unless you're a completionist and there's no limit on the number of Cartel Coins you're willing to spend, take a good look at everything that's available first and have a think about what you really want. That Hoverchair might look kind of nifty on the preview picture, but do you really want to be seen around the fleet on that thing? You don't want to splurge on something on page two just to be out of money when you see something that you actually would've liked much more.

2. Check that you're buying the right thing

What do I mean by that? Well, someone on Twitter pointed out for example that for some reason the Dune Sea Bantha is currently listed twice, at different prices. Obviously you don't want to buy the more expensive one! I think this is just a bug, but still something to watch out for. Likewise, while browsing I noticed that a couple of mounts seemed to have wrong images representing them - for example the Frostcrest Devourer is displayed as brown on the store image, but when you actually preview the item, it's grey and blue. I don't think there are many items affected by stuff like this, but you want to be on the safe side, so look closely. If there are multiple colour variants of a type of mount, you'll want to make sure to grab the one you like the most! This is really just an extension of point one.

3. Compare prices on the GTN

Just because something is on sale on the Cartel Market, that doesn't mean it can't still be cheaper elsewhere! Before hitting that "buy now" button, take a look at the GTN to see whether your mount of choice has any listings there as well, and if so, how much they're going for. There's no universal answer to the question of whether it's better to spend credits or CC because it'll depend on your individual situation, but as an example, there were four mounts I checked out that are going for 750 CC in the sale, and when I looked on the GTN, three of them were only 5-20 million credits there, so I opted to go down that route instead. The fourth one however was going for a hundred million, which I thought was a bit pricey, so I opted to purchase that one with CC instead, especially since I wanted it on a secondary server, where I'm not as rich in-game.

4. Check your cargo holds

Because people are doing the above, now may also be a good time to sell off any spare mounts that you might have stashed away in your Cargo hold. This may not be true for every mount, and there may be a dip in price as some people buy them off the CM specifically to re-sell on the GTN, but it's something worth looking at at least. On Leviathan, I'd been trying to sell a medium-rare mount that I got out of a free Cartel pack for many weeks now, and the moment the CM sale started, it finally sold.

5. Consider buying to re-sell yourself

If you'd like to turn some CC into credits, grabbing a couple of rare mounts while they are on discount may not be a bad idea either. Kal points out that the TF-4 Rampage and Walkhar Trickster are very rare for example. They obviously won't be as rare after this sale, but it's still something to consider, especially if you're willing to play the long game.

Anyone remember when mounts were called "vehicles" in game by the way? It's still the name of the relevant post category on this blog, because at launch we only had speeders and no animal mounts. I think the first animal mount was the tauntaun added with patch 2.3? I don't remember when they changed the actual in-game ability list to say "mounts" instead of "vehicles" though...

10/07/2023

Savanna Vorantikus Returns!

Did you ever hear the tragedy of Savanna Vorantikus? OK, it wasn't really a tragedy, more of a comedy.

You see, SWTOR's Cartel Market has a daily flash sale, where an item will be half price for 24 hours only. Usually it's something that's not super popular, but the reduced price can make it a good deal regardless.

Last year, on the 30th of September, the featured CM item of the day was a mount called Savanna Vorantikus: only 750 Cartel Coins instead of the usual 1500! Sure, whatever. The next day, it changed to the Swamp Rancor, another mount.


However, on the 2nd of October, the Savanna Vorantikus was back. How odd! They don't usually discount the same item twice in such quick succession. Oh well.

The next four days featured an assortment of different items as you'd expect: two weapons, an armour set and a speeder. But on the 7th of October, the Savanna Vorantikus returned yet again. And then again the next day. And then again the day after. And then the next two days after that.

People on the forums, on reddit and on other social media went nuts. What was going on? Just how many of these beasts did they have to get rid of? I mean, it was pretty obvious that something was bugged, or perhaps the person that usually populates the flash sale schedule had unexpectedly taken sick, but those were boring explanations. It was much more fun to meme.

As someone who doesn't usually pay that much attention to the Cartel Market, I didn't immediately notice the repetition, but let's just say that by the fifth day, so many people were talking about it, it was hard to miss. Just as I was starting to think that I should really buy one for myself just to get in on the silly fun, they finally fixed the schedule. The flash sale still "hiccuped" a little as it repeated the exact same four items that had been featured in early October plus the Swamp Rancor, but it didn't revert to the Vorantikus after that, so we were out of the woods. And I always kind of regretted missing out! I even checked the GTN at some point but ultimately decided against buying it from there.

Needless to say, when I saw the Savanna Vorantikus on sale again today, I pounced on the opportunity to get my own. At last, I am in on the joke! Now the question is just whether that will be it or whether the Savanna Vorantikus will once again make a return tomorrow or the day after...

10/10/2019

PTS Success (Sorta)

Yesterday the official SWTOR Twitter account helpfully reminded me that the Onslaught PTS is scheduled to shut down tomorrow on Friday, so I decided to finally sit down and get those PTS achievements done that I started working on over a month ago.
I returned to my level 73 Guardian tank on the PTS, queued up for all the group content (which is when I noticed that they added the one-boss operations like Toborro's Courtyard and the Colossal Monolith to the group finder, which is nice) and for unranked PvP and went off to do some heroics while I waited for the queue to pop.

I had only completed two by the time I got bored of waiting and figured that there clearly weren't enough people queuing for PvE group content to make anything happen on Republic side. That I wasn't getting any pops in the sub-75 PvP bracket was hardly a surprise either, so I returned to Odessen to use the terminal there to level up to 75.

When I re-queued after dinging, I got a warzone pop almost instantly, so that's how I then ended up spending most of my evening. I would have preferred to have a look at some of the newly re-tuned flashpoints to be honest but when you need to get your achievement credit now you take what you can get.

The gear rewards from PvP were really lackluster. While PvE content apparently showers you in loot right now, I only got a little loot box every other PvP match, which usually contained some crafting mats, some warzone adrenals and a green piece of gear. Half a dozen greens wasn't exactly a fantastic payout for a whole evening of PvPing.

I also couldn't quite figure out what was needed to qualify for a reward box, whether you simply needed to win a match or what. I'll admit that this was at least partially my own fault though as my inventory was a huge mess, meaning that I didn't always notice the appearance of a new box right away.

Some more changes had been made to the UI since my last PTS play session, such as an updated character window, which I didn't mind nearly as much as the new item tooltips. The only annoying thing about it was that it was not yet implemented/broken for other characters, so if I tried to inspect another player the result was only a blank window with an alignment bar in it.

Also, the little person icon on the very left of the top navigation bar kept flashing (like the icon for proficiencies does if you have unspent points) but I couldn't figure out what it was that it wanted me to do so it kept flashing away all evening.


The biggest point of interest was the amplifier system/UI though, which we were supposed to actively give feedback about. Initially I mostly found it very unintuitive - for example it required a double click to open the re-roll window. What the hell? Nothing else in the entire game requires double-clicking! I only really figured it out by accidental rage-clicking. (Why isn't this working...)

All the different effects and the process of re-rolling are kind of intriguing right now, but also overwhelming. Remember when they got rid of Aim, Cunning, Strength and Willpower two expansions ago because it was considered too complicated for players to figure out which of these four stats mapped onto which base class? Why do they now give us something like twenty new stats, many of which have weird and ambiguous names? What do you think "Aural Rejuvenation" does? Something to do with hearing? Shouts? (Nope, it increases AoE healing apparently.)

Seeing all of that on the PTS and knowing that Onslaught's launch is less than two weeks away now, I honestly can't help but feel slightly nervous about this whole gearing revamp. Unlike others, I'm not getting any Galactic Command 2.0 vibes here - Galactic Command's initial implementation wasn't at all complicated, just an obviously bad idea.

Spoils of War, at least from what little I've seen, just feels slightly overwhelming and confusing instead, which I suppose could go either way. Either I'll figure it out and enjoy the newly added complexity, or I'll freeze like a deer in the headlights as my inventory gets filled up with green items with two dozen different amplifiers on them, because I can't decide what to keep and throw away as I can't tell what's good anymore.

Oh well, I guess I'll focus on the new story to start with and then take it from there. At least I got my titles and silly log mount for my public testing duties! I had no idea it was going to look this phallic by the way.

04/08/2019

Master Mode Dread Council

Mine and my guildies' ambitions to knock out as many ops achievements as we can - before the coming expansion potentially makes the fights more difficult again - continue. The latest encounter to fall to our might was the Dread Council in Dread Palace on master mode. Unfortunately I didn't get a kill video of this one as I noticed halfway through the fight that my GeForce experience had unexpectedly stopped working, and then that very same attempt - which hadn't even felt all that great up to that point - unexpectedly turned into a kill.


The thing that made this fight particularly interesting to me is that it's one that I'd never even tried before we started working on it this time around, not even back when you could over-level the operation. I'm actually not sure why, as we did kill the first four bosses back then, but that's just how it worked out.

I also didn't really do any research on the fight or watched videos about just what was different compared to veteran mode, so I was utterly delighted the first time we reached the end of the phase with the two ghosts, when Styrak and Brontes did something totally new that they don't do on either of the two easier difficulties: they repeated additional mechanics from their solo fights in Scum/Dread Fortress. Specifically, Styrak does his "now you'll see real power" move where he grows big and you get surrounded by small copies of him that try to trap you, and Brontes summons little reaches that connect through deadly electrified beams just like she does during the first transition phase of her solo fight. I thought that was a great example of how you can make a nightmare mode fight feel different and exciting beyond just making everything more deadly, something that SWTOR hasn't traditionally been that great at.

As a healer, I didn't find the fight particularly interesting in terms of my role - the main challenge was spacial awareness, as the group has to spread out and move around a lot, so when death marks go out you have to be able to quickly run across the room to be in range of everyone you need to cleanse before they die.

That said, there is something fascinating about the fight when you watch it, which is why I'm actually a bit bummed out that I missed the opportunity to record our first kill. It's quite "dance-y" in some respects, but everyone has to do a different dance while making sure not to crash into anyone else. I always particularly enjoy watching the tank who has to handle Bestia solo run across the room like a headless chicken to get her debuff to drop off, just to then get punted all the way back to where they started. It helps to know that actually, their running isn't as random as it looks, as they have to make sure to keep a distance from the other bosses so that Bestia doesn't buff their damage, and they have to position themselves just right before the punt so that they don't go flying over the edge to their death.

Speaking of people falling to their deaths, you only die from fall damage if you're already on less than half health when you go over the edge, so every time a wipe was called it became a bit of a fun challenge to allow your health to get low enough so that you could jump off and die without incurring repair bills, but before the abilities of the masters themselves had a chance to kill you.

Also, for some arcane reason related to how it's programmed, we soon learned that every set of Brontes' reaches that spawns gives 625 Conquest points when it disappears again. I've never counted, but I think you get at least a dozen spawns throughout the phase, if not more, which meant that each attempt that at least saw us through the reaches phase (even if some people died in the process) gave a huge boost to our guild's Conquest total. Not something you can easily farm specifically for Conquest gains, but it softened the blow of each wipe to know that we'd at least contributed something to the guild in the process anyway.


Oh, and when the masters finally died they dropped a cybernetic rancor mount, which was won by one of our tanks. Looks pretty spiffy!

29/05/2019

Seek And You Shall... Be Surprised?

Bhagpuss' adventures in SWTOR continue to surprise and amuse me. I mean, here are the developers trying really hard to funnel new players into just doing the storyline, by highlighting the main quest chains in bright purple and hiding all side missions by default, and what does Bhagpuss do? Barely halfway through his class story on his first character, he starts doing macrobinocular and seeker droid missions.

I tried to alleviate his confusion about them a little bit with a helpful comment, but after posting it I did find myself pausing for a bit. Was I sure that my assessment of seeker droid areas only rewarding "junk" was still accurate? Just how long had it been since I last visited one anyway?

As I was driving around Hoth in search of information about nerfs (don't ask), I drove past one of those areas that caused my seeker droid to light up because it had detected something interesting. I decided to detour towards it and do a little digging to refresh my memory.


I did not find any of the "junk" I was expecting, such as low-level mods and green implants. I guess someone at Bioware did bother to go through the loot tables to remove those at some point. The first thing I found was a seeker droid related consumable that, according to its tooltip, "reduces the deployment time for your Seeker Droid by 100% for 1 hour". Wow, so it's instant then? Actually... as it turns out, it "only" makes your Seeker Droid go about twice as fast (whoever wrote that tooltip apparently doesn't understand how percentages work), but it was still a neat little thing that I previously hadn't even known existed.

Other things I proceeded to dig up were various speeder parts (they are a type of loot I vaguely remembered though I hadn't thought about them in ages, and I always thought they were much rarer), more of the speed boost consumables, some blue "secure crates" containing grade seven crafting materials (this was about the closest to what I'd consider junk, because while not totally useless, rank seven materials are of little value six years past their prime), GSI reputation tokens (no good for me anymore since I'm maxed out, but useful loot in principle), as well as one piece each of the cosmetic Dread Seed and Star Forager gear sets (that's the one valuable I actually remembered existing but had never seen myself before).


It was kind of mesmerising and before I knew it, I'd spent a full hour digging, at which point I asked myself: Just how long was this going to continue? As far as I remembered, dig sites were supposed to deplete after a while, but maybe that had been changed too? I looked it up and the exact way it's supposed to work is that the dig site stays up until someone finds the "special treasure". Since I was the only person working on it, I figured that this might be the reason for it taking so long and decided to keep going.

As it turns out, the system does still work this way, and I did eventually find the special treasure. Unfortunately that was indeed junk - a piece of purple level 55 gear, which is pretty much totally worthless now. Special treasure my arse.


While this was an anticlimactic conclusion to my little treasure hunting adventure, I was still positively surprised by how much better the loot had been than I expected. For example I got so many of the speeder parts that I was able to go and buy one of the speeders in the GSI offices on Nar Shaddaa straight away. It's nothing special in terms of looks, but it was still a nice little reward that I hadn't expected to get when I started digging.


I'd almost consider going back to dig for more, but let's be honest: While the treasure was marginally better than I had expected, I still spent one and a half hours just walking in circles in a small area of Hoth and shaking my fist at the seeming inaccuracy of the directions I was given at times. (My tip: Always use one of the consumables that are supposed to improve accuracy. The process is maddening enough either way, but at least this alleviates the pain a little.) There's a reason players haven't been clamouring en masse for Bioware to add more content for this system.

Back in October they actually said during a dev livestream that they were going to bring back macrobinoculars and seeker droids on Ossus, with the latter system also slated to receive some improvements. Based on the complete lack of coverage of the subject once 5.10 actually released, I'm guessing that this feature didn't make the final cut though... oh well. Nobody seems to be missing it either.

10/02/2019

ESO vs. SWTOR: Comparing Business Models

After playing Elder Scrolls Online for a few hours on New Year's Eve, I joked that I probably wasn't going to get back into it for another year, but actually I've ended up playing it casually throughout the past month and even splurged on an ESO Plus subscription too. Turns out that now that I made it over the hump of replaying content that I'd already seen in the beta years ago, I've been rather enjoying myself, though not always in the ways I expected.

I'll probably be able to get a couple more comparison posts out of the experience, but I'm a bit wary of making shallow "first impressions" posts at this point, as these are a dime a dozen in the MMO space and can end up being very oddly skewed, so I don't want to write about anything that I haven't been able to actually sink some time into/research in a bit more depth. So let's start by talking about business models, as these are very straightforward. (Well, relatively speaking. Actually they are pretty complex, but still less so than the gameplay itself.)

In a nutshell, I was surprised by how similar the two games are when it comes to their business model, considering that SWTOR is often decried for having a terrible one, while I mostly keep hearing people gush about ESO's being oh so great. I guess Bioware is still having a hard time with bad PR.

Buy to Play vs. Free to Play

To be honest I've never quite understood the obsession many outspoken MMORPG players seem to have with B2P over F2P. That one-off box purchase on its own isn't going to pay for years and years of content to be developed, so the devs still need to push the subscription option/additional cash shop purchases either way.

That said, having tried ESO I can see one advantage for the player in that the required buy-in means there has to be less worrying about restrictions during the early levels in particular. SWTOR places some pretty brutal chat restrictions on low-level free players, simply because of how much gold/credit sellers have abused the ability to create new accounts for free.

That said, having to spend money to start playing at all is still an obstacle, even if the price of the base game is quite low these days. I know I was unwilling to give Secret World a try until it went free-to-play for example, but then ended up enjoying it enough to be willing to give Funcom some money afterwards, so there's obviously some value to not having a pay wall at the very beginning. I'd love to know how the two models compare behind the scenes in terms of acquisition/player lifetime value.

The "Optional" Subscription

People often criticise that SWTOR's subscription isn't really optional as playing without it you'll feel very limited. I don't think I've ever met a SWTOR player that denies this either, though I think people sometimes don't give credit to all the content you can access completely for free, which includes all the class stories.

ESO definitely doesn't nag you about subscribing nearly as much, though in fairness they also don't have to since you've already given them money by the point you've started playing. That said, I actually found the game pretty unplayable without a subscription by level ten or so, for the simple reason that is the crafting bag.

The crafting bag is a feature that you only get access to while subscribed and is basically a portable hole that can hold infinite amounts of everything related to crafting. The thing that people don't tell you is that if you're the kind of person who likes to click on everything around you that the game will let you interact with, 90 percent of everything you loot will be crafting materials. Since I'm somewhat interested in crafting, I wanted to keep them too, but from level five or so onwards this basically meant that I could barely complete a single quest before my bags were full. By the time I ponied up for a month of ESO Plus, both my bags and my bank were full to burst, yet the instant I subscribed and the crafting mats were automatically transferred to the crafting bag, my normal bags and bank were suddenly virtually empty.

I guess this particular limitation doesn't get as much publicity because I know from experience with my guildies that most players aren't as obsessed with picking up everything that sparkles and will happily ignore large numbers of dropped loot, and what they do pick up they will happily vendor without thinking about potential future use for crafting or anything like that, but I suppose it goes to show that "optional" is in the eye of the beholder. At least I know that I'm not the only one who's struggled with the lack of crafting bag for non-subscribers, as people's opinions on the official forums range from "it's okay; you can circumvent it by making extra storage alts/a personal guild bank/buying additional accounts" to being entirely put off the game by this particular restriction.

Convenience aside, another thing that both games' subscriptions have in common is that they give you a cash shop stipend for every month that you're subscribed. ESO is much more generous however, by throwing in 1500 Crowns per month vs. SWTOR's 500-600 Cartel Coins. While the value of funny money like that can be hard to gauge accurately, I did the maths and the two currencies are actually very close in terms of real life value as well, so ESO really does give you more bang for your buck, which is nice! It's pretty obviously part of their marketing strategy too, as one month of ESO Plus actually costs less than buying 1500 Crowns separately, so the idea is to use the lower price to lure you into subscribing instead of having you simply make a one-time purchase.

General Cash Shop Observations

ESO for some reason felt the need to not have just one but two cash shop icons, because they figured the Crown Crates (random lootboxes) needed their own, which is kind of funny to me. Either way the icons are similarly unobtrusive as the Cartel Market icon in SWTOR.


In general, I like the Crown Store's UI a bit better. SWTOR's store UI is much better now than it was, but ESO still requires fewer clicks in comparison to navigate between categories, which makes it easier to casually browse what's on offer. There are also helpful sub-categories, such as "mounts" being split into "exotic", "horses" or "special". I've often wished that SWTOR had more of these, for example to make it easier to only look at animal mounts vs. speeders, or in the armour section at Jedi styles vs. bounty hunter outfits for example.

Another big plus in favour of the ESO store's UI is that they make it much easier to preview everything before buying. While SWTOR technically has a preview function, it's sometimes disabled for bundled items. Compare this to ESO selling a bundle with several dozen hairstyles in it and letting you preview literally every single one of them before buying (though how to do so isn't super obvious and - like many things relating to ESO's UI - I had to google how to do it).

The general wares in both stores mostly consist of cosmetics of some variety or another, with no power-related purchases. The main thing that SWTOR has that ESO doesn't is that they allow you to manually unlock some of the subscriber benefits (such as the infamous extra hotbars) permanently. The only comparable thing that ESO has is that you can buy DLC content - it's generally free to access for subscribers but unlike in SWTOR, you don't automatically get to keep it if your sub lapses. Also, the current newest "chapter" in ESO or whatever word they use to avoid saying "expansion" is not included in the subscription and still requires an extra purchase no matter what. Another thing that's worth pointing out is that ESO sells some insta-gratification consumables - as I mentioned in my last post, there are mechanics such as riding training and crafting trait research that are gated behind literally months of waiting... unless you're willing to pay up that is.

In general it seems to me that SWTOR's Cartel Market is somewhat better stocked than ESO's Crown store, despite of both games periodically removing items to create artificial scarcity; there's just more stuff to choose from in the former than in the latter.

Funny Money

Now, let's talk pricing! As mentioned above, funny money's whole purpose is to make it less obvious just how much you're spending on things, which it generally succeeds at (especially with additional discounts if you buy larger amounts at once etc.). There is however some napkin maths that you can do, and while doing so I was pleasantly surprised to find that SWTOR and ESO made it easy for me to draw comparisons between the two by having an extremely similar exchange rate. (Note that all prices in this post are in pounds as I'm located in the UK.)

Basically Cartel Coins range in price from £4 to £7 per thousand, depending on which bundle you choose, while ESO's Crowns range from £5 to £8 per thousand. So Crowns are slightly more expensive, but not massively so. The main thing that surprised me was the variance in bundle pricing. I think I've only ever bought Cartel Coins once a long time ago, so I didn't remember how it works in detail, but basically the bundles you can buy range in price from £1.80 to £24. For all the talk about "whales" people like to engage in nowadays, a maximum transaction amount of £24 is hardly daylight robbery. I mean, that's only slightly more than I have to pay for my daily commute. In comparison, ESO's Crown bundles start at £6 for the cheapest one but go up to £110. I wonder how many players actually go for that last one? I think I would struggle to even find enough things in the store that I'd like to spend 21,000 Crowns on.

Anyway, I figured that for price comparison purposes it was both fair and easiest to assume a value of about £5 per thousand Cartel Coins or Crowns. Looking at the different categories you can see some interesting differences.

For example on checking the mounts categories in both stores, SWTOR's ranged in price from about £2 to £13, with most averaging around £7.50. In comparison an ESO store mount will set you back £4.50 to £15, with most of them averaging around £9. One interesting tidbit about ESO store mounts is that the in-game alternatives to them are extremely restricted. I've sometimes heard people complain that SWTOR hides all the good cosmetic stuff in the store - something I've always disagreed with - but even if you see some merit in the argument it's nothing compared to the way ESO handles its mount skins. There are literally only four differently coloured horses plus an event mount available from actually playing the game; every other mount is exclusive to the store.

Another category I compared was that of non-combat pets, where again, SWTOR was a bit cheaper, with the average price for a pet being only a little over a pound, while ESO's tended to hover around £3.50. I suspect that this is simple market pressure at work as pets are not very popular in SWTOR and I doubt they'd sell any at all if they cost more than they do. In ESO on the other hand I see people running around with non-combat pets all the time, despite of their higher prices.

When it came to character looks, I compared SWTOR's armour shells to ESO's appearances, which are slightly different but essentially both grant you a full cosmetic outfit for your character, which I judged similar enough for the purposes of this post. Here ESO is more generous, with prices ranging from £2.50 to £5, while SWTOR's armours can cost up to £13 for some, with most hovering around the £7 price point. I guess this must be one of Bioware's main money makers. I mean, I'm sure ESO players care about their characters' looks too, but SWTOR makes it more of an issue with all the cut scenes making you want to look your most fabulous for the camera. People jokingly refer to the game as "Space Barbie" for a reason.


Crown Crates vs. Cartel Packs

Let's talk about the elephant in the room: lootboxes, oh em gee! I've noted previously that SWTOR has effectively been phasing them out, but the Ultimate Cartel pack is still available, so I guess it counts. As far as I'm aware ESO has shown no signs of shifting away from relying on Crown Crates for its income.

Interestingly, there is a big price difference between Cartel Packs and Crown Crates, with the latter costing twice as much as the former: £2 vs. £1 per pack. (That said, this is still less than I thought either of them were going to cost in real money.) Now, it might be that the ESO crates make up for their higher price with better contents, but to be honest that's hard to judge considering that nobody knows the drop rates for anything for certain, and even if we did know, if the items aren't also sold in the store for a fixed price, there isn't an objective value we can attach to any of them, seeing how people have different opinions on what's a good or a bad drop. One person's favourite mount ever might be another one's trash.

That aside, I do think that SWTOR is miles ahead in terms of consumer-friendliness in this area simply because all the contents of the boxes are tradable. So if you enjoy opening random boxes you can, but if you just want a specific item, you can simply buy it off another player for credits. There is a chance that your particular item might not be available for sale at all times, but in general there is a pretty healthy secondary market for pack items.

I'd previously been told that ESO had this "Crown Gem" system, which was just as good or even better because you can use gems to buy crate items directly, but after having seen it myself I have to call shenanigans on that one. Basically you get gems for disintegrating unwanted junk items from the boxes, such as potions, but they are only worth one gem a pop, which is basically nothing. Bigger items such as pets or mounts cannot be turned into gems at will, only if they're duplicates! So getting an ugly mount that you're not going to use doesn't get you one bit closer to getting the thing you actually want, whereas in SWTOR you'd at least be able to sell it.

Also, and this is something nobody had ever mentioned to me before and that I only learned while looking it up, the top reward tier, which is called "radiant apex" rewards, can't be purchased with gems, ever, so you can only get those via sheer luck.

Really, the only thing I can say in favour of ESO's Crown Crates is that aside from the radiant apex rewards, all the rewards for the current crate season can be inspected via the in-game UI and you don't need to go to an outside site to learn what they are. This would have been a good feature for SWTOR to have too back in the day, though it has now become redundant with the Ultimate pack (as I get that they can't easily give you a preview of every Cartel Market item ever produced).

Trading & Unlocks

After railing against the lack of tradability of Crown Crate items, I do want to mention something positive related to store items and other players in ESO: the game has the option to give store items to others as gifts directly, which I think is very neat. In SWTOR you can give gifts too, but you have to buy them yourself, wait for the bind timer to run out and then send them through the mail or hand them over in person. I think a dedicated gift UI as part of the store is a nice idea.

The other thing I wanted to mention is that (as far as I could tell; personally I still only have one character), all of ESO's cosmetic cash store purchases are automatically unlocked account-wide, whereas in SWTOR you have to pay an additional fee through the Collection UI to get access on all your characters. How much of a boon that is to you depends on your play style I guess - I love creating alts myself but tend to give them all unique looks anyway, so to me automated account-wide unlocks are a moot point. However to players who don't mind recycling a good look, this can be a boon and drastically increase the value for money of purchases in ESO.

Whew, this ended up being longer than expected!

TL;DR: SWTOR's and ESO's business models are remarkably similar. The main differences are:

- SWTOR gives you a big chunk of content for free, but restricts and nags you a lot if you don't spend any money
- ESO's subscription feels more like a nice bonus than a requirement to fully enjoy the game (unless you have a specific play style), largely due to the generous currency stipend
- Both cash stores rely heavily on cosmetics, with no direct power purchases. Both have only a couple of what I would call slightly iffy items in there, such as SWTOR's extra hotbars for non-subscribers, or ESO's unlocks to skip months of waiting.
- ESO's store has the slightly better UI, but SWTOR's has more merchandise to choose from.
- In both cases, the prices for most items are what I'd call pretty reasonable, usually coming in at £5 to £10. I was actually kind of surprised by this, which is funny in itself as you'd think that as a long-time player I'd know better. It gets a lot of publicity when they experiment with releasing something super expensive, but if you look at the everyday items and prices, it's actually much ado about nothing.
- ESO still relies heavily on lootboxes at this point, with some bad luck protection but no ability to trade, which makes them a bad deal for anyone who just wants a specific drop, whereas SWTOR players can get pretty much anything they want from them without having to rely on RNG.

Do you think there's anything important I got wrong or left out? Feel free to add it in the comments and I'll edit it in where applicable.

27/11/2017

Day 9: Silly #IntPiPoMo

Want to know what the hashtag is all about? Read all about International Picture Posting Month here. Want to see the full list of themes I'm following while posting screenshots throughout the month? You can find it here.

You know what the "silly" theme means, right? Time for some "interesting" character names and chat!


Not a bad likeness, though I'd see him as more of a Scoundrel than a Sith warrior...


Also: Full pun points for this guy.


Nothing to do with names, just an interesting thing to see on one of the rare occasions that I looked at general chat.


One time after rolling a new character I encountered two lowbie smugglers duelling right outside the cantina on Ord Mantell. Both had their Corso set to healing and were therefore unable to damage each other in any meaningful way. I just found that amusing.


This is me looking longingly after a dead mob that my pet tank knocked to its death inside a Star Fortress. Most of my guildies consider my obsession to not leave any shinies behind ridiculous, but at times like these, it's a hard life...


People who've run Eternity Vault many times will probably be familiar with the trash skipping run inside the jungle biome. I swear Bioware is aware of it as well and tries to sabotage it every so often, because I'm reasonably certain that those manka cats weren't always where they are now! Anyway, during one such run I was amused that someone had actually highlighted part of the way with some  raid markers in an attempt to prevent people from pulling adds or falling into the lava. Not that that ever works...
 

Some people might feel embarrassed when running into someone else wearing the same outfit as themselves, but not me! In fact, I was absolutely delighted when I randomly encountered this handsome chap on the fleet who just happened to wear the exact same set of gear as me and with the same dye in it as well. It wasn't even something from the Cartel Market, so what were the odds?


Trying to take selfies while mounted can lead to strange results, that's all I'm saying.

IntPiPoMo count: 72

21/11/2017

Day 7: Team #IntPiPoMo

Want to know what the hashtag is all about? Read all about International Picture Posting Month here. Want to see the full list of themes I'm following while posting screenshots throughout the month? You can find it here.


As always with this theme, I have to start with my pet tank. I like how this shot makes it look like my character is gazing up at him adoringly. I already bemoaned last year that his interest in the game had been waning and that he was only really logging in for operations most of the time, yet another year's gone by and here we are still. I'm not letting him get away!


Funnily enough, playing relatively little doesn't stop my pet tank from spending money on the game. I'm always baffled when he suddenly whips out a mount from the newest hypercrate. I absolutely fell in love with the Mighty Kath Hound when I first saw him on one and decided to buy one for myself on the GTN. So we've been riding matching mounts for most of the past year.


I'm so glad they included some of these group cut scenes in Crisis on Umbara, even if they sadly don't have any dialogue. Love all the exaggerated faces our characters make in them!


When my guildies and I aren't running new flashpoints, we're still goofing off in operations several times a week. I realised the other day that last month it's actually been five years since I joined my guild. Would you believe it?

This selection of screenshots kind of makes it look like I only play with my pet tank and my guild nowadays, but that's not true. However, I've been taking fewer screenshots of my random groups since I started recording videos about them (because it feels a bit redundant) and my community collaborations in the past year were all of the non-photogenic kind (being a guest on not one, but two podcasts!). Still, food for thought, hmm...

IntPiPoMo count: 56 - that's the target of 50 hit once again, but I got three more days of themed screenshots to go!

10/10/2016

Back In My Day: Travel

With SWTOR rapidly approaching its fifth birthday at the end of the year, I'm thinking that the game's old enough now for us to start waxing nostalgic about how much better things used to be "back in the day" - or how they were different at least. I don't think that SWTOR has undergone nearly as many changes as for example World of Warcraft did in its first five years, but things have changed nevertheless. In light of this I wanted to start a series of posts detailing some of these changes - both to indulge in nostalgia and to let newer players know how much better they've got it these days (or what they missed out on in some cases).

For starters I'd like to cover the subject of travel, which is one of those areas that has definitely seen a lot of changes.

Walking

Free players may feel like second class citizens these days for not getting Sprint at level 1, but back in the day none of us did, and the starter planets are all small enough that they were clearly designed with the intent to be easily traversable even at slow speeds. Sprint wasn't unlocked until level 14. Yes, this meant that you could enter a PvP warzone without it - I remember doing that once and then never again, after how horrified I was by how slow I was at getting to the side turret in Alderaan Civil War.

Vehicles

In case you've ever wondered why this blog doesn't have a "mounts" tag but only a "vehicles" one, this is because at the game's launch vehicles were the only mounts we had. The first animal mount wasn't introduced until patch 2.3, when rideable tauntauns were added to the game.

Use of those early speeders was also a lot more restricted than it is now. If it still annoys you that you get dismounted in the Senate Tower on Coruscant, just think of what it was like when this happened in every single spaceport and space station, and that at a time when people had to walk/drive back to their ships all the time.

You also couldn't train the first rank of speeder piloting until level 25. Again, this is still quite apparent from the way the planets were designed, as Coruscant/Dromund Kaas, Taris and Nar Shaddaa aren't that big compared to some of the later planets. I remember being really relieved to get a speeder by Tatooine, as that's when things really opened up.

Speeder rank was initially also tied to the vehicle itself, so once you upgraded your skill, you needed to buy a new one that was actually faster. I remember doing quite a bit of research about that before I settled on my Ubrikkian Raider back in the day. The downside was of course that once you were capable of travelling faster and more securely, you never wanted to ride the older and slower vehicles again.


Taxis

It wasn't that long ago that we had to discover each taxi point first before we could travel to it (except for Makeb), but with 3.2 this requirement was removed, which in a sort of interesting turnaround has made travelling around a new planet by taxi the fastest way of helping with its discovery.

Initially, some taxis also weren't fully linked up - Dromund Kaas was infamous for this, always forcing you to leg it between the taxi pad at the Kaas City entrance and the one inside the city if you wanted to cross the entire map. The teleporters on Belsavis also weren't all linked up the way they are now.

Quick Travel / Fleet Pass

I remember when I first started playing SWTOR, I was hugely impressed by the quick travel feature - and that was when it had a half hour cooldown! This was because I was coming from WoW, where you can only set your hearthstone to one location at a time (though I think they've added extra options since my time). In comparison, SWTOR's ability to choose to quick travel to any point on the planet once you had discovered it was absolutely amazing. In addition to that you also got the fleet pass once you hit level ten, which allowed you to return to the fleet once per day (!). In terms of questing dynamics this meant that you generally used the quick travel option to "get back to base" after finishing one area of the map (though it might not always be off cooldown) and the fleet pass was reserved for the end of the evening when you were done with everything else.

A lot has changed since then: if you're a subscriber and have all the legacy perks unlocked, neither quick travel nor the fleet pass have any sort of cooldown on them, but even without those perks the cooldowns are much shorter than they used to be. On planets this means that once you've discovered a part of the map, you can hop from any quick travel point on it to another, at no cost and with no cooldowns, making taxis completely redundant unless you've only just landed on the planet for the first time. (I don't remember the last time I used one of the taxis on the fleet...) Likewise there's nothing stopping you from using your fleet pass for absolutely everything on the fleet, even if you already are on the fleet and just want to get back to the centre of the main station quickly.

Another important change to quick travel points is that nowadays they simply unlock by proximity. It used to be that you had to click on each one to unlock it, which led to many a "d'oh" moment when you were in the middle of hostile territory, wanted to return to base quickly and realised that you'd forgotten to manually unlock the nearest outpost's quick travel point on this character. Some were also notoriously bugged and would constantly reset themselves back to being "forgotten" - the one in front of the Dread Fortress on Oricon was a well-known offender, as was the Raider's Cove cantina on Rishi.


Terminals

Outside of the means of travel mentioned above, travel between planets originally meant using your ship - the one method of travel that hasn't really changed much since launch and one that's very slow and inconvenient. If you were on the fleet and wanted to do dailies on Belsavis for example, you'd have to run/drive to the correct hangar for your class, board your ship, use the galaxy map to travel to Belsavis, exit on the Belsavis space station and then travel down to the planet every time.

Terminals were Bioware's first attempt at alleviating this issue a bit by placing terminals at key locations that would instantly allow you to travel to your ship or to prominent daily locations with a single click. I remember it originally being such a hassle to always remember the way to the correct hangar for whatever class you were on at the time, but with the terminals placed at every hangar entrance this became a non-issue as every terminal would simply allow you to choose "your ship". Doing the rounds around the different daily planets also became a lot easier once  you didn't have to board and disembark from your ship anymore between each planet.

Strongholds & Legacy Travel

Over time, Bioware introduced more and more ways to quickly get from point A to point B. It started with additional legacy travel unlocks that would function like the quick travel or fleet pass option and quickly take you to various places that required visiting more frequently, such as your faction's capital world or a planet with dailies.

However, the ultimate in travel convenience was introduced with the strongholds expansion - I even dedicated a whole post to this. Strongholds allowed you to travel to your stronghold instantly and from anywhere - and afterwards you could chose the option to be returned to exactly where you had come from (unless you logged out in the meantime - then it will take you back to the same planet but dump you at the spaceport/entrance). This means that you never again had to worry about things like running out of bag space in the wilderness or unexpectedly needing something from your cargo hold - your stronghold could be modified to contain all these services and was only a click away.

Guild ships also finally introduced the option to "summon" other people to your location as it's usually called in fantasy games - finally allowing everyone to slack off when you needed a large group of people to move to a specific location and alleviating everyone else's annoyance with that one guy who was always the last to make his way over. People quickly discovered the usefulness of this feature to get people to difficult to reach datacrons en masse - however I believe that at least the ability to do this with the fleet datacron was later patched out; I'm not sure about others.

Conclusion

Travel is one of the areas in which the game has changed the most in my opinion, since it's become a lot more convenient over the years than it used to be. Originally you always had to use your starship to travel everywhere, but nowadays you pretty much only do this for the base levelling game, with endgame being dominated by using terminals and quick travel options to get around.

I remember in World of Warcraft I always felt that the increasing ease of travel (flying etc.) diminished my feeling of being inside a virtual world a lot, but curiously I never really had this feeling in SWTOR. I think the reason is that the stuff we skip in a game like WoW are zones that we actually used to play in and that we don't really perceive anymore when we fly over them, while the space between planets in SWTOR has always been irrelevant to the experience. I suppose I feel somewhat less of a connection to my ship now since I don't board it as often, but to be honest I never felt very attached to it anyway, and since the stronghold expansion my strongholds have always felt much more like a home to me than the ships ever did.