Showing posts with label section x. Show all posts
Showing posts with label section x. Show all posts

13/05/2021

Shintar's Galactic Seasons Diary, Week 2

You know, originally I was only going to write about my first week of this Galactic Season, but it's been shaping up to be such an interesting experience that I figured I might as well continue this little diary. Read on to find out all about the adventures I had while completing Seasons objectives in week two.

Day 1:

My new weekly objectives were to play four GSF matches and do three veteran mode flashpoints. I would have been happy with both of those except that word was that the flashpoint objective was still bugged, so I re-rolled it and got the warzone one again, which was just as well from my point of view.

My dailies were to play one GSF match and do some Section X dailies. For the former I took the character whose ships I had started kitting out last week, my boosted Assassin tank, and with more ships it was immediately more fun. I lost again, but at least it was domination instead of a death match for a change and I got to play a bit differently. This also brought me to 1/4 on the weekly, but I decided not to pursue that further for the time being in case I got more GSF dailies over the course of the week.

I took my Powertech tank on what I expected to be a quick tour of Imperial Section X but got a bit bogged down by the heroic, which - while soloable - can still be a bit of a drag. Once done, I quickly travelled out and did some hand-ins, which was enough to already grant me the Seasons objective even though I had two more missions left for the weekly quest. I decided to leave those for now in case I got more Section X objectives in the next couple of days.

Day 2:

My new dailies were to kill bugs and other mobs, this time across outer rim worlds. I immediately re-rolled the bugs and got a PvP match instead. I played this on my Sage healer and got into a Hypergates match where we eked out a win by a hair's breadth.

For the remaining generic mob killing I figured I'd consult my character spreadsheet to find an alt on a class story step on one of the eligible worlds (Tatooine, Hoth, Belsavis, Rishi). Surprisingly there was only one real contender, my DvL Assassin, whom I'd left on Hoth at some point. Returning there I finished off the class mission I was on, but then got sent to various other places before it continued on the next eligible planet, Belsavis. I'd actually completed my Conquest almost twice over before my mob counter finally hit 75.

Day 3:

My daily objectives were outer rim heroics and Section X dailies. I um-ed and ahh-ed a bit but eventually decided not to re-roll as I might just have ended up with bug killing again.

I returned to Section X on my Powertech tank to finish up those last two dailies for her weekly, but sadly only one of them counted towards the four dailies needed for the Seasons objective, so I had to come back and do some more on another character. I chose my Marauder for this.

For the heroics I opted to take my DvL Shadow to Tatooine with the intent to do the quickest, most stealth-friendly heroics I could find, but my memory ended up betraying me and I did pretty much the opposite (as in: several heroics that required a stupid amount of killing). Also, the first heroic I completed didn't actually count towards the total for some reason - there was probably already another bug report about that somewhere on the forums, but I didn't think to check in advance.

Day 4:

GSF made a comeback and I got a generic kill objective for the outer rim that for some reason already sat on 54/75. Sure, why not? I quickly finished off the latter by killing a few more mobs on Belsavis on my DvL Assassin and went back to my Assassin tank for more GSF. I got into a domination map where I started off by accidentally suiciding into some debris mere seconds after the start, but we ended up winning and I earned a whopping 13 medals defending the middle satellite on my bomber.

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Day 5:

With more Section X dailies and heroics I was once again dithering about whether I should re-roll, since I was getting quite tired of the former and wasn't really too keen on the latter either, but once again I didn't want to risk ending up with something even worse.

I finished Section X on my Marauder who had started it on day 3, and learned that while the area daily doesn't count towards the Section X daily objective counter, the heroic apparently does.

For the heroics I logged my dps Powertech and took her to Belsavis. Once again I made my heroic choices based only on very vague memories, and this time I did a bit better, though only one was really conveniently short. The others would have been quick if I had been on a stealth character instead of one that needed to wade through every single pack of trash between me and the boss.

Day 6:

I got a repeat of my day 4 objectives, only for some reason this time the kill counter was already on 67/75, so it was easy enough to dispatch the last seven mobs to get credit. My GSF match was a death match that felt like it was going pretty well for me personally (I earned eight medals) but we actually lost by eleven points.

I also did a warzone to push my weekly to 2/3, since I could only potentially get one more warzone daily objective anyway. I got into a Vandin Huttball which was a draw that we won by holding the ball at match end. I did find the improved performance in the warzone very noticeable - to be honest I was a bit sceptical of just how much Bioware had "fixed" Quesh and Vendin during their several-months-long absence from the PvP rotation, considering how little fuss was made about them being added back in, but it was very obvious that I didn't get the weird lags/apparent teleportation anymore that I used to get when jumping on the air vents for example.

Day 7:

The last day of week two presented me with requests to kill bugs on Tatooine and another buggy daily that told me to do missions on Rishi while having a counter for Section X. I decided to re-roll the latter as I didn't really want to spend a fourth day in Section X this week, or deal with more potential bugginess for that matter. Killing bugs on Tat didn't exactly thrill me either, but in fairness it was actually the first time that week that this objective had come up, so there was at least some novelty to it. The re-roll turned into "do a warzone", which was nice as I needed to do that anyway to complete one of my weeklies.

For the bug killing I took my Guardian to Jundland, to that area where the Jedi consular has a class story quest interacting with Jawas. There were a few other people there, but there were so many Geonosians and they respawned so quickly that I nonetheless got my business done quickly and without too much of a fuss. It also completed my Guardian's Conquest.

For PvP I played a match on my lowbie Merc and got into a Voidstar. We started defending and couldn't hold the enemy back for long, making me curse the new unified levelling bracket, as our team seemed to average around 40, while our opponents were mostly 60+, with several of them in the 70s, and it felt like we were just getting stomped. Somewhat to my surprise we ended up winning anyway though, as we had a couple of keen stealthers that managed to crack open the enemy doors even quicker than they had.

Finally I did one more GSF match to finish off that weekly, and got into a deathmatch during which I lagged horribly at first, making it hard to hit anything at all. I wrote it off as a likely loss, but the score remained remarkably even and in the end we won 50-49. "Wow, gg," I commented in chat... just to have an angry Imp whisper me to say "no, it was not". Some people.

Week 2 impressions:

I liked the mix of objectives I got better this week, or maybe I just liked the planets more that were this week's focus. The general bugginess continued, though at least it actually worked in my favour a couple of times. It was also nice to have a reason to play a bit of GSF again after not doing any in ages, even though I'm not great it. The only thing I got a bit tired of was being sent to Section X over and over.

08/12/2018

Back In My Day: Dailies

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

Launch - The Dailies That Weren't Really

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

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

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

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

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

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

1.2 - Into the Black Hole

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

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

1.5 - Experiments in Section X

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

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

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

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

1.7 - The Gree Revive Ilum

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

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

2.0 - Makeb and Galactic Solutions Industries

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

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

2.3 - CZ-198 & Bounty Contract Week

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

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

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

2.4 - Oricon

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

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

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

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2.5.2a - Return of the Rakghouls

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

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

3.0 - Soloing on Rishi & Yavin IV

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

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

3.2 - Pointlessness on Ziost

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

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

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

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

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

5.2 - Icky Iokath

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

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

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

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

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Looking Back And Looking Forward

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

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

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

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

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

18/11/2018

Day 6: Environments #IntPiPoMo

My 10 themed days of SWTOR screenshots in celebration of International Picture Posting Month continue. If you want to see a list of all the themes I'm using, you can find it here.

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Let's start the environments theme with this shot of Pugette cruising around Taris while waiting in the group finder queue. I always think of Taris as an ugly and unwelcoming place, but when I looked up that day it struck me as strangely beautiful despite of the devastation.

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Similar thoughts went through my head here, as my Sage was meditating in Section X while waiting for everyone to get dready to pull Dreadtooth. I never actually realised that the big cannon that you're sent to sabotage in the heroic mission actually looms above the area quite so majestically.

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Here's my Guardian regenerating some health on Copero. I noted in one of my initial posts about the Traitor Among the Chiss flashpoint that it was stunningly beautiful, and so far the effect hasn't lessened yet whenever I rerun it. It boggles the mind a bit that they made the Umbaran freight train into a stronghold but nothing on this world... I guess the Chiss aren't very welcoming to strangers.

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SWTOR's environmental designers really do get to shine in all areas if they are only allowed to design something other than spaceship interiors or barren wastelands. Here we have the trash run between Nahut and Scyva in Gods from the Machine. The screenshot doesn't really do it justice, but the area is vast and has a certain eerie beauty to it. It's just kind of hard to take a break to really appreciate it and find good screenshot angles when you're also supposed to keep people alive at the same time... maybe one of these days I should go back into a cleared out version of the instance and just do a tour of the area to get a better look at it.

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Speaking of taking a moment to appreciate the landscape in unusual places, here's my Sentinel admiring the view during the pre-match timer in Novare Coast.

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With the addition of the Battle over Iokath map, even GSF got its chance to look pretty! Easily my favourite of all the death match maps (and not just for its looks).

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Finally, a screencap I took of my Commando main harvesting some crystals in her stronghold. Ever since I upgraded my PC two years ago, crystals have turned from just another resource to harvest into pretty good-looking environmental props, so this scene filled with them struck me as strangely beautiful.

IntPiPoMo count: 39

25/02/2016

Heroics Are The New Dailies

I'm not much of a daily runner, so feel free to laugh at me for stating the obvious four months late, but it's actually quite weird what Bioware has done to heroics in KotFE.

It sounded good in theory: make them interesting to all levels with level sync and by providing endgame rewards, make them easier to get to by handing out instant travel gadgets like candy etc. but the pratice has just been... weird.

The combination of all [Heroic 4]s getting downgraded to [Heroic 2]s and combat in general becoming easier - while our characters and their companions got more powerful - means that heroics are a complete joke to solo now. It's not a matter of being high level, having good gear or having a high-influence healing companion. I went to Savrip Island on a newbie smuggler with Corso set to tanking mode, accidentally pulled three groups at once and survived without too much trouble. Alone, in a heroic area. What the hell?

Because these "new" heroics are so easy and a major way of progressing your Alliance at endgame, lots of people do them. All the time. Whenever I've tried to do any of them that weren't inside an instanced area, there was always crazy competition for all the spawns. Why is the Dark Temple on Dromund Kaas so busy at one o'clock in the morning, you guys?

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It makes you want to stick lightsabers in your eyes! (Love that graphical glitch.)

The old "regular" daily areas on the other hand are virtually abandoned. The other week I fancied doing the Black Hole on an alt that had never done it before and my jaw dropped when the little indicator in the top left corner showed me that I was literally the only person in the zone. This has never happened to me on The Red Eclipse before, anywhere. Even if I'm in some obscure story instance at the edge of the galaxy, there's usually at least another couple of people doing it at the same time. But the Black Hole? Nope.

I tried Section X next. That one had four or five other people at least. I tried looking for a group for the [Heroic 4] (which was still labelled as such) but nobody responded to my repeat requests while I made my way around the zone completing the other missions. Eventually I decided to go in alone after I had seen a Jedi do the same. The mobs in there have actually not been downgraded and are still scaled for four players (which made the combat at least somewhat fun, especially the boss at the end), but all those mechanics that used to require other players to unlock doors and such have been removed. Not a pretty solution, but sensible considering the population of the zone.

What bugs me about all this is that it just feels wasteful. Based on the theory, it sounded like the changes to heroics were going to make casual, non-instanced group content a bit more accessible. However in practice, they are so faceroll easy that there is little point in grouping up for any of them (unless you're short on cash and want to benefit from the insane multiplier for bonus missions). If you are playing in a group anyway and are looking for some open world content to challenge you and your friends... there just isn't any now. (While levelling my Vanguard I even soloed a duo of two champion mobs at the same time, with no healer... what does it take to kill a character these days!?)

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If you're the type of person who liked to run dailies before, you can now run the heroics instead and get more bang for your buck. Regular dailies feel pretty pointless though unless you're trying to work on a particular reputation.

So basically, they removed one "tier" of open world content (the stuff that could challenge an individual and was fun in a group) and obsoleted another one (regular dailies). It makes me sad to say that I don't see the win here.

29/03/2014

Dreadful and Hateful Entity

Today was an interesting day for me in SWTOR, as we set out with an allied guild to kill both the Dreadful and the Hateful Entity. We defeated the first one with ease, and came nowhere near killing the second, despite of several hours of trying.

If you've going "Dreadful/Hateful Entity, what?", you're probably not alone, as these are "secret" bosses that were shrouded in mystery for quite a long time (by MMO standards) and even now relatively little information is available about them compared to most operations bosses. Personally I never expected to get a close-up look at either, so this (somewhat unexpected) afternoon event with an allied guild that is more progressed than my own worked out nicely for me.

It all starts with Dreadtooth, the world boss in Section X. He drops an item called Dreadful Essence, which you can throw right back at him when he respawns to buff him up, stacking up to ten times. There are achievements for killing him at different buff levels, as he grows more powerful and gains extra mechanics. At level fifty it used to take a full raid group of 24 to kill him when fully powered up, though now it can be done with less. At ten stacks, he also drops a so-called Dreadful Amulet, which can be used in the cave between the first and second boss in TFB HM (16-man only) to summon the Dreadful Entity. It has an ability called "Dread Touch", which will insta-kill anyone who doesn't wear a special mask that is also dropped by Dreadtooth (at all power levels). If you manage to kill the Dreadful Entity, it then drops an item called Dreadful Orb, which in turn can be used to summon the Hateful Entity in the cave between the second and third boss in Scum NiM (again, 16-man only).

Our group started the afternoon in Section X, killing Dreadtooth over and over again to collect masks for people who didn't have one yet and to gather more Dreadful Essences to buff the boss and get a couple of Dreadful Amulets. (I'll admit that it wasn't entirely clear to me why we needed to do this as we already had at least one amulet and you only need one to actually summon the Dreadful Entity.) This got pretty boring quickly if I'm honest, simply because of Dreadtooth's half hour respawn timer, which is just short enough that you can't really go off and do much else (we did a round of dailies once, but that only took so long), but long enough that it's boring to sit around and wait. I was glad when we finally moved on to TFB.

The Dreadful Entity fight felt surprisingly easy, though I suspect that this may be down to the fact that it was originally designed for level fifty and hasn't scaled up very well. It wasn't fantastically interesting either. The entity is basically just a floating ball of lightning with bits swirling around it (like the thing you loot after having defeated the Terror from Beyond) that needs kiting around since it periodically leaves lightning circles on the floor. It also bounces people around a lot. We got it down on the first try. It also didn't drop anything other than the Dreadful Orb, which I found kind of disappointing, though we all earned the "Dread Slayer" title for killing it.

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Then we moved on to Scum NiM, where we didn't do nearly as well. I think our best attempt saw us getting the Hateful Entity to 40-odd percent before its hard enrage killed everyone. I wasn't surprised, considering that in our guild we haven't even managed to kill any of the normal bosses in Scum NiM so far. Why would we fare any better against a bonus boss? The Hateful Entity definitely felt a lot harder as well - it looks just like its Dreadful counterpart, only with a red tint, and also drops lightning on the floor, but it felt - to me at least - that it bounced people around a lot more often, which made it very hard to cast anything. It also casts death marks that will insta-kill people if not dispelled, like Dread Master Tyrans does on the council fight at the end of Dread Palace, so you have to keep an eye on that as well.

The ops leader kept us "practising" for a long time even though we weren't making any progress and it eventually got very tiring, but it was still an interesting experience. I feel less ashamed about us doing so badly after having had a bit of a read around on the subject and finding out that even though it's been six months since the Hateful Entity's world first kill, even now the number of guilds that have killed it on most servers is very small. It's just that tough.

I think that both the entity fights are pretty interesting experiments on the part of Bioware. They strike me as a nod to super hardcore raiders (the kind for whom even most NiM fights are too easy), with all the trappings of a more old school raid experience: from discovering the "secret" way of gaining access to the boss to having to farm up resistance gear for the whole raid (the masks). At the same time Bioware kept the amount of assets used to create this experience to a minimum: the bosses just use an existing model with no animations, don't really have any particularly interesting mechanics and don't give any particularly great rewards (just a title, and apparently the Hateful Entity drops masks with an alternate model, using that of the Dread Masters instead of the Dread Guard look of the Dreadtooth mask). They are just hard bosses, requiring good dps, healing, positioning and co-ordination. Their sole appeal lies in the fact that their mere existence is a challenge to progression raiders: Can you beat me?

I wonder if we'll see a continuation of this entity thing, or something similar with a different theme, in the next tier of operations, or whether Bioware has decided that even with the limited investment in terms of art assets etc. it wasn't worth the effort since too few people ever saw those fights.

29/09/2013

Saturday Night Ops

I originally wanted to do this five months ago, but sometimes it takes a while for an opportunity to present itself...



Also, I really love this screenshot, giving a whole new meaning to the term "being benched" - though in this instance it was actually simply a case of waiting for the bus boss to respawn...

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10/07/2013

More Max Level Shenanigans

The latest batch of double experience weekends are finally behind us, and I'm glad. Yes, I know why people love them, but I don't, and it's very annoying when most of your playtime is during the weekend and you can't play the way you want to because of the double XP event going on.

So, still being levelling hipsters, Pet Tank and I decided to have a look at what goals we had left to achieve on our max-level characters, where out-of-whack experience gains weren't going to "interfere" with our play. We mostly settled on giving our inquisitor pair some more love.

First we finished off various planetary quests that we still hadn't done on these characters, including at least one round of dailies where they were part of any given area: the Belsavis bonus series, Ilum, the Black Hole, Section X.

While in Section X, I insisted on picking up the feeder quest for the HK-51 chain to see whether it was significantly different from the Republic version. Answer: it's not, and everything that comes afterwards is exactly the same on both factions anyway. It was kind of funny though; after we had done the introductory bit, Pet Tank and I had roughly the following conversation:

Me: "Oh well, that's all the difference there is I guess. We can leave it at that."
PT: "But we started the chain now. You know how I am with leaving things unfinished."
Me: "We could just abandon it."
PT: "..."
Me: "But... but... I hated it the last time round!"
PT: "Shin..."
Me: "Fine! Fine! We'll do it!"

So after all the troubles I had with getting HK on my main, I went through the whole thing again, though this time with company all the way through, and it was actually a lot less painful. The funny thing is that Pet Tank already had HK unlocked via the legacy system anyway, and it's not as if he got a refund for doing it the hard way afterwards, but such is questing with a completionist.

Then we did Imperial side-Makeb, including one round of dailies there as well. One of these days I have to write a post about the staged weekly and how it's an interesting idea - once I actually figure out how the hell it works, that is.

Finally we also did the entire Macrobinocular and Seeker Droid chains on Imperial side, plus various GSI dailies. (As an aside, the HK chain can actually be done really well alongside these as they mostly send you to the same planets.) These were also mostly the same, but at least the intro and outro were noticeably different, and the mission on Dromund Kaas that's the equivalent to the one on Coruscant was something else entirely. Where you simply have to make it past a couple of locked doors on Republic side, the Empire has rotating death lasers! The repeated death squeals of our companions as they kept running into these sure made for some funny moments.

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As far as the heroics at the end go, we managed to two-man the Nar Shaddaa car chase this time around (eventually, after a lot of failing at jumping), but the last fight alone took us about fifteen minutes, as we had limited dps and the boss kept getting heals off. We got help from guildies for the other two heroics, and they were still challenging, but definitely a little easier now that we actually knew what we were doing (unlike the first time around).

And then... we stood on the fleet and were unsure what to do. We had actually completed almost every single non-repeatable Imperial quest in the game (except for a few ops ones), and done almost every repeatable one at least once, including both dailies and flashpoints. I've never felt this close to having "beaten the game" in an MMO before; it was kind of scary.

Fortunately the double XP is over now, and we can get back to levelling even more alts to restart the whole process from the beginning.

30/06/2013

Crap!

One thing that amuses me is how this game still throws me a curveball every now and then, even after I've been playing it regularly for one and a half years.

Last night I did the Section X dailies on Imperial side for the first time. Up until then I thought that quests in SWTOR had certain minimum standards. By that I mean that while some of them may essentially come down to the "kill ten rats" model, they wouldn't do anything like... wallow in poo jokes.

Then I found myself faced with this:

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I'm a high-ranking dark lord of the Sith and you want me to do what?

It's huge. It's steaming. And it contains "biological samples" for the daily quest Hyperbiology.

To be fair, you don't actually have to dig through the giant turds. There are plenty of other sources of said samples, whether it's from killing k'lor'slugs, crushing animal eggs or picking bones off the floor. But, you know... it's the principle of the thing.

Imperials are so weird.

03/03/2013

Drouk Hunting

I can hardly believe that it's been over three months since Section X was released, and with it the world boss Dreadtooth. I remember seeing a couple of guildies run around with the title "Drouk Hunter", which you get for killing him, as early as the next day. I knew that I'd eventually want to get it too, but at the time I was in no hurry because I figured that I'd get around to it soon enough. Over three months later however, I still hadn't made any progress towards it.

Every so often I would see yet another new Drouk Hunter show off their title, and when I asked when they got it they'd tell me that they had killed him only last night, earlier in the day or whenever, but always at some point when I wasn't online (which is quite impressive considering that I'm online a lot). Eventually I started whinging to guild leadership that we should put the boss on the calendar, so that people like me wouldn't constantly miss out on the impromptu runs. It took a while, but eventually they did put up a sign-up for it... on an evening when I couldn't make it of course.

And so it continued. Eventually there came a night when I could make it and we actually got a group together... but it was kind of small, we messed up and wiped on our first attempt, and then another guild swooped in and got the kill. We tried waiting for the respawn, but even more competition showed up and we had to give up. Again. I was starting to feel like Dreadtooth was becoming my very own personal nemesis, always getting away.

This past Thursday another world boss run was finally put on the calendar. I could make it this time, and so could quite a few others. A-ha! We soon found the boss up and about and ready to die at our hands. However, once we engaged, we got confirmation of something that I already had reason to suspect previously: this boss likes randomly PvP-flagged raiders even less than we healers do. When you engage him, everyone around the person who pulled gets a buff cast on them which allows them to get credit for the kill - and if anyone without this buff tries to get close and interfere, whether it's to help or grief, the boss applies a debuff to them that quickly kills them off. Funny thing: this buff follows the same rules as player-cast buffs, meaning that if the main target isn't flagged for PvP but some other people in the group are, they won't get buffed regardless of proximity at the time of the pull.

Fortunately we only had something like two or three people who were flagged, but they still got hit by the "interference" debuff and went splat, though of course not before we healers instinctively tried to save them and got ourselves PvP-flagged too. Fortunately this didn't cause us to die at this point, however it did mess with our boss kill credit somehow, as even though we downed him on that attempt, I once again did not get my title. Arrrgh. While I was glad to have killed him at least, I was still kind of wringing my hands about things still going wrong in some fashion (even if I did get some satisfaction out of the boss specifically stomping those irritating people who seem to be incapable of letting their PvP flags drop off before joining for a world boss).

Fortunately people wanted to hang around to try him again on multiple "stacks". Ah yes, another fun mechanic: he drops an item which you can throw at him when he respawns to make him more powerful and which causes him to drop more loot. On ten stacks he drops another special item which unlocks a secret boss in Terror From Beyond hard mode... some pretty hardcore stuff, and the world first of this was only achieved less than a month ago. We wouldn't expect to get him on ten stacks before the expansion ourselves, but it's fun to have something to aspire to, and anyway, you can always try with fewer stacks (our first kill had simply been the boss's "default" version).


As we were waiting on the respawn, another Republic guild started to gather in the area. I immediately feared that competition was going to get in the way once again, but lo and behold, it was a guild that we knew back from Luka Sene, our guild leader knew their guild leader, and soon we had all merged into one giant 24-man raid instead of competing with each other.

We killed the boss on three stacks in a shower of special effects that made my game's performance drop through the floor, but at long last I received my title: here comes Drouk Hunter Shíntar!

Then we decided to try again on five stacks. That went less well, as some new mechanics get added at that stage which we kind of struggled with. It didn't help that on resurrecting, we found that some passer-by had decided to randomly add another stack to Dreadtooth's buffs, bringing him up to six. We kept trying anyway and saw some improvement every time, but eventually had to call it before we achieved another kill, as it had got kind of late by that point, what with waiting for the boss to respawn twice, and then waiting for him to finish his patrol around the area before he was in the right spot for a pull again.

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Still, it felt like a pretty productive evening to me in the end, and once again confirmed to me that I really like the different sort of challenge and mechanics provided by difficult world bosses.

14/12/2012

Hunting for HK, Part 2

When I last wrote about my hunt for HK over a week ago, that entry didn't exactly end on a happy note. I thought that the quest chain had started off well, but when I got to the bit where you have to scan for randomly scattered droid parts I quickly concluded that it was tedious as hell and probably not worth my time. The comments that I received in reply to that post commiserated somewhat, but also tried to reassure me that it wasn't quite that bad, and that I should try to enlist the help of other people for better results. Still, I wasn't really convinced and didn't feel like even giving it another try for several days.

Last night however my former guild leader (who recently started playing again) whispered me about how he, too, had found the HK part on Taris in "only" twenty minutes and that the search wasn't so bad if you could keep your mind occupied with something else in the meantime, for example by watching tv on the side. Since I had a day off today, I decided to give it another go.

I travelled to Taris, fired up the TORWars podcast and started scanning in what I figured was roughly the right area. I hadn't been meandering up and down the swamp for very long yet when a random lowbie belonging to a higher level legacy stopped next to me and asked me how my search was going. When I complained about how tedious it was, he offered to show me where he had found his own HK part. While the placement of parts seems to be random, I still appreciated the gesture and followed him. I didn't end up finding anything at the location to which he led me, but I still thanked him for his kindness. Incidentally, he did lead me quite far away from where I had begun my search, which makes me think that I might have actually started scanning outside of the designated area anyway.

Feeling grateful that the lowbie had at least set me vaguely on the right track, I continued to scan the area around the spot that he had shown me. I ran into a Jedi who was obviously searching too and offered to group up with her to make things faster for both of us, but she was unresponsive to my whispers. Shy, perhaps?

After about forty minutes of scanning I was starting to get seriously tired of the whole thing again, podcast running in the background or not. I was just going off on a moan in guild chat about it (which prompted a friendly guildie to offer help), when suddenly out of nowhere two other players converged on a spot right in front of me (including the silent Jedi), and lo and behold, an HK part appeared at my feet! My hope in actually making some progress with Project HK was restored.

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I continued to Coruscant, and searching the Jedi Temple there felt like a piece of cake compared to the swamps of Taris, considering that the area is much smaller and very obviously walled off. It took me less than five minutes to find what I wanted.

After taking a bit of a break, I sent my scanner to my agent and decided to tackle the Dark Temple approach on Dromund Kaas next. This looked like another pretty large area and I could soon feel my hope sinking again as I worked my way up the side of the south-western cliff face without finding anything of interest. However, following Green Armadillo's and Rohan's advice, I kept an eye on general chat and it didn't take long until someone exclaimed that they had just located the HK part. I immediately asked where they were and they threw me a group invite. I couldn't see them though because they were on a different instance of Dromund Kaas. I tried to switch but it wouldn't let me since "you can't do that in an unsafe area". Errr... since when? I panicked and was sure that my chance to find the part had already passed as it only remains up for a minute or so after it's been found, but then I saw the two lowbie Sith whose group I had joined talk in party chat about how they hadn't actually completed the dig yet, they just knew that they were standing about ten metres next to it. After a bit of driving around I finally managed to find a spot where the game would let me switch instances, and after what felt like the longest loading screen ever I hurried over to my two little Sith friends just in time to see them dig up their find at last. I picked it up quickly and thanked them profusely for being so helpful and saving me so much time. Unfortunately another guy who had also been looking for the part was even slower than me to make it to the dig site and didn't arrive before the item had despawned again. He must have felt gutted.

Feeling pleasantly surprised by how quickly I was progressing, I decided to go for gold and made my way to Hoth, where another wide and open plain loomed intimidatingly. However, I got lucky once again and located the HK part there on what was only my third scan (though it then took me about five minutes to find the exact spot because I kept overshooting my goal somehow). Inspired by my friendly helpers from Imperial side I made sure to announce my find in general chat before actually attempting to dig it up, but nobody else seemed to be looking for that particular item at the time.

That left only the two flashpoints! And oh look, my pet PvP tank just came online! It didn't take long to pick up two damage dealers to form a full group, and I decided to take my chances with a random hardmode flashpoint for the extra reward. That gamble paid off as we did indeed get False Emperor as our random, which was one of the ones that is needed. One of the dpsers commented that this was his third "random" flashpoint of the day and that every single one of them had been False Emperor, which made me laugh. We breezed through it quickly and I was pleased to see that you can indeed get the drop from hardmode as well. (We were a bit unsure about that as Dulfy's guide specifically states normal mode as the source.) As a bonus, Malgus dropped his snazzy speeder and I won the roll for it! We queued for HM Maelstrom Prison immediately afterwards, which didn't take very long either, and then I actually had all the parts!

At this point the other dpser piped up to say that he was still on the quest as well and only missing the part from Hoth now, so we returned to there and I was honestly a bit startled to find myself running laps around the wreck of the Ambria's Fury for someone else, after how turned off I had been by the whole scanning idea to begin with. The commenters on my previous post were right though; it wasn't nearly as bad in a group. We unearthed the quest item in about ten minutes.

Finally we returned to Section X to tackle the final heroic in the chain there, as I had been told by multiple sources that this was actually a "proper" heroic that couldn't easily be soloed with a bit of skill and gear. With a well-geared team we cut through it very quickly though, and at last both me and my guildie received our very own assassin droids.

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I have to say that I'm really happy with how that turned out. I still think that the whole scanning mechanic wasn't the greatest of ideas, but people were right that it's not nearly as bad if you cooperate with other players in the area - and even the random strangers that I met on my quest turned out to be nothing but helpful in this case, so it was quite a pleasant experience in the end. Now to see what my new minion can do...

16/11/2012

Free To Play Day!

Ahh, writing about patch days is always difficult, because you kind of just want to play instead of talking about playing. However, it's late and I have work tomorrow, so I've decided to pace myself and stop for the night. The new content is still going to be there tomorrow.

Maintenance was scheduled to last twelve hours today and then took another two and a half hours on top of that, which pretty much made the game unavailable for the entirety of the EU's day time. There was only meagre amusement to be had from watching people go stir crazy on various forums and on Twitter, and it was almost ten in the evening when the servers finally came back up.

People were pretty much dying to get on by then. I immediately logged on to four instances of the Republic fleet, and my significant other even encountered a queue a few minutes later - as a subscriber (who gets login priority)! Don't trust the estimated wait times though: his was 45 minutes and he got in after about 30 seconds. I imagine that it must have been pretty tough on free players that wanted to get started today though.

The first thing I noticed was a new welcome screen that lists all the subscriber benefits before you get to the character selection screen. I sure hope that they won't make me look at that every time I log in now; I'm already subscribed! Next I noticed the two new quickbars that they added for subscribers, all crowded together on the right hand side of my screen. I have to admit that part of me went "no game should require six quickbars to play", but at the same time there's another part that goes: "Buttons! Buttons! You can never have too many buttons!" And if you put two bars on each side and squeeze them close together, the space they take up isn't too bad. With all those extra quick slots, I really need to rearrange my abilities soon.

Tonight wasn't the time for that though; I wanted to be where the action was! The fleet was packed, and you could tell that existing players were excited about being able to buy new goodies. I kept hearing the distinctive "boom" sound of someone opening a Cartel pack left and right, and people were showing off their new speeders and pets everywhere. I only bought two packs to start with and only got a speeder that I didn't particularly care about. If you're after anything specific, I recommend waiting for a few days before going crazy in the shop, as most things will probably start showing up on the GTN once they unbind - and then you can decide whether you want to try your luck with the packs or would rather pay the credit price to get exactly what you want - no more, no less.

I was happy to learn that I'm not the only person enamoured with the little probe droids (want one on live!), and one guildie in particular cracked me up with his love for the new Party Jawa. He was initially somewhat annoyed that an outfit he had bought was apparently the wrong colour, but he claimed that it was all good as long as he regularly reminded himself to "keep calm and PARTY JAWA!"

Other than the Cartel pack madness on the fleet, Section X on Belsavis was where the action was, so I didn't bother to look for a breadcrumb quest and just headed over there immediately. Fortunately it wasn't difficult to find: on the orbital station the shuttle simply now gives you an option to fly down to Section X, and you land right in your faction's base, with all the new missions only a few steps away. There's a bunch of new dailies from the two terminals, and a droid that starts the HK-51 quest line.

I picked it all up and cast out my lure in guild to catch someone to play with, as doing dailies as a lonely healer is kind of tedious. I immediately caught a friendly Sentinel and we were off. It felt like there were mobs everywhere and it took ages to get anything done, but I suspect that this was largely due to the newness of it all, as we didn't really know what to expect and just sort of ran around at random. I'm sure it won't take people long to figure out the most efficient way of completing these new dailies.

There was a funny moment when I drove past the new world boss while people were fighting him (I was miles away, I swear) and somehow got caught by his aura, knocked off my speeder and died within seconds, much to the amusement of any guildies that were around to witness it. Later I also got myself killed by insisting on driving into the Imperial base to uncover that bit of the map. Those gun turrets hurt (and stunned me long enough that I couldn't even do much before I died). Good times!

The ship crash site where you do the HK-51 quest was the most interesting spot in the area in my opinion. The scene when you enter the ship and unveil its contents was pretty cool. I'm not sure why Bioware made a quest to unlock a new companion a [Heroic 2] though. Not sure what kind of message that sends: "If you want your very own killer robot, learn to play or make at least one friend"? I can see that not sitting well with a certain kind of player. Also of interest, there is an [Area 2] quest around the ship that requires Republic to kill some droids, and - I'm guessing - Imperials to kill some beasties. That struck me as a very obvious ploy to encourage world PvP - we'll see if it works.

Oh, and speaking of heroics, we were fortunate that we learned through word of mouth that the [Heroic 4] daily requires a full group of four before going in and attempting to two-man it. The reason you can't go in with companions is that there are two mechanics towards the end that require actual people to click buttons at the same time to complete the mission. I have to admit that had me raising my eyebrows a little because while I'm a fan of group content, I'm not so sure about mechanics that will forever require exactly X amount of players - they can get annoying quite quickly once the initial rush dies down. (I'll never forget the Ogri'la attunement quest chain in WoW's Burning Crusade and "looking for one more just to stand in a circle please".) That said... for now it was very fun. There was a puzzle part to it too, where you have to deactivate some sensors first or else spawn more adds, which can be quite challenging if you're relying on four people not to twitch at the wrong time.

Really looking forward to tomorrow now, as there are world bosses to kill, operations to run, and the HK-51 quest line to continue. I don't know which one will come first, but I'm sure it will be fun.