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Bleeters

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  1. As much as I find that particular situation a bit forced - I mean, what are they even doing deep in the temple alone? - the Jedi don't really have an 'the ends justify the means' philosophy. Kira (or Doc, since it can be either) need your help or they might die. Whilst there's several practical reasons why you might want to choose to go after the Emperor rather than help them, the Jedi (at least insofar as I've seen them portrayed in swtor) don't really compromise like that. I imagine that's why it's considered a 'light' choice, for the same reason that the light choice after the actual fight with the Emperor involves being idealistic to the point of stupidity.
  2. It's a bit of an aside, but the timeline of republic special forces is kind of a mess. They were supposedly founded after the sacking of Coruscant and the departure of the Jedi from galactic affairs just before the end of the war, primarily to fill the gap in leadership and morale symbols they left, but they're also referred to as having an active part in that war several times. I don't even know if the guys in the Hope trailer are meant to be them or not. Anyway. Since there's no actual information about what training for each involves or, for the most part, what they're even trained to do, it's kind of hard to say. According to their codex entry, Republic special forces are trained for versatility and able to perform a wide variety of missions from recon and infiltration to full on assault. It's entirely plausible that they'd be trained and equipped to fight force users, but that doesn't really tell us anything as to what that actually involves. And if we look to the Trooper story, whilst your various companions are (mostly) extraordinary soldiers and the best in their fields, they don't really seem to go through any supplementary training before beginning active duty. Random guess, I'd have to assume agent training is harsher, especially if we're talking Cipher agents. With the amount of things they seemingly need to master, the psychological stress of it all and, I can only assume, the expectation that they do master them on pain of death (because either way, agents that fail their missions are apparently executed) I'd be surprised if many of them even survive.
  3. If it's soloable, leveling style story content you want - as opposed to content that has a story to it as context rather than the primary driving factor - you're basically limited to Makeb. Illum and Oricon have it as well to an extent, but they also wrap up their stories in flashpoints (kinda soloable once you overlevel and overgear) and operations (in no way soloable). The HK-51 questline is decent, but has the same problem. Forged Alliances is currently nearly all flashpoints, though apparently they're working on a solo version for 3.0. Places like Section X and CZ-198 are entirely skippable. Their brief intro scenes explaining why you need to come back and shoot guys over and over are nothing to write home about.
  4. Ignore's there for a reason, folks. On the subject of companions, I could see them make it work for any of them with decent enough writing. That said, I also don't have much faith in Bioware to actually deliver decent writing in that regard. Most of their romance stories tend to be a little cringeworthy at best, and, well, Corso at worst.
  5. Of the seven people I've tried to suggest swtor to, either brand new or lapsed subscribers after the f2p option went live, only one has actually stuck around. The rest all stopped after at most twenty minutes because they just couldn't be bothered dealing with the restrictions imposed upon them at every turn. I've no idea how representative that is, but that's been my personal experience of it. I'm not especially surprised, either. Swtor's f2p model is primarily based around throwing annoyances at people, then offering paid methods of temporarily bypassing or reducing that annoyance. When your first experience of a game is of being annoyed on purpose, I don't see why anyone not already invested in keeping playing would stick around.
  6. I don't know if I'd say it's canon, but it certainly makes a lot more sense with the rest of the content if you remain an Imperial loyalist who doesn't keep the black codex for themselves, for the most part because a whole lot of quest npcs continue to know who you are specifically and what you did in the past.
  7. Honestly, I wouldn't even say they're actually closure for some if not most of the classes. Generally speaking, with I guess the exception of the Trooper story and possibly the Bounty Hunter depending on how you resolve it (but even then, they both involve characters disappearing into the abyss for unexplained reasons) they all seem to set up an ongoing plotline to one extent or another. The end of the Agent story in no way really represents an end of the Agent's story, even in terms of the one that was being told in the third act. For me, it ended with a very clear 'we'll be in touch soon' from several characters, none of which I ever saw again and probably never will. I wouldn't call that closure.
  8. Yeah, I saw that. And y'know, I'm kind of appreciative for anything I can get at this point - it's better than nothing, at least - but guys. Guys. Come on, now. I already had this with Dragon Age 2, and once was way more than enough. I get what it is they're trying to impart with 'player sexual' here. They mean 'available as romances for player characters of any gender'. That's ok, but there's already a word for that. Two even. Bisexuality and pansexuality. Say it with me, Bioware. Bisexuality and pansexuality. Just for once, call them what they are and stop making up fake terms to appease people who recoil in horror at the thought of that npc they're flirting with responding similarly to players of a different gender.
  9. Sure, but each class has a distinctive theme and way of doing that. Troopers don't fight the Empire in the same way that, say, Smugglers do (if they do it at all, most of the Smuggler story has little to really do with that). Agents aren't akin to Bounty Hunters or Sith Warriors. The best thing to me about the class stories was that they fit into what each class was about, which is why things such as healing and diplomacy are central to the Consular story, where the Trooper story is mostly about kicking the door in and shooting people because that's what special forces does. The Agent story is all webs of conspiracies and betrayals and undercover espionage, yet ever since finishing that story up your value to the Empire has basically been that you can shoot straight. When everyone is doing the same thing in the same way, that distinctiveness is lost. Heck, at the end of the Inquisitor storyline, my assassin became a dark council member. My Agent basically became the shadow broker from Mass Effect, with dirt on everyone and information on everything. Are either of these ever used again for anything ever? Nope, because faction general content doesn't allow it. I'm honestly finding the part about 'dealing with your personal villans and becoming ready to be a key player in larger conflicts' a little werid, personally. It's not as if some of these people were just personal issues, they were nearly all tied into the conflicts between Republic and Empire. One was the Emperor for pities sake. And I don't see how that serves as an explanation as to why they can't tell their singular ongoing story from a unique direction per class. Lack of development resources or whatever, sure, but not the 'key player in larger conflicts' thing.
  10. ...Holy maceronies, batman. Wow. That's awesome news for people like me - as in, people who're actually pretty interested in story but lack the time and/or inclination to get aboard the gear treadmill/standard mmo grindy type things you (mostly) need to do to do group stuff, or just prefer to take story content at their own pace without other people around. I'm hoping you extend this to other things, because damn.
  11. In terms of actually doing anything after you finish your class story, you're pretty much railroaded into it. There really isn't any non class specific content that doesn't make an assumption of loyalty to your particular gameplay faction. One of the reasons my agent hasn't done squat since finishing the class story, really. It doesn't really fit in that well with the rest of the content. I'm not sure I'd call Marr a cool dude, anyway. He basically tells you at the start of Makeb that if he didn't need you and the Empire's situation wasn't so dire, he'd have you killed.
  12. If you're wanting a consistent character, you're better off mixing your choices as a trooper as you see fit. As dark side, several involve following orders even though those orders will result in the deaths of innocents, and others are just you doing whatever you want and lining your own pockets. An early planet has one dark side choice that involves following orders to asphyxiate several civilians to death, and later one to defy direct orders to bring someone in alive and instead just blasting them. A later choice has you shooting up an Imperial outpost you were specifically instructed not to attack under any circumstances. It largely just boils down to 'am I going to be killing people in a cutscene' when deciding which choice is dark, which is pretty sloppy and inconsistent. In general though, yes. Your dark side choices as a trooper can be pretty grim. Walking into a medical facility and shooting the wounded as they beg for mercy grim. I don't know, there's a few times as a trooper where you go beyond what's remotely reasonable, apparently out of pure spite. Going back on your word to provide medical treatment to irradiated civilians and letting them die agonizingly slowly because they did some work for your enemies comes to mind.
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