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Reasons why it is hard to roleplay effectively in SWTOR

STAR WARS: The Old Republic > English > Community Content > Roleplaying
Reasons why it is hard to roleplay effectively in SWTOR

Rojahar's Avatar


Rojahar
03.28.2012 , 09:37 PM | #11
I think even something as small as being able to sit in a cantina would go a long way. If you're on an RP server, and you walk up to the cantina and notice someone sitting on a stool, hunched over, drinking heavily, it's a good opportunity to strike up an IC convo with a potentially new RPer friend. As it stands now, unless someone is cycling a constant "/em is sitting at the bar drinking." every minute (which would QUICKLY be annoying on the fleet) it's hard to tell if someone in the cantina is just a non-RPer AFK/idle or an RPer IC as patron who's open to being approached for RP.

Something nice to add would be an RP flag, similar to the purple LFG flag that can appear next to someone's name when they have an LFG comment. Seeing an icon next to the nametags of players who are IC would help a lot with players who are more timid about seeking out RP. I like your idea of having a description box you can inspect too, for things like demeanor or nuanced RP things like if they're tattoo is of something specific.

Freyrr's Avatar


Freyrr
03.29.2012 , 01:11 AM | #12
Quote: Originally Posted by Sylvan View Post
I won't waste time, numbered points.

1. Emotes still repeat over and over. They fixed one a few patches ago, MANY MORE stil do this and given how long this has been the case, it's appalling.

2. Text reading distance is sooo over the top, my toon can "hear" (read) the words of people in whole other rooms, or across massive cantina spaces. This also makes large roleplay events a speed reading contest. An option to limit it would be super.

3. No player biographies people can inspect and read (in the same way we inspect gear). This is a huge let down, and something I've seen in virtually every other MMO that does support roleplay. I want people to know certain things about my character, like tone of voice etc etc.

4. Custom emotes can't be seen by opposing faction players. No reason for this at all. If you are close enough to read an emote, you're close enough to read their /say chat so any suggestion it could be used to insult people is moot.

5. Lack of emotes that support being social outside of battle situations. Things like /drink or /handshake or /smoke or /read, along with actual animations. It is always the little things that add to atmosphere.

6. Lack of /mood commands to alter how our characters say things. Even a simple emotion like /mood angry , which would change a sentence like "Jen'doon says : I'll see you later, buddy" into "Jen'doon says angrily : I'll see you later, buddy". Again, these are small points that add up to greater immersion.


I am honestly at a loss as to why Bioware even bothered to give us roleplay servers when very little in their game actively supports roleplay. It is very clear from the changes that HAVEN'T been made since the game went live that the wishes of the roleplaying community is right at the bottom of the pile for them, importance wise. I get bugs and content updates are important for everyone, and I also understand the roleplaying community is a minority in SWTOR, but still many of these ideas have been requested since before launch.
1. You are my hero for mentioning this. Nothing annoys me like my smuggler bowing for hours when he introduces himself. It is one thing to loop dance emotes and such but really infinite bowing...

2. I can kinda understand why they did this but then having such a huge say radius kinda defeats the purpose of yell. Normally not a huge deal but at large events makes me want to pull my hair out. I get so annoyed having to repeat myself because what I say gets missed by whoever I am talking to.

3. It would be helpful but don't know if I love the idea. I prefer to get to know someone by actually talking to them and probably wouldn't read many bios for that reason. What I tell someone often depends on who the person is, my trooper runs his mouth constantly but when I RP my smuggler in a lot of company I won't even admit that I am a smuggler because lets face it who would walk up to a stranger and be like "Hi I break the law for a living."

4. Another thing they need to fix. Can be a big problem especially when someone doesn't realize the other faction can't see them. Annoying to have to go OOC to let people know not to use the custom emotes.

5. The list is pretty decent already but I do hope they add more. You can't expect a game to have every single emote you could ever want, I get more annoyed the the silly and useless ones like the "These aren't the droids you're looking for" emote.

6. You can always just add /angry to the end of your sentence. It may not look overly pretty but people will understand it just fine.

I think you are expecting a little bit too much too soon from BioWare. RP is a minority on SWTOR and when look at at how much they are doing to fix problems that affect everyone it is no wonder they haven't gotten to the little stuff we have been asking for. Most people on the RP servers are also there to play the game so all these updates are not for everyone else, they're for us too. The gameplay does need to come first for BioWare because even for most people on the RP servers the game comes first.

EDIT: On a side note I just want to point out that /handshake emotes and things like them are always a horrible idea. It always ends up with you sticking out your hand shaking air and 3 seconds later the other person shaking air a foot away from your hand. If 2 people need to be in the exact perfect position with perfect timing then its a bad idea. Please don't suggest having the emote make the other person shake your hand either because people are not going to be happy if my emotes make them do things they don't want to do.
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Jazshen's Avatar


Jazshen
03.29.2012 , 02:11 AM | #13
You guys don't read patch notes/listen to the Guild Summit do you? :3

1. is getting fixed. It's right there in 1.2 patch notes: The /bow emote no longer loops when used. Take a look under Social

2. Agree here. It does need to be lessened. This got brought up at the guild summit.

3. Would love biographies. But again this was addressed in the guild summit. The main issue is that storing unique text items for players takes up a huge amount of space and data and would possibly slow the game down. BUT they are looking at it and reception of the idea was generally positive.

4. Addressed in the Guild Summit. Devs said this would actually be an easy fix, so keep your eyes open on this one :3

5. /Drink is in the game, and there are so many awesome ANIMATED emotes within this game it makes me giddy (bearing in mind, I come from a background of 7 years RPing in WoW). /paranoia, /surprised, /facepalm - these are some of my favourite few. Read is going to be in legacy - sort of, there's going to be /datapad and /holocom, if I recall correctly.

6. I like the idea of the mood commands, I was thinking about this last night. These days I tend to do it with a prefixed/suffixed emote; something like:

"Yeah? Why the hell didn't you tell me?"
Sareth huffs angrily.

And chat bubbles, again explained in the Guild Summit. Their first iteration of chat bubbles caused crazy lag on the servers. They think they've managed to fix it too, it just won't be here in 1.2.

Give it time, and keep giving your feedback RP is never going to be the forefront of a game like this. And importantly we have Daniel Erikson, who is a hardcore RPer himself and greatly supportive of the RP community. They ARE listening. Reasons are out there.

Listerman's Avatar


Listerman
03.29.2012 , 08:18 AM | #14
Roleplaying in-game now harkens me back to the days of 1998 when I got my first internet connection and I role played in chat rooms. No fancy interfaces or emotes, just brackets to separate action from speech, and then later on, someone came up with the dice rolling emote.

Could SWTOR do better for the Role Playing groups? Absolutely.
But at the moment I can't hate on it too much, because of my rose colored sunglasses to the good old days.
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Guildrum's Avatar


Guildrum
03.29.2012 , 08:20 AM | #15
Quote:
EDIT: On a side note I just want to point out that /handshake emotes and things like them are always a horrible idea. It always ends up with you sticking out your hand shaking air and 3 seconds later the other person shaking air a foot away from your hand. If 2 people need to be in the exact perfect position with perfect timing then its a bad idea. Please don't suggest having the emote make the other person shake your hand either because people are not going to be happy if my emotes make them do things they don't want to do.
Maybe whenever someone does something like /handshake, you have 3 options...

1) Shake their hand
2) Ignore them
3) Slap them'


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Darth_Slaine's Avatar


Darth_Slaine
03.29.2012 , 10:42 AM | #16
Quote: Originally Posted by Guildrum View Post
Maybe whenever someone does something like /handshake, you have 3 options...

1) Shake their hand
2) Ignore them
3) Slap them'


Don't forget:

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avariambush's Avatar


avariambush
03.29.2012 , 11:58 AM | #17
Quote: Originally Posted by Sendra
Most of the issues in the OP would be nice if they existed or worked right, but are easily worked around.

In my opinion, the major issues that make RP much harder than it ought to be are:

1. The ridiculous say range. I have never used chat bubbles because I found them distracting, and usually just move my small group out of say range of other groups so that we can converse among ourselves. Unless I deliberately want to be within say range (which was often the case too) to overhear them, or to allow them to overhear us. So cut down on the say range, have yell available for a "raised voice" larger range, and I think the chat bubble issues are reduced. (Not saying avoided, I can see how people have gotten used to them and they are useful - but their absence will be less painful.)

2. Standing around like statues for RP is a big killer issue for me. A few changes of position and posture would be HUGE. I type out most gestures in RP so the animated ones are cool, but less of a problem. But we need to change position or posture. We need to be able to sit ON rather than THROUGH a chair. It's fine with me if we jump on top of it and use a sit command. Give us a reasonable posture (or a couple of choices - an exhausted casual sprawl and a more normal sit, even with legs folded under or cross-legged). A lean would be outstanding! A back or side wall lean.

3. A few more enterable buildings so that we can RP private meetings and not be standing around silently (speaking in guild chat) in the market or cantina. Enterable buildings of a few different styles, combined with a more reasonable say range so that the people outside - or across the planet - don't hear our discussion, would go a long way to help RP.

Edit to add:
3a. I suggested this pre-launch after I got to check out beta and I'll suggest it again. It ought to be fairly easy to implement sometime between now and whenever they get around to working on guild ships. An instanced wing on each fleet station, that an operations group can enter. The area could contain rooms of various types, a lounge area, conference room, office, control room, lab, med center, storeroom, and even private quarters. Groups could use it - even multiple groups at the same time since it's instanced, each RPing the space as something specific to them.

+1

I think this post really cuts the heart of the things we actually need.
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Jovanna's Avatar


Jovanna
04.01.2012 , 12:57 PM | #18
Quote: Originally Posted by Listerman View Post
Roleplaying in-game now harkens me back to the days of 1998 when I got my first internet connection and I role played in chat rooms. No fancy interfaces or emotes, just brackets to separate action from speech, and then later on, someone came up with the dice rolling emote.

Could SWTOR do better for the Role Playing groups? Absolutely.
But at the moment I can't hate on it too much, because of my rose colored sunglasses to the good old days.
I'm the same way. I started out in text based programs and even went to the low tech chatrooms from time to time.

I've never understood these complaints and I never will. If you're an RPer you use your imagination to compensate for any perceived flaw and that's the end of it.

That being said, we all know BW is working on improving things for us. Making complaints make even less sense to me than they already did.
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"Shall I blast him now, Master?" - HK-47, Knights of the Old Republic

Jovanna's Avatar


Jovanna
04.01.2012 , 12:59 PM | #19
Quote: Originally Posted by Sendra View Post
Most of the issues in the OP would be nice if they existed or worked right, but are easily worked around.

In my opinion, the major issues that make RP much harder than it ought to be are:

1. The ridiculous say range. I have never used chat bubbles because I found them distracting, and usually just move my small group out of say range of other groups so that we can converse among ourselves. Unless I deliberately want to be within say range (which was often the case too) to overhear them, or to allow them to overhear us. So cut down on the say range, have yell available for a "raised voice" larger range, and I think the chat bubble issues are reduced. (Not saying avoided, I can see how people have gotten used to them and they are useful - but their absence will be less painful.)

2. Standing around like statues for RP is a big killer issue for me. A few changes of position and posture would be HUGE. I type out most gestures in RP so the animated ones are cool, but less of a problem. But we need to change position or posture. We need to be able to sit ON rather than THROUGH a chair. It's fine with me if we jump on top of it and use a sit command. Give us a reasonable posture (or a couple of choices - an exhausted casual sprawl and a more normal sit, even with legs folded under or cross-legged). A lean would be outstanding! A back or side wall lean.

3. A few more enterable buildings so that we can RP private meetings and not be standing around silently (speaking in guild chat) in the market or cantina. Enterable buildings of a few different styles, combined with a more reasonable say range so that the people outside - or across the planet - don't hear our discussion, would go a long way to help RP.

Edit to add:
3a. I suggested this pre-launch after I got to check out beta and I'll suggest it again. It ought to be fairly easy to implement sometime between now and whenever they get around to working on guild ships. An instanced wing on each fleet station, that an operations group can enter. The area could contain rooms of various types, a lounge area, conference room, office, control room, lab, med center, storeroom, and even private quarters. Groups could use it - even multiple groups at the same time since it's instanced, each RPing the space as something specific to them.
I'll agree with all of that too, but they've alluded to some of it already. Keep making suggestions and be patient and it'll all work out. =)
"It's gonna be one hell of a dogfight". - Sarah Connor, the Sarah Connor Chronicles

"Shall I blast him now, Master?" - HK-47, Knights of the Old Republic

CosmicKat's Avatar


CosmicKat
04.01.2012 , 05:06 PM | #20
Quote: Originally Posted by Listerman View Post
Roleplaying in-game now harkens me back to the days of 1998 when I got my first internet connection and I role played in chat rooms. No fancy interfaces or emotes, just brackets to separate action from speech, and then later on, someone came up with the dice rolling emote.

Could SWTOR do better for the Role Playing groups? Absolutely.
But at the moment I can't hate on it too much, because of my rose colored sunglasses to the good old days.
I agree.

However they have messed up some obvious things that just shouldn't happen in 2012. No chair sitting? A /say range that is at least double the range of any other MMO I've played? A UI that I can't move around?

A lot of the 'issues' with RP are issues with everyone and they do seem to be a lot more easy to fix or tweak than some of the major things they are implementing.

How long could it possibly take a programmer to halve or quarter the /say range? It would make a huge difference for RPers, or anyone else who doesn't want to be bombarded by the text from half the space station.