Mandalorian-themed gaming community for Star Wars: The Old Republic
April 9, 2012 by blur

Sanctum of the Exalted PvP — The best of times and the worst of times

Sit me down with a beer or three and get me talking about what PvP is like on Sanctum of the Exalted and, more often than not, I will inadvertently start quoting the immortal Charles Dickens:

It was the best of times, it was the worst of times, it was the age of wisdom, it was the age of foolishness, it was the epoch of belief, it was the epoch of incredulity, it was the season of Light, it was the season of Darkness, it was the spring of hope, it was the winter of despair, we had everything before us, we had nothing before us, we were all going direct to heaven, we were all going direct the other way – in short, the period was so far like the present period, that some of its noisiest authorities insisted on its being received, for good or for evil, in the superlative degree of comparison only.

Why? Because PvP on our server is so incredibly hit and miss, you sometimes think you must be on another server, such is the difference — even between successive between play sessions.

And no, before you think it, I’m not drawing a comparison here between, say, Level 50 PvP and Level 10-49 PvP. What I’m about to relay is the same, regardless of the level of PvP at hand.

You see, you can hit a PvP match on our server and have the time of your life. There are healers healing, there are tanks tanking, there are DPS dealers smashing the enemy and, on top of it all, everyone knows what they’re doing. And no, it’s not a premade situation; this is a plain old PUG.

Then you sign up for the next match and, what the hell, it’s all completely wrong. The tanks are trying to DPS, the healers aren’t healing anyone (except themselves), and, to put it as simply as I can, you have people doing utterly crazy stuff. Here’s my favourite example from the past week.

Picture it. The Alderaan warzone. The fighting’s been tough for both sides. Then word emerges that the right turret only has one guy on it. Myself and another teammate break ranks and run for it. Two on one! Great odds! Suddenly, two more enemy unstealth. Three on two! Not so great odds, especially for attackers! So what does my colleague do? He runs the turret AND STARTS TRYING TO CAP IT. Huh? There are three enemy swarming us, and his first reaction is to CAP the turret? Suffice to say, the three of them stunned him on the spot, and within a matter of blows from each of them, he was through. Then they turned on me. Rinse and repeat. We were both on our way back to respawn.

So I said to this guy, “Hey mate, when it’s three on two, trying to cap the turret isn’t really our best course of action…” In response, the guy lost his mind at me. He claimed he wasn’t trying to cap anything. What the hell? I’d just seen him do it. Yet here he was, bold as brass, denying it. Perhaps because he realised it made him look stupid infront of the rest of the team, I don’t know, but I have a real problem with liars. I reminded him that I’d been next to him when he was trying to do it, and had been trying to stop him getting killed, but he wouldn’t have a bar of it. He denied it completely.

(I actually took a screenshot of all this, so I’d remember his name and guild, and I’m half tempted to, ‘name and shame’, but it’s not really the purpose of what I’m writing here.)

So what am I getting at? Well, I guess it’s just to vent a little. Our server has so many amazing gamers, whether in PvP or PvE, yet we have some complete morons, too. People who won’t play their class properly. People who do the wrong thing, then lie about it. People who spend entire Huttball matches chasing fights (ie: deathmatching), rather than following the ball and trying to score. It’s so frustrating and, as time goes by, it’s only going to push more and more guilded people into forming premades and ignoring PUGs altogether. And then what will happen? We’ll have PUGs crying that, even with multi server queues for PvP, they still can’t get a timely match. But you know what? They’re going to have brought it on themselves, by driving people — like me — away from using PUGs in PvP.

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March 10, 2012 by blur

Beskar: Now with added Republic flavour

When I created Beskar, one of the first rules I made for the guild was that we would be all-Imperial, all the time. This was even before the game developers had even said whether a guild could have characters from both factions, or not (for the record, they finally settled on guilds being single-faction only). In other words, if you were a member of Beskar, logging into our server, your character options would be Imperial-only. Want to play Republic? Choose any other server and go for it.

This was a neat solution, in my opinion, for a variety of reasons. First, it meant our members had eight character slots for Imperial gameplay. If they so desired, they could play each advanced class of each Imperial class, ie: 4 classes x 2 advanced classes = 8 slots. Second, it meant that when people logged into our server, they would be focused on Beskar and the Imperial cause. Again, no one would be told not to play Republic; they were simply, and politely, asked to do so on any other server.

But then came news of the 1.2 game update and the Legacy system.

While Bioware has done nothing to make it compulsory to play both factions on the same server, they have certainly made it compelling, with cool rewards and unlocks on offer for people who do it. And for obvious reasons – if people are encouraged to play both factions on a server, and given incentives to do so, it will not only help server balance, it will keep people engaged with the game longer and tie them tightly to their server. That should mean longer subscriptions in most cases.

So, as guild leader, I had a choice. Should Beskar continue down the same path for reasons of “tradition” (and yes, I understand how funny a concept that must seem in a game that’s barely been out for three months), even though members were likely to break the rules and roll Republic characters anyway or, should we approach the topic with good old-fashioned common sense and sit down, as a group, and determine how we wanted to proceed in relation to the Legacy system?

I put the concept of having a guild for Republic alts to the members of Beskar. Overwhelmingly, the membership decided that having a Republic guild would be the best way to move forward. By and large the attitude was, “I would like to have some Republic characters on our server and I would like to do it openly and in a guild with other Beskar members…” Even people who want to play Imperial-only characters on our server saw no real harm to letting fellow members dabble on the dark, er, light side once in awhile. It was a great, mature discussion – as you always find in Beskar.

So there you have it. TOR is changing with the 1.2 update and, as a result, so is Beskar.

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December 20, 2011 by blur

Well, we got there in the end

Well, we got there in the end.

Close to three years skipping down the yellow brick road with a changing cast of faces to accompany us along the way, and we’ve finally hit our destination.

Today, December 20th, 2011, marks the moment when, after a week of early access for some, every Beskar member now has access to enter The Old Republic.

For me, this is the end of something. Primarily, it’s the end of running a guild for a long time without a game to play which, I can assure you, is no easy thing.

So it’s actually in a slightly wistful mood that I write these words, standing here at the divide between what Beskar has been so far, and what it is to become.

Looking back over three years, this guild has given me everything from great pleasure, to great pain. It’s shown me the best in people. And the worst. There are moments I wish I could purge from my memory entirely. There are moments I cherish wholeheartedly.

But that’s life, isn’t it? You take the good with the bad. You accept that things won’t always stay the same. You learn that some people, even good friends, don’t stay consistent over time. You relish the growth you see in others as they become better mates.

Looking forward, who’s to say where it will all go? Most of us have played TOR in beta and have decided that it’s a game worth our time in the months, and years, ahead. But by what method will we proceed? What will Beskar evolve into, over time?

That’s for the future to help us work out. It’s exciting to see where it will take us.

I want to thank my beautiful wife Leo for all her support behind the scenes. Even when I have been at my lowest ebb, whether through exhaustion or pain (or a combination of the two), she has been there for me so that most of my struggles have been ‘off-camera’. She has been the one to keep me sane through this whole adventure.

I also want to thank the membership of Beskar, past and present, for helping to carry the load along the way. From those guys and gals who joined us in December 2008 and helped carry the guild in its early months, through to the people who have joined only in the past couple of weeks and who now help shoulder the weight. Thank you.

Beskarians, TOR is finally here for everyone. Jump in. This is YOUR day. I will see you in there.

– blur

PS: By the way, where are all those self-appointed TOR forum philosophers who regularly told me over the last three years that, “pre-launch guilds never make it to the live game…”? *Chuckle*

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September 21, 2011 by blur

Republic martyrs really aren’t all that

There are a few comments that get thrown around regularly in the guild section official TOR forum, yet many of them are built on shaky foundations and only seem to remain in currency via the fact people keep saying them, rather than by actually being factual.

One of the classics runs something like, “Man! I’m going to play Republic, because there’s so few of us! It will be a massive challenge! We’ll be the underdogs!”

And, sure, it sounds all gung-ho and might excite people to hear someone say it, but consider this:

BioWare will, to the best of its ability, be trying to balance the population of Republic and Imperial characters via the guild process.

As such, when it comes to your server, you will see the Republic and Empire actually balanced pretty well. It’s the whole point of the guild process.

So just some food for thought, next time you hear someone say, “Man! I’m going to play Republic, because there’s so few of us! It will be a massive challenge! We’ll be the underdogs!” do consider the reality of the guild process and what it will achieve.

These Republic martyrs really aren’t quite what they portray themselves as.

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January 19, 2011 by blur

So, what server will you be on?

Rather blissfully over the last couple of years, people on the TOR forums haven’t been obsessed with its game servers, insofar as what they’ll be called and what guilds will be on which servers. And this makes perfect sense — the devs haven’t released a list of server names, so no one can state with certainty where their guild will end up, anyway, and I think most people have realised this.

But lately I’ve started to notice more and more people asking the question, “So, what server will you be on?” or at least a variation of it. Someone even asked us in our guild recruitment thread.

To that person, and to the people who read out guild blog here, I say this: At some stage we will choose a game server, it’s true! But before then, the following has to happen: (1) The TOR devs have to define what the server types will be; (2) Beskar members will need to debate (and possibly vote), on our preferred server type; (3) The devs will need to release the names of the servers, in conjunction with what style of servers they represent; (4) Beskar members will need to debate (and possibly vote), on our preferred server name that correlates with our preferred server type.

After all of that, I have no doubt we will be able tell you, “what server we’ll be on”.

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August 6, 2010 by blur

Why I think The Old Republic will have one server type

When people talk about TOR, they often project their hopes and dreams onto the game which is understandable because we all like unreleased games to meet our own hopes and expectations. Sometimes, however, these hopes and expectations might be unrealistic.

A good example of this kind of thinking occurs in the area of servers. But more on that in a moment.

Typically, there are two kinds of servers in MMORPGs and two roleplaying variants of the same, as follows:

  • PVE server, with PvP restricted to closed zones or battlegrounds.
  • PVP server, with open world PvP in several zones.
  • RP-PVE server, with PvP restricted to closed zones or battlegrounds. Roleplaying is always encouraged.
  • RP-PVP server, with open world PvP in several zones. Roleplaying is always encouraged.

Now, many TOR fans are expecting to see all four kinds of server in operation. Yet, I have a feeling there will be one only:

  • PVE server, with PvP restricted to closed zones or battlegrounds.

How have I arrived at this? Easy.

First, there’s the issue of PvP. And you know what? After watching the 50 minute panel at E3 where it was stated, flat out, that while there’s PvP, nothing we do can actually affect the gameworld (because, “It has to be there for people when they play the game later on, to have the same experience…” or words to that effect), it became apparent to me that the TOR guys are leaning towards battlegrounds — specific areas where PvP will take place — and the rest of the game will be PvE, basically.

Second, there’s roleplay. And I just have this funky idea that in a game that is so roleplay-centric where everyone will be roleplaying to a greater degree than in other MMOs, I query if Bioware will bother marking some servers as RP servers. And if you’re sitting out there, spitting beer all over your monitor and shouting, “I’m no %#%@ing roleplayer!”, you will be in TOR’s eyes.

I’m thinking here specifically about elements like multiple answers characters will have in quests and all the other staples of single-player ROLEPLAYING games that Bioware is famous for.

I understand that gamers might want to elect a particular server within the TOR community as being the server where people will do very overt roleplaying, above and beyond what other people will do by default, but I doubt the game will suggest any particular server over another as THE roleplaying server; it will want to see its game as a roleplaying game, period.

So that’s my reasoning. Strip away the RP tags and strip away the world PvP and what have you got?

A PVE server, with PvP restricted to closed zones or battlegrounds.

For everyone.

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October 22, 2008 by blur

Single character servers

Now, I know the mere thought of only being able to play one character per server would probably make the average WoW kiddies head cave in, which is almost reason enough to do it but, more seriously, the real reason for doing this would be because if the game is designed to be so customisable and cool, one character is all anyone ever needs to be.

Does your guild have an over abundance of medics? That’s cool, you just re-spec your character to start being more combat oriented. You don’t have to re-roll a new character. In this way, people become their character and grow more attached to their avatar because that avatar is “them”. That’s it. That’s their only footprint in the game world. And I also think people treat characters differently when you know you aren’t grouped with, or assisting a mere alt of someone else’s.

Your thoughts?

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