Star Wars: The Old Republic gives players 25 friend invites
Electronic Arts is awfully keen for you to try Star Wars: The Old Republic. After holding several free trial weekends, BioWare's midichlorian-powered MMORPG has now doled out heaps more friend trial invites, giving every player a total of 25 to share.
Electronic Arts is awfully keen for you to try Star Wars: The Old Republic. After holding several free trial weekends, BioWare's midichlorian-powered MMORPG has now doled out heaps more friend trial invites to every player, going from a limit of three to a whopping 25.
As before, the Friends Trial lets your chums play for seven days, playing through the starting worlds and trying all the classes, capped to level 15. Only now you can invite 25 people. Invites used before this do count towards that total, though.
We often see MMOs roll out these measures far later after their launches, when growth begins to slow, so this might read as a sign of weakness but is that necessarily the case? It is, after all, surely good to get players onboard early. EA stated in February, and again on March 8, that The Old Republic had 1.7 million active subscribers. It's certainly more than many MMOs have, but SWTOR is a particularly lavish production--license, voices, and all. Does EA need more? A month is a long time so soon after an MMO launch, too, as players decide whether to stick with it.
But go, frolic, explore a galaxy far, far away. If you have a pal playing, they've certainly got plenty of trial invites to share now.
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Alice O'Connor posted a new article, Star Wars: The Old Republic gives players 25 friend invites.
Electronic Arts is awfully keen for you to try Star Wars: The Old Republic. After holding several free trial weekends, BioWare's midichlorian-powered MMORPG has now doled out heaps more friend trial invites, giving every player a total of 25 to share.-
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Naa. SWTOR's big hit seem to come at the +2-3 month mark. WAR's big hit came at the +1 month mark.
There was an interesting statistic on the forums. If it's valid, it tells the story pretty well -- SWTOR has nearly the same number of servers at WoW, but with about 10-20% subscribers and no cross server capabilities.-
Warhammer, unbelievably, had more endgame content than SWTOR. WAR released with i think 9 T4 warzones (not including t1 2 and 3) and 3 very massive dungeons for the pve endgame sets that were brutally fucking hard. And ontop of all of that there was the RvR system, which i thought was fun enough, except for the horrible city siege mechanic (which they did fix a year later and make it pretty bad ass). There was also 3 times as many classes in warhammer.
The difference however with swtor, is that it has managed to capture an entirely new playerbase, mostly casuals due to the star wars license. Bioware even claimed that they weren't pulling many players from other mmos (specifically WoW) and that the 3million subs or whatever were mostly new to the genre.
Hence its lasted a bit longer than WAR. I still think swtor is a very average game however, was fun to play through once though.
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The free 'trial' is a joke. You can't chat in local or send whispers to other players to find a group (wtf?), you can't try out the auction house, you can't trade or send mail to other players.
It wouldn't be so bad if they had a LFG system that worked, but they don't. So instead you get an MMO where you can't interact with the other people playing.
I realize that its setup that way to thwart spammers/gold farmers from making multiple trial accounts and messing up the economy, but it's still pretty lame for the legit people.-
It's stupid because they're trying to use promotions from 2012 on game mechanics from 2004. My largest gripe with TOR is how arrogant bioware is in that their design is the final word, no ifs ands or buts. No cross-realm funcionality, no dungeon finders, no multispec; all things which they should've been able to learn from over the last few years from other MMOs (namely WoW) but they "chose" not to.
There was some fun levelling up; the presentation was pretty great and the environments were awesome. But once you reach that endgame, the lack of features really hits home.
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I guess ill be the lone standout and say I have been 50 and raiding since December and I just capped Tier 3 Rakata Pieces and Tier 3 Battlemaster past week! I'm very excited to see the new raid and warzone in 1.2!
Also, my server averages 30-35 People on the fleet @ Noon EST, Somewhere between 75-80 after 6pm. On weekends we still break 100 on occasion. This is on repub side, imp sometimes has 2x that.
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guess ill be the lone standout and say I have been 50 and raiding since December and I just capped Tier 3 Rakata Pieces and Tier 3 Battlemaster past week! I'm very excited to see the new raid and warzone in 1.2!
Also, my server averages 30-35 People on the fleet @ Noon EST, Somewhere between 75-80 after 6pm. On weekends we still break 100 on occasion. This is on repub side, imp sometimes has 2x that. -
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I'm probably going to get flamed for this, but here goes.
I think calling Star Wars the "world's strongest IP" is quite a stretch. In fact, I specifically didn't buy the game because it was based around Star Wars.
In my opinion, the Star Wars universe is incredibly tired and overdone. The movies came out how many years ago exactly? I just feel like we've been over saturated with star wars games and other tie-ins.
Also, there has never really been a hugely successful MMO that has been based on a pre-existing movie/comic/whatever IP. I think that basing a game around something like that really limits what developers can put into the game for fear of completely breaking cannon.-
Not going to flame you, but I'll disagree with you on two points.
1. World's strongest IP doesn't mean that you personally aren't tired of it. It means that it's very successful and has such a strong brand that people will buy crappy stuff just because it's attached to the IP in some way. I'm tired of SW too, but I'm also tired of lots of other popular things that make tons of money.
2. MMO based on pre-existing IP: I can't think of any big MMO since Everquest that really was based on an original IP. WoW is based on the Warcraft universe, including the games and novels. There was already a huge amount of "lore" before the first WoW release in 2004. It is true that when it's an IP you don't have direct control over, there are limits to what you can do creatively with it. Even Blizzard feels those limits sometimes though... they get tied into things because of how the earlier games/novels were written, and they still face nerd rage whenever they get the details wrong.
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It's the strongest IP, but they totally dropped the ball (like so many others) on the mechanics of the game. They tried, like every other flash in the pan MMO, to COPY wow. Naturally that's going to be an uphill climb.
Predictably it petered out for me once I capped at 50 and found the endgame lacking (as well as the PvP).
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LoL, what? This game was in production for like 7 years. Piracy what? This game had good initial sales, above their expectations. The initial sales are not the problem, its the subscriptions. But even that's irrelevant, in the end, its not the 'rushed' aspects that will do this in, its the underlying mechanics and character that are the problem...not the lack of LFG tool.
I don't eve know why I'm wasting time repying to this.-
I liked the interactive voice overs but it wasn't enough to cover up the standard MMO combat mechanics. I really disliked not being able to find people to group for the mini-dungeon/heroics because they have moved on to the next zone. Then if you decide you want to play PVP its nothing but HuttBall.
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If you are an Imp, then, its all huttball. As a rep, its not bad But yes, the major problem is that it is still a generic MMO experience. I don't think MMOs have a future at this point. Guildwars 2 won't even make a dent. The only thing that will overtake WoW will be WoW2 and even that won't be as popular.
The days of the subscription MMo are coming to a close.
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