"I'll tell you something, my Tenchi, you know the carnival comes and goes. But if you wait for a while, it'll always come back to you, Tenchi."~Ryoko TENCHIxRYOKO FTW!
"The crystal is the heart of the blade. The heart is the crystal of the Jedi. The Jedi is the crystal of the Force.
The Force is the blade of the heart. All are intertwined. The crystal, the blade, the Jedi. You are one.
Well they really can't and still call it Star Wars. Most of the planets seem to have one distinguishing element. Tatooine is a gigantic desert planet. They can't randomly go adding lush oases to it and expect people to believe that it is the same place. It just wouldn't fit with the already defined theme of the planet. Same for places like Korriban, Hoth, they city planets, etc. that have defined elements in the Star Wars universe. Places like Alderaan and stuff, sure they could spice it up by adding in lake, mountains, etc. so I'm not sure how that plays out in the game.
MMO-C nightly hockey chat http://webchat.quakenet.org/?channels=#mmoc-hockey
The worlds they can take artistic licensing in all depend how much of the world we know about, especially from the movies (which grantedly, is FAR in the future, in the relative timeline), and the past (KOTOR games).
Tatooine - Yeah, it's sand, all the little outposts like Mos Eisley all look similar. When you deal with a planet with 2 suns, you pretty much get one singular enviroment. Well, there is sand, and rock. And Tusken Raiders like hiding in the rocks.
Hoth - Ice and lots of it. Sorry, but thems the breaks. Ice caves, ice mountains, ice everywhere. Be careful about the wampas.
Alderaan - Far more earth-like, in respect to varying climates, and terrain. Expect a lot of diversity here, since we really only heard mention of it in the movies. Best to see the sights before it gets blown to bits in the future.
Korriban - A ton of red rocky wastes. Again, a world that is kind of iconic in it's geological appearance, if not "bland". If you are Republic though, avoid it, cause otherwise, rocks won't be the only thing red coming your way.
And that is only 4/17. It is going to vary, but thankfully, with so many options, you should have a wide-varied trek across the galaxy from Level 1-50.
You are all missing that WoW has used almost every single piece of sand/dirt/tree/water/shit for quests/pvp/citys if the zones are really that large in ToR and you got nothing to do in them then thats just like not having them at all
Have to remember that some of those large tracts of land can (and probably will) have hidden datacrons in them and probably more. Meaning there's always a reason to go search that empty desert. But remember the planets do have reason why they're all the same climate in some cases. Tatooine has two suns, not much is going to be there but desert. Hoth is far, far away from its sun, there's going to be a lot of ice. Korriban kind of got used and abused by its inhabitants for thousands of years, think what Al Gore said is going to happen but with sith sorcery and alchemy hence its barrenness etc (please don't get off topic about Gore). Coruscant is one huge city, you're not going to find a jungle there. Etc, etc.
Krael, Sith Council of Untold Prophecy
I hope they handle the zone overlap intelligently, one thing I can't stand is invisible walls or a zone surrounded my mountains or buildings that you can't get past.
I've seen some screenshots of swtor, corrusant for example has lots of buildings you can see...but I'll bet 95% will be inaccessible to the player and are there for decoration or as zone wall. Even the buildings you can access, again only 5% of that building will be used.
Last edited by Snowmist; 2011-10-26 at 04:01 PM.
Sentinel PVE Basics for the two Specs that matterOriginally Posted by SW:TOR
Notice they are only referencing the Nightfall campaign, I would assume that doesn't include Tyria and Cantha into their size estimations.
---------- Post added 2011-10-26 at 04:36 PM ----------
As far as zone boundaries go developers only have a few ways of making an end of a zone. Invisible walls are the worst possible solution, mountains, blocking walls and buildings are better IMHO in that they make the end point at least some what flow with the surrounding landscape.