One criticism I've frequently seen levelled at The Old Republic is that it's supposedly "behind the times", missing features that every modern game "absolutely needs" to have, or making people "waste time" with things that modern games supposedly shouldn't have. I always thought that this was a pretty silly argument on its own because it assumes that whatever is the newest trend in the gaming industry right now must be the best and most fun way of doing things for everyone. No really, some of us really liked things better the way they used to be.
I've already talked about some of the major "returning" features that I really like, such as non-automated grouping, lots of group content while levelling up, or the slightly more old-school endgame. However, I also keep bumping into minor features here and there that I never even realised I missed before... until they are suddenly back and I go: "Hey, this is actually pretty fun!"
Daily Dungeon & Raid Quests
I have a rocky relationship with dailies, so I was really surprised when I realised how much I enjoyed having all these daily and weekly quests for flashpoints and ops. WoW used to have a daily dungeon quest in Burning Crusade and early Wrath of the Lich King, and while I always enjoyed doing it, I wasn't exactly torn up when they removed it with the advent of the dungeon finder.
However, after thinking about it for a bit I think it makes sense that I'd rather have quests like these than not. After all, what is the point of quests in general? They add structure to your gameplay. It's more fun for most people to kill eight bears for Farmer Joe and ten kobolds for Innkeeper Moe than to just kill bears and kobolds indiscriminately until you eventually level up, one day. Considering that, is it really strange to enjoy being given an in-game reason to run a dungeon over just grinding instances for no reason, other than waiting for your currency bar to go up? It feels a lot more purposeful for sure.
This is something that really sunk in for me when Syl mentioned "no potions" as something she was looking forward to in Guild Wars 2. In WoW I was an alchemist for five years, enjoyed it, and gradually had to watch the profession become more and more pointless over the years. Only one potion per fight. Health and mana potions restoring only minuscule amounts of health. Mainstream content becoming more and more trivial so that consumables simply weren't needed for most things. Bonus satchels from the dungeon finder flooding the market with flasks so that there was no point in actually crafting them anymore. Etc. But again, it wasn't something that really frustrated me at the time, I just accepted it and moved on.
However now that I'm playing SWTOR, I make sure to immediately drag whatever health potions I pick up onto an empty action bar slot on every single alt that I roll, because you bet that they are going to be useful. I like that. I feel clever if I survive a tricky pull due to chugging a potion at the right moment. And with enrage timers threatening at endgame, stims and adrenals can really make a difference to a group's success. I'm chuffed that there's actually a demand for the things I can craft!
I'd love to hear if other people have also discovered small things that they never thought they missed in other games... until they saw them (again) in The Old Republic.