I think my ramblings about SWTOR have overall been quite positive, but I do have a few issues with some of the design decisions they made in the game. They're not really serious issues, so I'd have to classify them as little more than pet peeves.
The first regards the monsters/npcs out in the world. They just stand there doing nothing. All the time. They don't wander, they don't drift, they have idle animations and that's about it. I thought we were past the age of obvious xp buckets sitting around waiting for someone to tip them over. The humanoids aren't that bad, as their idle animations often involve them doing something, but the animals are terrible. They just stand around and sometimes shuffle their feet, or snort. They don't eat, they don't move, and even the completely passive "critter" variety don't run away when you approach. The game is otherwise quite immersive and technically impressive, so I find it quite jarring to see all these listless animals standing about waiting to starve to death. It's 2011, is that really the best we can do?
I mentioned it in another post, but the heat seeking blaster bolts really annoy me. It's especially bad since most guns shoot a stream of shots rather than singles (like they mostly did in the movie) so you get this clearly defined arc that bends and twists as the target moves. The flood of shots itself is fairly jarring. How about reducing the number of bolts fired at once and making them travel faster? That would reduce the lunacy significantly. "But then the screen won't be saturated with blaster shots and shiny special effects all the time!" That's kind of the point. If it was good enough for the movies and KotoR, it should be ok here too. Blaster fire should look like blaster fire, this is Star Wars not Ghostbusters.
I understand they have to make sacrifices in the name of gameplay, but the appearing/disappearing vehicles really bug me. It's one thing in a game like World of Warcraft where you can handwave it away as magic, but there's no magic at play here, and the technology of Star Wars does not include teleportation, solid holograms, or matter replication. Why does that speeder appear out of nowhere, and disappear in a shimmer like a deconstructing hologram? Couldn't they have designed the taxi pads with a hangar that your character goes into then flies out on a vehicles, then flies into another hangar on the other end. The effect would be the same, but the visuals would be more immersive. Or heck, do something that WoW has already done, and have the vehicles sitting out on a landing pad and when you click one you jump in and fly away (leaving another one behind, but it's still an improvement). For personal "mounts" I'd like to see characters activate some sort of comm device and then have the vehicle of choice swoop in from offscreen, then fly off again when done. Darth Maul did it, dammit.
Why do some classes (Jedi Knight) get to turn in class quests via a communications device, while other classes (Jedi Consular) have to trudge back to base on foot and talk face-to-face? On the one hand I actually liked the interaction the Jedi Consular had with their NPC, it made the story feel more engaging. On the other hand, it took forever to get through the starting area due to all the trudging compared to the Jedi Knight. How about a special "return to NPC" button that will automatically take your character to the appropriate story instance when you're ready to complete it. It can go away when you're higher level and have more transportation options. It's not teleportation, it's . . . I forget the cinematic term for it, but a scene switch in a movie. You're assumed to have made the trudge back on foot, you just don't have to experience it.
So, anyone else have some pet peeves? I think I've gone on about it long enough myself.