Instead of the typical Black and White Morality that Star Wars is known for, light-sided characters can be interpreted in a way that's a lot less flattering:
Is the Light Side Sith Warrior a good, noble warrior fighting for peace? Or are they a cold, calculating Magnificent Bastard, befriending powerful opponents in order to advance their own position within the Empire? Characters accuse you of both, and there's no real evidence to support either one over the other.
A light side Sith Inquisitor. Are they people who suffered greatly as slaves, and now help others to avoid the pain the Inquisitor felt? Or are they just securing allies or keeping those around them weak to ensure an unstoppable rise to power?
Can one even consider the light side Inquisitor a Sith? A good case could be made that the Inquisitor is simply playing their game for now, all the while secretly working to advance themselves into a position where they can better undermine the Sith from within. Indeed, a lot of their dialogue makes it clear they don't particularly care for their fellow Sith or the Empire, but do hold some modicum of respect for the Republic and the Jedi. The Inquisitor's conversations with Ashara often discuss reforming the Empire into a more peaceful organisation and forging an alliance with Grey Jedi, founding a movement that unites both Sith and Jedi teachings.
A light-sided smuggler can be interpreted as a Wide-Eyed Idealist that should have gone broke and starved to death a long time ago. Despite the title, he/she may rarely engage in any actual smuggling, and actively turn down opportunities to make money by refusing to deal in drugs or participate in actions that will harm the Republic's war effort. One of your companions, Risha, will outright call you on this, accusing you of being a thief that doesn't steal, and ask if you actually have any plans about what you are doing with your life. Alternatively, the light-sided Smuggler could be described as a privateer (think pirates on government payroll), and while pirates typically ended their careers at the end of a rope, a privateer could end his with a big plantation and a title of minor nobility! The Smuggler actually does carry a privateers license from act 2 onwards. Or they could be just an independent merchant trying to run as honest a business as they can under the circumstances.
A light-sided Bounty Hunter could just not care for the Empire at all and is only involved with them because it's good for business. A light-sided Hunter (especially an alien Hunter, that gets treated like garbage from the Imps anyway) also can be played as cheerfully sabotaging the Imperials right and left and being paid to do it. The fact you can take the Supreme Chancellor of the Republic up on a deal and effectively switch sides helps.
Alt-itis: Exploited Trope here. The characters, companions, and class stories overlap with each other to such an extent that seeing the whole story would take playing every class (or playing with a party that's got one of each per faction) to see where they all fit. Each of the eight basic classes has two subclasses and three talent trees to spec into. Furthermore, some quests, like obtaining HK-51 or the Bounty Broker's event, has parts locked to either Imperial or Republic. You will need at least one character per faction to take advantage of these. Further exploited with the use of the Legacy system, which accumulates bonuses across alts and unlocks certain perks and abilities.
The recent Dark/Light event requires players to create new characters and level them to 65 in order for them to participate and receive rewards.
That deserves some clarification. The event is divided into six levels, and you can get all the way to the fourth level with only one new character. That character will earn in-game rewards at Level 25, at Level 50, and after completing specific content for Level 55 and Level 60 (namely the expansions Shadow of Revan and Knights of the Fallen Empire), along with other "objectives" that become available between Level 10 and Level 16. If you want to complete every level (required for some, not all, of the account-wide rewards promised at the end of the event), then you have to make 8 characters (one of each class) and get them all to 50, and take two of those (one Imperial, one Republic) and get them to 65. It's still an example of exploited Alt-itis at its finest, and the game developers are actively telling players to delete each new character once it's "done."
Anti-Climax: The dark side ending for the Bounty Hunter can be this on account of Supreme Chancellor Janarus being a Non-Action Guy. The ending simply involves shooting him dead, ending the story with no final boss, which can be very unsatisfying for some people. Averted in the light side ending, which has the player face Darth Tormen, who actually can fight, as a more proper Final Boss.
The Moff in Republic Quesh chain: not only isn't he Elite like most bosses are, you also get the help of a squad of soldiers. Turns out he isn't the final boss of the series though...
Darth Baras at the end of the Sith Warrior questline isn't a complete pushover, being a normal boss, but the battle with him takes place almost immediately after defeating his much more powerful Dragon.
Revan's Sudden Sequel Death Syndrome was poorly received by the fanbase during the beta, so Bioware changed his death sequence so there was No Body Left Behind, leaving an opening for Revan to come back. Revan returns alive and well at the end of the "Forged Alliances" story arc. "Shadow of Revan" takes it further by revealing that the Revan that appeared in SWTOR was actually Revan's dark side possessing his body.
"Shadow of Revan" seemed to address the complaints about no class storyline past level 50 by adding a single class-specific mission. Not that much, but it's a welcome change.
Fallen Empire was extremely well-received for its plot, return to classic Bioware storytelling, updated graphics, and especially the gameplay and companion changes—it completely revamped the companion system so that the player can use any companion in any role, unlocks approval faster, and doesn't have to keep them geared. Before this change it was basically mandatory to always have either the healer or the tank with you when playing solo, meaning all but the most dedicated players never saw the bulk of the companion stories.
Awesome Bosses: Grand Moff Kilran, the final boss of the Maelstrom Prison Flashpoint. Slowed to a crawl of your normal movement speed, you and your team must narrowly avoid the boss' incredibly damaging sniper rifle using pillars as cover, slowly making your way to attack range before you can finally beat the hell out of him. And after the events of the Esseles' Flashpoint, getting revenge on him is incredibly satisfying.
"Torch" gets this in the Blood Hunt flashpoint. She's remarkably friendly to the party, but she is a Mando, and Mandos like a good scrap. She doesn't fail to deliver on her end, setting up rooms full of fire, shooting at the players while levitating using a jetpack, and encouraging them to keep fighting in both Basic and Mando'a. At the end of it, she is still very polite and even answers a death threat with "Aw, I was just starting to like you." so it made a lot of players delighted seeing her show up again - this time as an ally.
Some hate Vette while some love seeing Mission all grown up and kicking ass.
Some unfavourably compare Corso to Carth and Atton while some find his simple farmboy nature endearing.
Kaliyo from the Agent story. Either you hate her for being a lying, backstabbing terrorist, or you love her for being a hilarious walking pile of snark who's at least honest about being a liar. There's no middle ground.
Quinn from the Warrior story, even more than Kaliyo. Lots of fans liked him, at first, finding his competence and cold professionalism to be refreshing, especially compared to some of the rest of the crew...and then he turns out to have been The Mole for Baras, betraying the Warrior even if romanced. That broke his fanbase right in half, with one side upset but willing to forgive and the other screaming for the option to kill him.
Nadia Grell from the Consular storyline, or more specifically, her romance. Not only does the relationship move quite fast, but Nadia looks up to him with admiration and is freshly mourning her dead father when it starts. Some think the relationship is cute and full of heartwarming moments, others think it's gross and full of disturbing implications.
Knights of the Fallen Empire companion Koth is easily the most divisive of all the new companions in the expansion. The biggest divide is his hero worship towards Valkorian, who the player base knows as the Sith Emperor. Depending on who you ask, Koth's reaction is either an indication of him being a horrible person who only cares about Zakuul and nothing for the rest of the galaxy, or a completely reasonable reaction from someone who was raised in an Empire towards which Valkorian has put up a front of nothing short of absolute benevolence.
Breather Level: Quesh. The prior planets had a tendency to last for a lot longer, with players sometimes getting frustrated when another quest line shows up after the one they just completed. Quesh meanwhile is practically an interlude, where it isn't uncommon for players to finish in not even half the time it takes for a normal planet. Subsequently, Quesh is the least populated planet in the game, giving players frustrated with annoying chat messages some peace and quiet. It's not uncommon for there to be as little as three people on Quesh. Total. And since the planet contains one of the few datacrons requiring two people to get them, it's not unheard of for Empire and Republic players teaming up to get it. Consulars are the exception, though, as their first class quest on the planet throws them against elite mobs that would usually be reserved for Heroic Quests. While there are a number of consoles in the area that are supposed to help the player by bestowing a temporary defense-boost, the mission can still easily become a wall for Seers inexperienced in kiting and mob-control. Bringing a friend along is a good idea.
The very existence of this game is one. Some KOTOR fans object to the very idea of a KOTOR MMO for a variety of reasons, be it the need for a subscription or disliking MMOs in general. Within the community, the base is broken still further, over a variety of issues including the inclusion of the traditional Tank-DPS-Healer trinity, the decision to reduce space combat to a single-player mini-game, or complaints of the fact that only Humanoid Aliens are available for play. It wouldn't be an MMORPG without people complaining about PvP, game balance, and all the traditional complaints. Even when the game wasn't out yet.
Other minor complaints include the lack of a day/night cycle and the lack of swimming.
There was also quite a bit of moaning that the early access would be five days at most. This irked a few fans. Though this has since been put up to a full week beforehand, based on when you filed the preorder confirmation.
One that's taken root in the forums is the fact that, prior to patch 1.01, doing a particular dark side [Flirt] option with Kira for the Jedi Knight would lock up all dialogue for her. Cue massive amounts of hate and cries of it being an Obvious Beta on the Jedi Knight forums.
A supposed bug in the website made the "unsubscribe" button vanish which did not help BioWare's popularity, and the game has been given the derisive nickname of "Tortanic" due to the increasing effects of Hype Backlash by disgruntled former fans.
And then there was the whole "Gay Planet" controversy, where BioWare finally decided to add same-sex romance into the game, but only on a single planet that could only be accessed as paid DLC (Makeb). Though an accurate description (same-sex flirts were available in new quests on old planets, but nothing comes of it, unlike with the options on the new planet) numerous people picked up on it as being that planet's particular hat. The fact that gay relationships were restricted to this one planet also stirred controversy over the fact that it implied that gay relationships were meant to be segregated from the rest of the galaxy, which did not sit well with many people.
The game itself was once either a great Star Wars MMO in its own right or the worst MMO ever because of EA and the fact that it tried to kill WoW by being WoW Recycled IN SPACE!. Now that time has passed and cooler heads have prevailed, it is generally agreed that, for the most part, the game is not a bad MMO per se, and that the storytelling, production values, companion "pets", and the class system are of high quality and give the game a very original charm (though they are certainly not without their critics), but that the gameplay is still very conservative (read: derivative of World of Warcraft) and doesn't truly break new ground.
While most of the storyline has been well-recieved by the fanbase, a major controversy concerns The Foundry flashpoint, which features Revan, freed in the Republic Maelstrom Prison Flashpoint, planning to commit genocide on everyone in the galaxy with Sith heritage, including over 97% of the Sith Empire's people. Quite a few enjoyed the story and the cameo from HK-47, and feel that Revan being tainted by the Sith Emperor's mind after centuries of draining was an adequate explanation for his actions. Others hate the idea of a canonically light side Player Character turning into a Rogue Protagonist; accusations of Sudden Sequel Heel Syndrome are frequent. Another common complaint involves him being defeated by a strike team consisting of only four people, which is generally met by the argument that he's been tortured and imprisoned for 300 years and the strike team was among the best of the Empire. There's also dissatisfaction with the explanation that the Revan post-Foundry was a Split Personality.
Come KOTFE, should the non-Force using classes be able to fight the incredibly powerful Force-using royal family without receiving a Curb-Stomp Battle? One side holds that they should be destroyed in seconds, while the other argues that the films and TV shows have shown that a well-prepared Badass Normal can defeat the most powerful Force-users. Raising an opinion in favor of either side is sure to result in a Flame War on the BioWare forums.
Starting with the Anarchist Pack, Cartel Packs were changed from being guaranteed to include two new items to possibly instead including one or two Grand Chance Cubes, an RNG-based package within an RNG-based package that includes a random Cartel Market item from older packs. Most older players who already have everything or almost everything from previous packs did not enjoy this change, but newer players were happy with a chance to get older items without having to make use of the short-lived Bronze, Silver and Gold pack system.
While some have praised the Knights of the Fallen Empire expansion for its storyline and cinematics, others (including many who reacted favorably to the initial 9 "chapters") have criticized the expansion for its lack of new raids, shortness of chapters and lack of replayability, and changes towards all the old companions.
The Dark vs. Light event of summer 2016 has divided fans. While some might enjoy creating new characters and receiving interesting rewards, most veteran players have become frustrated having to go through recycled content (much of which they have done several times over by this point) for nothing more than some more achievement points and just a chance at some rare cosmetic gear.
Canon Defilement: Some players aren't happy about the depictions of Revan, the Exile, and the general plot of the KOTOR games.
Bounty Hunter companion Skadge concludes his personal story by delivering a vicious SOB-kicking to Nem'ro the Hutt in revenge. Having killed Nem'ro at last, Skadge seems to gain some peace of mind. He almost becomes fond of the Hunter, and offers them the backup of his Black Sun connections so long as they're working together.
Complacent Gaming Syndrome: Not counting the purchasable Treek, players have access to six companions (technically five— nobody uses the droids EVER). Before the 4.0 update, you would often see players sticking to one companion and maybe occasionally swapping them out for achievement purposes. Usually, this was the designated healer or one of the tank companions, rarely any of the damage companions. Treek, a purchasable Legacy-wide character, was also frequently seen (and heard) due to her being a dual Tank/Healer spec. This has since changed after the 4.0 update, where they simplified the companion system and made it so you can choose your companion to be either DPS/healing/tank. Now most players will stick with their favorite companion and keep them in Healer mode, rarely ever swapping them out to DPS or Tank status. (Before they fine-tuned the system, however, Healer spec companions would do insane amounts of healing, to a point where people could solo the hardest Flashpoints alone without a dent in their HP. Players would often be kicked out of Flashpoint/Ops groups to allow a Healer spec companion into the group which, needless to say, was a *huge* source of friction between players)
The Sith Emperor, born Tenebrae, previously known as Lord Vitiate, and also known as Emperor Valkorion of the Eternal Empire, is a cruel man who sacrificed all life on his homeworld, Nathema, so he could become immortal. He mind raped Revan for 300 years just so he could get intelligence on the Republic. The Emperor periodically takes young Sith apprentices and alters them to become his Children, instruments of his will. Many of the Children are sent to the Republic as sleeper agents and often have no clue of their true nature until they find themselves compelled by the Emperor's will to kill their own friends. To complete his ascension to godhood, the Emperor attempts to destroy several planets. He attempts to destroy a massive power core on Belsavis, which would destroy the planet and several surrounding star systems. He attempts to release Sel-Makor on Voss. Finally, he attempts to eradicate all life on Corellia, one of the more inhabited planets in the galaxy and a member of the Empire at that time. If these attempts had succeeded, the Emperor would have proceeded to conduct a ritual that would have consumed all life in the galaxy to grant him the ultimate power. The Emperor is so cruel that the spirits of the ancient Sith Lords have made multiple attempts to kill him as a matter of principle.
Darth Jadus, when first introduced, appears to only differ from his fellow members of the Dark Council in that he is enigmatic. It gradually becomes apparent that Jadus is twisted even by the brutal standards of the Sith. Jadus fakes his own death at the hands of a terrorist so he can secretly kidnap several hundred people and torture them into becoming his mindless servants. He then gives incredibly powerful Kill Sats to terrorists so they can use them to kill countless Imperial citizens, all so he can come back from the dead and save the day, increasing his political power. To prevent the other members of the Dark Council from figuring out his plans, Jadus has his insane daughter, Darth Zhorrid, succeed him on the Council as a distraction. If Zhorrid somehow manages to survive Sith politics, Jadus plans to have her killed. Jadus plans to use the power he will gain from his plans to repeat the tortures he inflicted upon the people he kidnapped with the entire Empire.
Rise of the Hutt Cartel: Toborro, Big Bad of this Expansion Pack for the Republican side, shows that even among the greedy Hutts, a whole new low can be reached. After the war between the Republic and the Empire breaks out once again, Toborro plots to seize the power for himself. To that end, he hires the InterStellar Regulators and brutally subjugates the peaceful planet of Makeb. His ruthless harvest of the rare Isotope-5 to build himself up as a galactic power soon brings the planet on the verge of destruction. Fully knowing it will soon explode, Toborro orders the construction of an ark, which will only evacuate himself and his treasures, leaving the civilian population to its grim fate. After his ark gets taken away from him, he angrily rants that he is the one being unrightfully robbed and swears bloody vengeance, announcing civilian massacres as long as the ark isn't returned to him. Even after this, he is given several chances to stand down and redeem himself, but he doesn't take any of it and instead tries to blow up his base and the planet prematurely, claiming that if he can't have the Isotope-5, nobody should. Toborro is such an megalomanical, racist and self-centered person that even his fellow Hutts willingly give themselves to the Republic instead of going along with his plans.
Creator's Pet: The writers have commented on how Vette is their favorite NPC in the game and how they're sure that everyone will love her. Not everyone agrees, but it has some unfortunate implications when combined with the fact that you can't do her quests and receive the related bonuses unless you remove her shock collar.
Nico Okarr, despite having less screen time in "Return" than anyone else except Jace Malcom, was definitely the star of the show. He initially doesn't even appear in the game proper, but is available as a companion in Knights of the Fallen Empire.
Blizz, rocket-launching Jawa, has been this for developer Daniel Erickson, an appreciation that spread to the rest of the playerbase. He even adorns the logo of Torhead and won a popularity poll on IGN.
Darth Vowrawn: an Affably Evil Dark Lord of the Sith. Member of the Dark Council for decades, he is funny, charming, and isn't the typical Bad Boss you tend to encounter within the Empire. He is also the main supporter of the Sith Warrior during Act 3 and unlike most of your Sith allies in both Sith class stories, he has yet to betray you. Many players like him, and he possesses a degree of popularity equal to Darth Marr amidst the Dark Council.
And speaking of Darth Marr, he won a lot of players over with his dry sarcasm, Badass-ery, intelligence, and desire to forge a new era for the Empire in a reasonable way. Despite his few appearances in the base game, he's been taking more and more of a role in the expansions, acting as the de facto leader of the Empire. A lot of players treat him as a better version of Darth Malgus, and you'd be hard pressed to find a player who doesn't at the very least respect Marr.
Try an experiment: Go to Fanfiction.net's Star Wars Game section, and try to look up stories about characters from The Old Republic, as opposed to Knights of the Old Republic I or II. Which SWTOR character has the most fanfics about them, after trying all the options? Corso Riggs, the romance option for a female Smuggler. To give you an idea, Corso Riggs has three pages of fanfiction written about him, while none of the other romance options go past one page, if they have anything written about them at all. Apparently Bioware really hit it out of the ballpark with Corso Riggs.
Archive of Our Own writers are very fond of Vector Hyllus. Many a fanfic writer on that board would not mind marrying the entire nest.
The SWTOR Kink Meme on LiveJournal is mostly filled with fanfiction of Malavai Quinn.
Ashara, for the Sith Inquisitor, especially for light sided players, due to her rationality.
Lord Praven, a Noble Demon Sith Lord the Jedi Knight encounters who has a profound sense of honor and fairness. He spares a group of civilians instead of killing them For the Lulz like most Sith, offers a one-on-one duel instead of ambushing you, and can be redeemed to the light side.If that happens, he pulls a Big Damn Heroes during Corellia and is still very much a Badass. More than a few players wish he could be a companion.
Theron and Lana from the Forged Alliances and Shadow of Revan storylines have proved popular with fans. Individually, Theron is liked for being a snarky, attractive Badass Normal, and Lana is liked for being one of the only reasonable Sith in the game. Collectively, they're liked for their superb voice acting, for actually investigating and doing things themselves instead of always relying on the PC, and for having surprisingly good romance sidequests for non-companions. It helps that their romance quests can be done by any gender, a first for the game. Theron especially is popular; when Knights of the Fallen Empire was announced, one of the first questions asked was "is Theron in it?", and many fans expressed their joy when they learned that not only was he in it, he'd been made a companion.
When the Sith Assassins lurking inside the crashed starship ignited their blades, it was one of the coolest moments of the entire trailer. That's not even mentioning how badass Malgus is in all the trailers.
This trope led to the amount of Imperial players to far outweigh Republic players (on some servers - Begeren Colony is evenly split, and Jung Ma has five Republic characters for every four Imperials). Tending to have more fun story quests and more interesting companions probably helps. You can still play a dark-sided Republic character or a light-sided Imperial one, however.
Malgus certainly has quite the attractive posse when he invades the Jedi Temple. It includes a hot Twi'lek sidekick (his lover Eleena Daru) and a very attractive redheaded bounty hunter (Shae Vizla).
Several of the Sith-aligned players' potential companions also fit this trope, such as Kaliyo Djannis for the Imperial Agent (though really she's less "evil" and more "extremely Chaotic Neutral").
Princess Vaylin of Zakuul has gathered the immediate interest of many players. Does not help that this Ax-Crazy Force prodigy directly taunts the Outlander about them possibly having a crush on her.
Fanon Discontinuity: For many, the game's treatment of a certain character from Knights of the Old Republic makes it this. To elaborate: not only giving Revan a face and a voice, but having him attempt genocide after all that work towards redemption.
Foe Yay: Hunter's taunting of the male Imperial Agent often comes across as flirting. Subverted when Hunter is revealed to be female. Even then, its played straight with a female agent, though female agents don't get the option to give her a last kiss.
Franchise Original Sin: BioWare has always been know for their ambitious writing and storytelling. An MMO with eight individual class stories? Companion characters with story arcs of their own? More written and voiced dialogue than the entire run of The Sopranos? Top-notch voice talent? All of this makes leveling a character from 1-50 a real treat. Unfortunately, despite individual class stories and companion arcs being the number one request on the official boards, Electronic Arts gutted the writing budget, and refuses to invest in those ambitious (and expensive) features, hiding behind a smokescreen of wanting "The Avengers style plots." At best, any content after Level 50 are generic grinds where the content and dialogue only differs by faction.
Inverted with the Fallen Empire content, which is so story-focused it's basically a single-player game. It was advertised as "a return to Bioware-style storytelling" as a direct Take That to the above policies.
Gameplay Derailment: A special event on Ilum put several PvE quests in a free-for-all PvP area, possibly to drum up more interest in PvP. Well, in a matter of hours players realized that there was no additional reward for attacking other players, aside from the dubious joys of ganking and griefing. Furthermore, some of the PvE quests were much easier in the PvP area. So, queue some server-wide truces in the PvP area with Imperial and Republic players cooperating on the daily quests, orderly lines forming for an orb drop-off puzzle, and some of the PvP heavy guilds on both Republic and Imperial sides coming out of it with nasty reputations for breaking said truce. Veteran MMO players on the official forums claimed they had never seen anything like it.
Genius Bonus: "Onomatophobia" (Greek), the trigger phrase for the Imperial Agent's brainwashing, is a fear of names or meaningful words. In the same vein, "Iconoclasm" (also Greek), means "breakingthe symbol" and releases the Agent from said brainwashing. Also, "Legate", an ancient Roman title for a general or their deputy, is a fitting name for The Dragon, even though they're forced to obey.
Characters will occasionally appear downright Lilliputian in cutscenes, for no reason. Hilariously, the other characters will actually look down at them, and when the camera focuses on them it will actually do so. It seems to work so seamlessly within the engine that the first assumption is that you're dealing with a tiny alien race before it becomes obvious that it's a bug.
The Revanite Avenger armor set's helmet has a gold band around the eyes, but the band is coded to move with the wearer's brow. Sometimes it's not too noticeable, other times it looks near cartoonish like an Expressive Mask.
Occasionally when an NPC dies, their body will be left frozen in their standing animation.
When fighting Dread Master Styrak at the end of the Scum and Villany Operation, he will throw a random player into a nightmare where you have to kill an illusion of your own companion to exit. That is, if it doesn't send you to fight two of your companions, or even the companion of some other random class!
When Fallen Empire launched, all of the companions that players previously owned had not only their main hand weapon sent to your inventory, but also their pants as well, and some even lost more than that. There was also a bug allowing players to go to the opposite faction's fleet, so Sith partying on the Republic Fleet were an occasional sight, and a bug that allowed Jedi Knights to have two versions of T7-01 after they're reunited with him.
The Esseles, the first Flashpoint most Republic players ever do, is known as the "Bugboat" for a reason. NPCs will get stuck in animations that make no sense (usually cheering), the skybox has been known to disappear, and sometimes conversational NPCs will give you your objective while lying on the floor. Another infamous bug of the bad kind had it so that 50% of the time the Esseles goes warp speed, at least SOMEONE'S game will hard crash.
Speeding through conversations with the space bar can have... weird effects on the actor NPC's animations. Like skipping the "falling down" animation while they're in a "talking" animation, resulting in them just sliding to the floor after they finish making their hand gestures.
When early access for Fallen Empire Chapter XI launched, a bug caused Jorgan's armor and blaster to disappear during cutscenes unless you reset the mission, leading to the hilarious sight of him in his underwear with an imaginary blaster. However, this bug also came with one that made it impossible to progress, so you would be forced to reset anyway.
A bug can make the player character, the current companion, or both invisible during cutscenes... but not their weapons. This leads to surreal situations where NPCs are having full conversations with floating blasters and lightsabers.
Harsher in Hindsight: A number of player choices can fall into this trope or Player Punch, depending on how you look at them. Republic and Imperial characters alike can do things to the other side that can really hit hard if you have played both factions.
On the Republic side, for example, witnessing the brutal Ulgo experiments on the Killiks and choosing to continue them for House Organa will likely make those with Imperial Agent characters squirm. One of the most beloved Agent companions, Vector Hyllus, is a Joiner, and his character and story delve deep into beauty of the Killiks and their struggle to be recognized in the Empire.
Meanwhile, on the Imperial side, players, especially dark side ones, can do downright vicious things, the same kinds of actions that, when seen from the Republic's POV, can often personally traumatize Republic player characters, companions, and allies. For example, dark side Sith Warrior players hunting down and brutally murdering Jasea's parents or sending them to be tortured by Baras can be pretty haunting for those same players as Jedi Consulars when you discover Nadia's father tortured and murdered by an insane Sith Lord. Likewise, dark side Sith Warriors killing an unconscious Xerender in front of Wyellet can be unnerving when those same players experience Darth Angral killing Orgus Din right in front of them on the Holonet in the Jedi Knight storyline.
He's Just Hiding: A lot of talk has been going on since Darth Marr's death in Chapter 1 of Fallen Empire, and the appearance of his Force ghost at the end of Chapter 5, several of them trying at length to explain away both. This despite the fact that Marr's description in the companion menu writes him off as dead. Unsurprisingly, this is due to Marr's popularity with the fanbase.
Hilarious in Hindsight: During the Black Talon flashpoint, Grand Moff Kilran essentially uses the Imperial player character(s) to do his dirty work. At the end, you have the option to say that there won't be a next time. This turns out to be true and they never see him again, as he is the final boss of the Maelstrom Prison flashpoint on the Republic side and is defeated once and for all there.
Mako gets plenty of it with a female Bounty Hunter.
Watcher Two gets some of this with the female Agent.
For male Agents, this is subverted with Hunter, who turns out to be a woman.
Kaliyo with the female Agent, in part due to her flirty personality and proposal to run away and become pirates together. The fact that the female Agent can be just as flirty doesn't help.
During the initial questline for Sith Inquistors, you are given tasks by one Overseer Harkun. He compares you, very unfavorably, to another acolyte named Ffon, a Sith Pureblood. While this could be an example of Fantastic Racism, the fact that he does it nearly every cutscene makes a few players wonder...
And then there's Darth Zash, the Sith Inquistor's master. Nearly every word that comes out of her mouth sounds like she's flirting with the PC, male or female. That, coupled with the fact that she only wants you for your body (albeit in a much different way)gives this a ton of Les Yay.
Hollywood Pudgy: The "fat" female model is clearly a fit woman who happens to have curves. This wouldn't stand out so much except that the male equivalent is almost spherical (albeit obviously heavily muscled), complete with obvious man-boobs.
Hype Backlash: Saying that the game got hit hard by this when players realized it wasn't as great a game they expected it to be is a huge understatement.
I Knew It: A fair amount of players guessed ahead of time that Shae Vizala was going to become Mandalore, because she was just that awesome a fight in Blood Hunt.
Please keep the dancing in the designated dancing zones.
TORtanic, due to the belief the game would be a Wo W killer and how much faith and money was put into it note In fact, someone compared how much money was spent for the game to how much was spent for the namesake and concluded that they're the same, only for it to turn out to not quite be the new MMO killer app that people believed it would be.
Jokes about Darth Baras are incredibly common amongst the Imperial side, usually involving his weight issues or his anger issues. Some even consider him a Memetic Badass.
If you didn't read the Revan novel what the Emperor did to Kira Carsen qualifies.
Tarro Blood crosses this in the Bounty Hunter class quest after he kills Braden and Jory.
A common criticism of the alignment system is that it averts this. Especially on Empire Side, players can engage in some really horrific random atrocities regardless of their current alignment. Not only are these ultimately redeemable on-net, they don't hit hard enough to cost you an alignment tier unless you were borderline. Likewise, Sith Lords can engage in random acts of kindness because it's Thursday. Players engaged in roleplaying light, dark or "pragmatic/noble" will usually avoid grouping with anyone other than trusted friends due to this. It's going to take some serious meditation for your Light IV Consular to reconcile airlocking those civilians because that's what your teammate picked...
Arcann crosses it in "Knights of the Fallen Empire"'s tenth chapter when he orders Vaylin to take the Eternal Fleet and bombard five random worlds to dust to lure the player out of hiding.
Companion character chatter could be rather excessive at times during earlier beta builds. Several characters, particularly Vette, Corso Riggs, and Mako had a small hatedom because of this, predominantly composed of people who were not actually playing that class. Happily, this was tuned downward significantly in the final beta build and for launch.
The Taris Spaceport has a holorecording of the planet's governor giving a speech welcoming new arrivals and talking about how together the people of the Republic can overcome anything and will succeed in their efforts to make Taris habitable again. The problem is that the recording plays every single friggin' time you enter or leave the spaceport, and you have to listen to it over and over and over and over and over... It doesn't help that most players hatethe character giving the speech.
In (thankfully only) one area of Makeb, every enemy spawn shouts "Engaging the enemy!" when they aggro.
After one patch, a bug caused the Trandoshan companion, Qyzen Fess, to never stop grunting and growling after combat. Cue hundreds of Consulars on Coruscant simply turning off their speakers until it was fixed.
If the player doesn't romance Vette, the ending to Jaesa Willsaam's light-sided companion story can end with her accepting the "logic" of having the player's child.
The Sith Warrior's "Force Scream" attack, damaging the enemy by expelling force energy from the mouth. The problem is that it sounds way too deep to qualify as a "scream" - at best, it sounds like a roar, but at worst, it both sounds and looks like a belch.
The reused body language animations all the characters use tends to result in this, particularly how many use the same hand-waving motions while explaining things, or while not explaining anything, regardless of their personality or how natural the motions are for a given conversation.
In Knights of the Fallen Empire, they have upped the more unique body language and facial animations for characters, which makes for a jarring experience when going back to replay the vanilla part of the game.
Play the Game, Skip the Story: Bioware tried their utmost to avert this, but unfortunately it still failed, as within a few weeks, there were people who had rushed to the max level as fast as they could bitching about the lack of end-game content.
Rooting for the Empire: Unsurprisingly, many players prefer the Empire because of the Evil Is Cool and Evil Is Sexy aspects. The Pet the Dog moments Imperial characters receive probably don't help, and the fact that Imperial storylines seem to be more interesting and well-written in general are more fuel for the fire.
2V-R8 and C2-N2, the factotum droids who clean, cook, and maintain the Imperial and Republic players' ships, respectively, are disliked due to them always speaking when the player boards their ship, repeating one of only a handful of fawning lines. What also doesn't help is that they don't get any affection conversations with the player, making them rather bland compared to the other class-specific companions (even the optional companions like HK-51 and Treek get affection conversations). Mechanically-speaking, they were basically placeholder healers, less effective than the other pre-4.0 healers, and even more pointless if the pre-4.0 player was a Bounty Hunter and got their healer companion on the first planet of Chapter 1. In Knights of the Fallen Empire they're marginally less useless due to now being able to serve as damage and tank companions, and getting kills with each will award you with Cartel Coins and Legacy Titles. Furthermore, C2-N2 has a weekly mission that allows one to gain influence with the Alliance Specialists.
Skadge is probably the most loathed out of all the companions for being both a terrible tank and a generic, one-note Psycho for Hire that contrasts with light-sided Bounty Hunters (and provides no reason other than blustering threats he certainly can't fulfill for a dark side hunter to not simply shoot him dead). While most dark side companions can put up with actions that negate influence, Skadge is a complete Jerkass that insults players even when he's assigned to do simple crew skill missions. Oh, and he hints that he might rape a female NPC from the Belsavis questline if he got the chance. Lovely. If The Old Republic were a single-player game and companions were killable, most players probably wouldn't find out that Skadge could even be recruited.
Doc from the Jedi Knight storyline is not popular. He was obviously intended to come across as a charming rascal—in BioWare's own words, "Han Solo with a medical degree"—but his selfishness and cockiness far outweigh the "loveable" part of Loveable Rogue. Since he was originally the only healer companion, Sentinels were essentially forced to drag him everywhere, simply adding to the hate. And if the Knight is female, she has to put up with his come-ons and pushiness for a relationship. Needless to say, the female Knight players were not amused and were very happy when Theron (and Lana) were introduced as Love Interests.
The platforming required to collect many of the Datacrons. Players are somewhat divided between those who enjoy the change in pace and those who utterly loathe it. The engine's general unsuitability to platform gameplay doesn't help.
In Rise of the Hutt Cartel, one of the new activities that can be performed involves using a "Seeker Droid" to look for treasure. Unfortunately, the mechanics were copied wholesale from Archeology in World of Warcraft, a profession that is highly unpopular to begin with. To look for treasure, the player goes to a specified area and targets the ground with the droid. If there is treasure, the droid brings it to the player; if not, the droid blinks red and a circular indicator around the player shows in which general direction the player should try digging, assuming there is any treasure within range. The process takes at least fifteen seconds, and since the indicator is very vague, finding even one item is an exercise in frustration. Most people only do the associated quest line, and then avoid the activity altogether.
The Reverse Engineering method of discovering better crafting recipes can cause endless amounts of frustration for some. Items you craft can be broken down again with a chance to discover a crafting recipe for a better version of that item. Unfortunately, if the Random Number God decides it hates you, this can set you back tens of thousands of credits as you burn through materials with no success. It gets even worse for Free-to-Play players, for whom the chance of a discovery is halved.
The decision to make every normal Flashpoint available as a Tactical Flashpoint in Fallen Empire and to make them all scale every player's level up to 65, the latter of which is especially bad for high-level players because there's a chance they'll get paired up with inexperienced players who can't be trusted to not ruin it. The Flashpoints being overtuned at launch didn't help.
Sidetracked by the Gold Saucer: The game seems to encourage this. There's the class quest, but there are dozens of sidequests, heroics that reset daily, flashpoints, PvP, the space battle rail shooter, codex and datacron hunting, experience points for exploration, a bonus sidequest series for most planets, world bosses...it's not unheard of for players to hit the level cap somewhere during the bonus series on Alderaan (there are three chapters of story; Alderaan's bonus series is meant to be done between chapters 2 and 3).
Slow Paced Beginning: Many of the class stories, especially on the Republic side (and doubly so for the Jedi Consular) are pretty dull in the first act, and only pick up steam in Acts 2 and 3.
Operator IX in the Terror From Beyond Operation. Many groups consider this boss (3/5) to be tougher than the final boss, as it is a MASSIVE COORDINATION CHECK. The first phase consists of cores that you have to destroy and 2 players must channel an ability based on the colour they have chosen to deactivate the core's shields. Adds will spawn that will interrupt the players if not stopped and a nasty add will spawn if you fail to destroy the cores. Furthermore, in NiM the cores must be burned down within seconds of each other or the boss will enrage and wipe the group. Also there will be an Orb that will CC players and must be destroyed by a player of the same colour (you need the buff it gives you for phase 2). After you've cleared the 4 parts of phase 1 (which is tough) you have to deal with phase 2, which primarily involves staying away from other players who are targeted except for the player who has the required buff who has to touch them to prevent a wipe while everyone stays away from the circles around the boss which will wipe the raid if they touch the wrong colour.
HK-47 in the Foundry flashpoint may be a fun cameo, but if your group isn't on the top of its game it'll be knocked on its ass. A few glitches that'll instakill an unlucky party member only make it worse.
The Nightmare Pilgrim on Voss. First of all, he's triggered by some Schmuck Bait posing as a lore object, leading to unsuspecting players getting squashed flat when they just wanted to update their codex. Assembling a party to take it out anyway? You cannot have more than 16 people otherwise, instakill. Otherwise? One-Hit Kill. Second, you need an alpha-wave generator on all 16 people (and said object can't even be purchased on Voss; you have to truck to Section X on Belsalvis or go to Ilum to get it, and do their dailies to grind for the comms to buy it) or it's One-Hit Kill. And after all that? Two bosses spawn and there's an annoying debuff that means the party has to constantly switch between the two and kill them both at the same time or the survivor enrages and pulls a wipe. And when you do manage to kill it, you're saddled with a debuff that lasts five days preventing you from attacking it again that week or...you guessed it. Little wonder no one wants to bother getting the achievement.
The Corrupted Elder Subteroth on Oricon. It's a bit of a gear check, and while it is a solo mission, it really should be listed as a team mission. If you have the gear to beat it solo, you might already have better than the gear reward the mission gives. The same could be said of most other Oricon missions, for that matter—you can't get to Oricon without being level 55, so the entire single-player questline is basically meant as training for the Dread Fortress and Dread Palace operations.
IR-77, the champion-level assassin droid that sometimes ambushes you during the macrobinocular storyline. He's not that dangerous for a champion, and he always runs at about 50% hit points, but he's a clear sign, along with other hints throughout the series, that the quest line is going to end in a Heroic 4 mission. How? Well, he has three attacks that stunlock you, and has an ability, not unlike each player class to overcome at least one stunlock applied to himself.
Taris is loathed, particularly by the Republic players, who get to experience it at lower levels. Why, you ask? Rakghouls,everywhere.Everywhere. To say nothing of how, if you had any pride in what you accomplished on Taris as a Republic player, as an Imperial player you get to reverse everything good you did on that planet. Almost literally, every mission you undertake as an Imperial is a direct counterpoint to one you did as a Republic player. In short, as a Republic character, you dig a hole. As an Imperial player, you fill it. Republic players will also believe that they have completed all the quests on the planet when they discover they've opened a bonus quest strand in a new zone populated by more enemies.
On Hoth the boredom of running vast distances from one quest to another is compounded by the lack of any scenery besides endless snow.
Also, Belsavis is often disliked due to how incredibly long it is, both in terms of size and mission design. The same can also be said of Alderaan, which isn't quite as long a mission slog to get through, but is so sprawling takes roughly 3 minutes to load into even on high-end machines.
Any class that has to infiltrate House Rist on Alderaan will quickly learn to hate it, particularly the Inquisitor, whose fight at the end is rather challenging. And failure at any point means trekking all the way back through...
Imperial Balmorra provokes a similar reaction. Particularly the bonus series, which is an unfortunate combination of lengthy and relatively challenging for its level. And the colicoids, dear Lord, the colicoids...
Colicoid War Games, mainly because the turret and maze sections require coordination that pick-up groups are unlikely to have. Apparently BW agreed, because they've since nerfed this fight.
The Space Combat mission called "Taspan Ambush". Where do we even begin? You have to escort a shuttle carrying a Republic defector from point A to Point B. Just like your very first space mission. Sounds easy right? Except this time, aside from the dozens of starfighters, there's ten Republic frigateschasing this shuttle, not just engaged in a brawl with the Imperial fleet sent to recover it. You have scant seconds to disable all of the turrets (all 8 of them) in all of the frigates (all 10 of them) before they leave the shuttle too damaged to survive the massive ambush that awaits in the asteroid belt. What makes this so frustrating is that in most other space missions, success or failure depends solely on your ability to dodge enemy shots, and shoot accurately. But on here, ships ignore you completely, and focus exclusively on the shuttle. As if this wasn't enough, FRIENDLY FIRE IS ENABLED. That's right, if you don't aim carefully, your own blasters will reduce the health of the shuttle.
Cha Raaba Assault (and its Republic mirror, Thanium Disruption), is considered the hardest Heroic Space Mission by far. Even with full upgrades, it's possible to die in seconds if you slip up. It doesn't help that the first two minutes of the mission is just shooting down two heavy fighters and dodging asteroids, with the fighters probably not taking up more than a minute of your time.
Tatooine, for both factions, is very long and very boring. It's a little better since they lowered the level requirements for mounts, but it still takes several minutes to travel between encounters.
Many, many former Heroic 4 missions could qualify. Almost all of the mobs were elite, could kill in 2-3 hits, and at times it could be very hard to find a group of 4 in contrast to just one other person to run it with you. (To say nothing of how you could often solo Heroic 2s when they still gave their full experience reward if you and your NPC companion had good enough gear or were a couple levels higher.) They got even harder if the group didn't have any healers, as they would have no way to heal without companions, who are of course dismissed once the group is full and had to rely on proper teamwork and dishing out more damage before the enemy mobs killed them.
Among Flashpoints, Blood Hunt is universally hated; the most obvious fault is that it's an extreme strain on lower-end computers, but the main issue is the second boss, Jos and Valk Beroya, who also count as That One Boss. Even on Tactical mode, the fight is long, both fighters put out insane damage and CCs, and they have a knockback they can use to easily one-shot you if you're near the edge of the arena. It's no better on Hard mode, where the first boss is a massive gear check.
They Wasted a Perfectly Good Character: Many fans considered this true of the light side incarnation of Jaesa Willsaam, bemoaning the fact that she has to be turned to the dark side in order to be romanced. Particularly since her recruitment path actually makes it a plot point that Jaesa decided to join a light side Sith Warrior after realizing that Dark Is Not Evil and that the Jedi are not always the paragons they claim to be. The second most common complaint about Jaesa is that both of her personalities are extreme. LS Jaesa is essentially a Jedi who won't abide any dark decisions. DS Jaesa is a psychopath who won't abide any light decisions. It's an odd state of affairs for someone whose unique gift is being able to know that people are putting on false fronts or trying too hard. This is made even worse when you compare her to the companion most similar to her, Ashara Zavros, whose entire character arc focuses on realizing that morality isn't black and white and can't just be boiled down to Light Side and Dark Side.
Skadge. Tanks are useless, since bounty hunters are bulky enough. Broonmark for similar reasons, though Broonmark isn't as dislikable as Skadge characterwise.
Qyzen, Quinn, and sometimes Kaliyo, Corso, Bowdarr, and Khem Val - for simply being too good at their jobs... before the Knights of the Fallen Empire expansion. The classes they accompany utterly need them, as squishy Consulars and Inquisitors utterly need someone to keep the heat off of them, especially for Shadows and Assassins who must strike from behind. For Smugglers and Agents, a tank is needed because otherwise they get beaten up by enemies. Quinn likewise because he is the healer - and you get him very early, combine this with the Sith Warrior's ability to wear heavy armour and you will probably not drop him. (even when he tries to kill you.) While they may be likeable characters, some people dislike them simply because they would like to use some of their other companions at times, but prior to Knights of the Fallen Empire, it was simply impractical to swap to a non-tank or non-healer companion for most people unless you were playing an already tanky class.
While generally averted for most characters in-game, the same couldn't be said for children. Girls in particular possess the same womanly curves and breasts as the adult models do.
Also notable is a (fixed by now) graphics glitch that makes Weequay NPCs' heads invisible, with the exception of their eyes.
Viewer Gender Confusion: Treek is female, but some players refer to her as "him." Admittedly, Ewoks don't have just a whole lot of distinguishing sexual characteristics, so it can be hard to tell.
Wake-Up Call Boss: For the Jedi Knight, Valis. As long as you've been decently equipped, you can coast through the game up until this point. With this guy, however, you need to learn how to use interrupts for all they're worth or you'll be ragdolled around the room.
The Woobie: Mako. Everybody she knows (BH and crew excluded) seems to get killed. She's emotionally strong enough to avert Break the Cutie, however... at least until Knights of the Fallen Empire, where your own apparent death leads to her quitting the bounty hunter lifestyle, saying that all it has ever done is take away the people she cares about.
Woobie Species: The Evocii. They've lost their homeworld, Evocar, to the Hutt species and witnessed its transformation from an idyllic, green planet into a Crapsack World ruled by ganglords. They are routinely slaughtered as part of attempts to completely stomp the spirit out of them, and then in one Republic mission on Nar Shaddaa you are required to stop the Imperials from rounding up refugees in their camps and throwing them into an incinerator a la Auschwitz. It's even lampshaded by a pilot close to the spaceport for Republic players, who pities one of the desperate refugees for their species' history of discrimination.