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Topics - Ragnarok

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Non-VR Games / 11/17 Build/Patch Notes
« on: November 17, 2011, 12:36:10 pm »
11/17 Build/Patch Notes (Excluding all Empire-specific notes)


General

•Cinematic throughout the game have been polished and improved.
•The VIP area on the Republic and Imperial Fleets is now open to player with access.

Classes and Combat

General

•When selection an Advanced Class, the player now receives a bag contain special gear tailored to the AC.
•More Information about Advanced Classes, as well as the ability to preview skill trees, has been added to Advanced Class selection.
•Area of Effect abilities have new faction-specific ground markers (an Empire and Republic logo) to assist distinguishing between friendly and enemy abilities.
•The training cost of many abilities has been adjusted to match changes in ability rank progression.
•Fixed Several issues with the ability queue system that could prevent players actions from being properly queued.
•A new option in the Preferences menu allows you to select the length of the ability queue window. This option also allows players to turn off the ability queue feature.
•Dueling is no longer allowed inside flashpoints, operations or war zones
•The challenge marker will now remain for the duration of the duel.
•Players in conversation or on taxis can no longer be asked to duel
•Player that are stealthed are no longer targetable unless they have been detected.
•Activating an ability to enter stealth will now interrupt abilities wit activation times being used on you.
•Players will now leave stealth when trading or requesting a duel.

JedI Knight
   
General
•The Riposte animation now utilizes both weapons if you are dual wielding.

Sentinel
•Zealous Strike has had its cool down and Focus generation adjusted.
•Cauterize has had its duration and cool down adjusted.
•Disable Droid now causes the target to regenerate health over the duration
•Force Camouflage has had its cool down and duration adjusted an no longer breaks when the player is damaged.
•Valorous Call now immediately grants30 stacks of centering

New Sentinel Abilities
•Centering: a passive ability that provides a stacking buff upon          defeating enemies and activating abilities that use Focus. At 30 stacks, various new Zen States are enabled.
•Zen: consumes 30 stacks of Centering to grant an effect based on the activated Saber Form.
•Transcendence: consumes 30 stacks of Centering to increase movement speed and defense of the player and their group for a moderate duration.
•Guarded by the Force: grants high damage reduction at the expense of health.
•Inspiration: consumes 30 stacks of Centering ro increase the damage and healing dealt by the player and their group for a moderate duration.

Watchman

•Replaced Momentum with Jedi Promulgator, which causes each use of Riposte to reduce the acktve cooldown of rebuke.
•Watch guard now additionally reduces the cooldown of Force Kick.
•Valor now reduces the cooldown of Valorous Call and increases the amount of Centering Stacks gained form activating abilities that use Focus.
•Focused Pursuit now increases the movement speed granted by Transcendence.
•Repelling Blows now increases the direct damage dealt by Cauterize
•Mind Sear now grants Slash and Merciless Slash a chance to finish the cooldown of Cauterize.
•Force Fade now causes Force Camouflage to substantially increase damage reduction while active.
•Focused Slash  now also affects Dispatch.

    The following Skills are now located in new tiers in the skill tree:
   •Watchguard now is a tier 4 skill
   •Force Fade is now a tier five skill.

Combat

•Righteous Zeal now reduces the cooldown of Zealous Strike instead of building additional focus.
•Defensive Forms now additionally causes Centering to accumulated stacks when the player is attacked.
•Temperance now increases the Centering stacks gained from defeating opponents.
•Displacement now additionally causes Crippling Throw to immobilize targets briefly and no longer increases defense.

   The following skill are now located in new tiers in the skill tree:
   •Ataru Mastery is now a tier 3 skill
   •Immaculate Force is now a tier 4 skill
   •Displacement is now a tier 4 skill.
   •Fleetfooted is now a tier 5 skill.

Focus (sentinel)

•Replaced Visionary with Blade Focus, which reduced the cost of Blade Storm by one while in Shii-cho Form.
•Inner Focus now grants several stacks of Centering when Transcendence ends.
•Replaced Sabber Buffet with Enduring, which increases damage reduction and reduces the cooldown of Guarded by the Force.

   The following skill are now located in new tiers in the skill tree:
   •Pulse is now a tier 3 skill.
   •Inner Focus is now a tier 4 skill.

Guardian

•Combat Focus is now a Guardian-only ability that generates six Focus and has a one-minute cooldown.

Defense

•Replaced Windforce with Momentum, which has a chance to make Blade Storm free after Force Leap or Zealous Leap.

   The following skill are now located in new tiers in the skill tree:
   •Warding Call is now a tier 3 skill.
   •Hilt Strike is now a tier 5 skill.
   •Guardian Slash is now a tier 7 skill.

Focus( Guardian)

•Replaced Saber Buffet with Sundering Throw, which reduces the cool down of saber throw and causes it to inflict stacks of Sunder Armor.

   The following skill are now located in new tiers in the skill tree:
   •Pulse is now a tier 3 skill.
   •Inner Focus is now a tier 4 skill.

Bug Fixes

•Fixed an issue that could cause Force Leap to Move the player to an invalid Location.


Jedi Consular

General
•Cloud Mind is now only available to Sages.
•A charge of Force Potency now increases the range of Telekinetic Throw to 30 meters.
•When Telekinetic Throw ends, it now consumes a charge of Force Potency rather than consuming charges over the duration.
•Reduced the effective knockback range of Force Wave to 10 meters.

Sage

Force Lift now causes npc targets to heal rapidly over the duration.

Seer
•Preservation no longer reduce the duration of Force Armor’s debuff effect.

Shadow

•The ability Mass Mind Control, which taunts all enemies within 15 meters and forces them to attack the player for six seconds, has been added.

Infiltration

•Masked Assault Now immediately restores Force when Blackout is used out of stealth.
•Profundity now has a 100% chance to activate at max rank.


Smuggler


General
•Finalized the sound effects for all abilities.
•XS Freighter Flyby now involves a bombing run by the Smuggler’s starship.

Scoundrel

•Shoot First now grants Upper Hand.

Sawbones
•Slow-release Medpac now stacks up to 2 times and costs less energy.

Scrapper
•Scrappy now affects Back Blast instead of Sucker Punch.
•Browbeater now additionally increases the damage dealt by Flechette round.
•Underdog no longer affects Blaster whip.

Dirty Fighting (Scoundrel)

•Wounding Shots  (Scoundrel) is now an instant attack and requires and consumes Upper Hand.
•Bombastic has been replaced by Street Tough, which reduces the cooldown of Pugnacity and causes Pugnacity to immediately restore energy when used.  

Gunslinger

•Slice Droid now Causes the target to heal rapidly over the duration.

Bug Fixes

•Players will now longer be able to select cover points that will cause them to become stuck.


Trooper

General

•Sticky Grenade now detonates if the target dies while the effect is still present.
•Blaster bolt color is now determined by the weapon’s color crystal and is no longer affected by the active Cell.

Commando

•Concussive Round now causes npcs to heal rapidly over the duration.
•Medical Probe has had its activation time decreased to 2.5 seconds
Advanced Medical Probe now Has a 12 second cooldown.

Vanguard

•Neural Surge has had its cooldown and duration adjusted, and it now affects up to 5 targets.

Shield Specialist
•Storm now interrupts the target’s current action.
•Static Field now triggers off Explosive Surge n addition to Ion Pulse.

   The following skill are now located in new tiers in the skill tree:
   •Smoke Grenade is now a tier 3 skill
   •Storm is now a tier 5 skill
   •Charge! Is now a tier 5 skill
   •Energy Blast is now a tier 7 skill.

Tactics
•Containment Tactics no longer affects Neural Surge.
•Hold the Line’s cooldown has been increased to 30 seconds.
•Fire Pulse has had its damage output decreased, and now uses 1 energy cell.

Assault Specialist (shared tree)

•Assault Plastique now detonates if the target dies while the effect is still present.


Companion Characters


General
•Companions are now automatically affected by player=provide buffs (such as Mark of Power, Force Valor, etc) when revived or resummoned.
•Companion Codex entries now include information about preferred stats and weapon choices.
•The Grapple ability on ranged tank companion has been replaced by a new ability that varies by companion.
Added a new line of companion-specific mission rewards.
•Companions now will join players in holo conversations.  
•The game will now properly reflect when a companion character is unavailable for story reasons.

T7-01
•Added a set of T7-01 loot to the Jedi Knight Quest “Dark Secrets.”

Bug Fixes
•Fixed an issue that could cause affection gains or losses to be displayed incorrectly during conversations.
•Fixed an issue where Companion Character conversation would not trigger properly when in Black sun cantina.



Crew Skills

   
General
•Adjusted the over all level requirements for Gathering and Mission Skills.
•Removed all Prototype gathering materials. Prototype materials received from Mission Skills will be used in place of them.
•Disassembling crafted droid armor now unlock research variations.

Crafting Skills
•Players can now use their personal starship’s cargo hold for crafting if sufficient crafting materials are not available in their inventory.
•Added vehicles that Cybertech can craft.
•Added Yellow and Orange color crystal schematics for Artifice.
•Added rare Magenta Adegan color crystal schematic for Artifice.
•Crafted modifiable armor pieced have been added to Armormech and Synthweaving.
•Added some endgame schematics that can be learned form crafting trainers.

Gathering Skills
•Adjusted respawn timers for slicing nodes.
•Increased the overall density of the resource nodes in Open World PvP areas.
•Added tech schematics for vehicles that can be found via Slicing.
•Slicing now yield credit mission boxes.
•Using right click will now default to sending companion to gather.

Missions Skills
•Rewards for Mission Skills have been adjusted - more expensive mission are now more rewarding.
•Players can now choose a mission level range and sent companions on lower-level missions.
•Missions for Mission Skills are now classified by their yield, allowing the player to more clearly understand quality potential of mission’s rewards.
•Investigation now yields Researched Compounds that can be used to craft weapons and blaster barrels of Prototype and Artifact quality.
•Renamed some Investigation materials to be less armor-specific.
•Underworld Chemicals have been replaced by Medical Supplies, which are available form Diplomacy missions and are used to craft Prototype and Artifact quality Biochem implants and consumables.  
•Added schematics for modifiable armor that can be obtained as a rare reward for Underworld Trading.
•Underworld Trading now yields Luxury Fabrics that are used to craft Prototype and Artifact quality light armor.
•Underworld Metals are now used to craft Prototype and Artifact Quality medium and heavy armor, armoring items, mods , droid armor, earpieces, grenades, vehicles, and space upgrades.
•Treasure Hunting Gemstones are now used to craft Prototype and Artifact quality enhancements, generators, foci, hilts , color crystals, and endgame light saber and relics.
•Treasure Hunting now yields mission boxes that can contain items or credits.
•Prototype and Artifact quality mission materials can now drop form defeated bosses.

Flashpoints and Operations

 
General
•A Flashpoint and Operation Mission board that grants daily and weekly mission has been added to the Republic and Imperial Fleets.

Flashpoints
•Two new Flashpoints, Colicoid War Game and Cademimu, are now available for play!
•All Flash point mission have been adjusted to better reflect their level range.
•All difficulty modes for Operations and Flashpoints now have appropriate drops and mission rewards.
•Made several improvements to enemy combat in all Flashpoints.
•Adjusted item drip rates for non boss enemies in Flashpoints.
•Flashpoints now reward player with planetary Commendations rather than using unique Flashpoint currencies.
•Added additional loot drops for many Elite enemies.

Hard modes are now available at 50 for the following Flashpoints:
•Boarding Party
•Directive 7
•Maelstrom Prison
•Taral V
•The Battle of Ilum
•The Esseles


Directive  7
•Added loot and mission rewards for normal mode.

The Esseles

•This Flashpoint has been balanced for two players.

The Battle for Ilum

•Added loot and mission rewards for normal mode.

Operations

•Two Operations, Eternity Vault and Karagga’s Palace, are now available for play!
•The Lockouts tab in the Mission Log will now display your progress in Eternity Vault and Karagga’s Palace.

Itemization

•World bosses now drop new Artifact quality items.
•Updated item appearances throughout the game.
•Increased overall stat variety to reduce cases of items with differences names but duplicate stats.
•Added new weapon appearances throughout the game.
•Hand slot items with modification slots now become available at 24.
•All aspects of endgame are now properly itemized .
•Increased the levels for Companion Character gear throughout the game.
•Most items of Artifact quality are now modifiable.
•Added a wider ranged of stat configurations to item modifications.
•Foot slot items with modification slots now become available at level 24.
•Enemies now have a slightly increased chance to drop item modifications.

Items

General
•Hundreds of very rare Artifact items are now dropped by enemies.
•Kallig’s Countenance is now a prototype quality modifiable item.
•Added more random light sabers starting at level 32.
•Added man new item icons.
•Commendation costs have been modified for many items.
•Reduced overall Commendation drop rate.
•New endgame items are available for purchase with Commendations on the Imperial and Republic Fleets.
•The Overcharge PvP consumable (formerly called “Recharge”) now improves damage and healing for a short duration.
•New leveling up and endgame PvP items are available for purchase with •Commendations on the Republic and Imperial Flee stations.
•Red color crystals now require that the player has not achieved Light 1 or above. This does not affect weapons that come pre-slotted with a color crystal.
•Green and blue color crystals now require that the player has not achieved Dark 1 or above. This does not affect weapons that come pre-slotted with a color crystal.
•Added many new item modifications
•Adjusted the cost of extraction  an item modification to be based on the item’s level.
•Made several visual and optimization changes to light sabers, double-bladed light sabers, and training sabers.

Vendors
•Players are no longer able to use vendors belonging to the opposite faction.
•Vendors no longer exchange one type of planetary commendation for another.
•Added vendors that sell endgame gear for various currencies.
•Republic and Imperial Fleet vendors now stock many new items.
•Added social gear to Dromund Kass, Coruscant, Nar Shaddaa, and Balmorra social vendors.
•Added item vendors to Ilum
•Added hilts and barrels to commendation vendors.
•Added pre-order vendors to the Republic and Imperial Fleets.
•All Starship Upgrade vendors now offer the me full set of upgrades.
•Added Commendation Vendors for all planets to the Republic and Imperial Fleets.
•Added PvP Commendation Vendors to the Republic and Imperial Base Med Centers on the western shelf of Ilum.
•Speeder vendors with common speeder are now available on the Imperial and Republic Fleets and on Tatooine, Alderaan, Quesh, and Voss.

Bug Fixes
•Fixed incorrect voice filtering for several helmets.
•Fixed many issues that caused items to display blank icons.
•Fixed a bug that caused some random items to have excessively high stats.
•All consumable items are now properly consumed when used.
•Added missing appearances for all head slot items
•Fixed many cases where class-restricted items would drop for the wrong faction.
•Fixed a customization item for Qyzen Fess that was incorrectly flagged for M1-4X
•Fixed an issue where double- or right-clicking a mission reward object would attempt to use it.
•Players will no longer be able to equip a mission items if their inventory does not have a slot for the items being replaced.

Missions and NPC’s

Missions

General
•Improved visual effects for several objects related to mission objectives.
•Having a full inventory no loner prevents player from accepting  currency rewards.
•Many late-game Heroic missions have had enemy numbers decreased and now have more challenging bosses with unique mechanics.
•The Hoth bonus series is now available before the player travels to Corellia.
•Player can now access some mission in the Nar Shaddaa bonus series at an earlier level.
•All Advanced Class training mission now provide rewards.
•Adjusted the number and type of enemies required to complete several bonus missions.
•Many enemy NPC’s throughout the game now have more interesting abilities and mechanics.
•Many more  missions now receive in-game mail follow-ups.
•Adjusted rewards to more closely match the level of completed missions.
•Increased the item level for many low-;eve; mission rewards.
•Adjusted mission progression for staged bonus mission and Chasing History in Transport Station 5.
•The belsavis bonus series in available after Corellia and offer a challenger for level 48-50 players.
•Non-class missions no longer contain forced conversations.

Republic

•A Clean Sweep: New animation added when destroying cameras.
•A Fine Line: Players no longer get stuck behind the forcefield after speaking to Aelan Kalder.
•Bomb on Board: Players are now eligible for this mission before leaving the outpost for Panteer Cave.
•Crystal Ball: Players are no longer able to prematurely begin their conversation with the Shuttle Pilot, thus blocking the mission’s completion.
•Down the Hole: Adjusted enemy levels to better match the level of the mission.
•Exploding Mines: Private Falk will no longer remain alive if the player chooses to kill him.
•Facing Lord Nefarid: After the conversation with Lord Nefarid, he will now attack the player so the mission can progress.
•Factory Meltdown: Adjusted the timing on the droid’s explosion ability.
•Fate of the Jedi: Companion Characters now properly follow players through doorways.
•For Future Generations: Sand Demon Hatchlings now count towards the bonus objective.
•Landing Party: Defeating the ambush party will now allow the mission to properly progress.
•Last One Out: Players will no longer have access to Grommick’s phase during the step “Recover Czerka Files.”
•Local Trouble: Decreased the respawn time for the Corona Blaster Cannon.
•Fall of the Locust: The Locust will now properly attack players.
•Mandalorian Rage: The Imperial crate no longer gives double credit when used.
•Overloaded: The conversation with Garza now ends properly.
•Paladins: Fixed an issue in which all group members were not receiving the title for completing the mission.
•Power Vacuum: Added a reward for completing this mission.
•Public Relations: General Garza’s conversation now correctly matches player actions earlier in the mission.
•Reclaiming Ft. Orrus: The Captured Organa Officer will now die instead of remaining in a choking animation indefinitely.
•Scavengers: Esh-kha Seekers now count towards the bonus objective.
•Storming the Front: Armed dud bombs will no longer explode.
•The Defector: Fixed an issue that would sometimes prevent the intercom from working properly, preventing the mission from being completed.
•The Final Piece: Yuun is now properly granted after speaking with General Garza.
•Victims of War: Selecting “Come with me” when speaking with Jaen Kett will no longer drop players from the conversation.

Bug Fixes
•Fixed Several map issues that prevented some bonus missions being completed.
•Corrected Several instances or improper mission rewards.

NPCs

•Most World Bosses have new combat mechanics and are now a challenge for full Operation groups.
•Increased the variety of enemies and NPCs encountered on many planets.
•PvP guards have had their level increased to 50 for the most major settlements and now match the level or the surrounding content for bonus series settlements.
•Adjusted the level of bonus series NPCs on Alderaan to match the level of surrounding missions.
•Tarision Devoures are now neutral rather than friendly towards players.
Improved and modified some NPC appearance.

Bug Fixes
•NPCs in Kintin Arena area now properly respawn.
•Added and fixed voiceovers for many NPCs.

PVP

General

•Players now receive a reset to their medical probe timer as well as increased stealth duration upon revival if they are defeated in PvP outside of Warzones or Open World PvP areas.
•Players no longer remain in combat when they use a reoccurring effect (like a Damage over Time ability) on an enemy and then travel more than a designated range from the enemy.
•Players can no longer interact with any objects while under the effects of stun or sleep.

Warzones

General
•Increased experience gained at the end of Warzone matches.
•Increased rewards for longer matches with close scores.
•Values required to attain medals now better reflect the current damage, •healing, and defense potential of the classes.

Huttball
•Decreased the initial damage of fire traps
•Dynamic mapnotes now appear on the map and minimap showing which direction the ball carrier needs to go to score for their team.
•He spawn shields now display a countdown  to show players when the shield will lower and allow them access to the Warzone.

Voidstar

•Players will now be frozen between rounds (no matter where they stand) in the Voidstar.
•Players now receive a broadcast when a bomb is successfully defused.
•It now takes less time to defuse a bomb than to plant one.
•The spawn shields now display a countdown to show players when the shield will lower and allow hem access to Warzone.
•Bomb detonation timers have been reduced to 15 seconds.
•The spawn field for defending teams now opens and closes at 20-second intervals.
•Modified the tunnels leading between rooms to straight paths.
•Mapnotes now appear  on map and minimap when a bomb has been planted on a door.
•Environmental objects in Voidstar rooms have been reduced and reorganized.
•Players now travel through open doors when riding the taxi, and doors will close when the round starts.

World PvP


Battle for Ilum

•The Ilum battlefield now has five objectives that are marked with mapnotes: Imperial Base, Northern Assault, Central Assault, and Republic Base.
•Added stackable PvP rewards buffs various PvP accomplishments throughout the area.
•Added new speeder bike paths around the Assault Points.

Bug Fixes

Alderaan Civil War

•Players are no longer able to leave the Warzone boundaries or climb on cannons.
•Scoring blasts from the cannons now occur at roughly 20-decond increments instead of 10-second  increments, and remove 10 points of shield strength instead of 5.
•Rewards that are based on how much fraction wins by will now take into account how well one team did relative to other.

Battle for Ilum
•Cancelling the use of a particle cannon no longer causes the cannon to appear attached to the character.

Huttball
•Players who catch the ball while in the scoring area now immediately score a point.
•Fixed an issue that would allow players to avoid taking damage from fire traps.
•Fixed an issue that caused the ball to disappear in some instances.

The Outlaws’ Den (Tatooine)

•Players are no longer dismounted when entering the area.

Space Combat

Bug Fixes
•Fixed many issues with sound and music.
•Fixed an issue that could prevent daily missions from becoming available each day.
•Smugglers are now able to use the Power to Blaster ability.
•Fixed an issue that prevented abilities from resetting f a mission was failed.
•Objectives no longer remain highlighted in the world one completed.

UI


General
•Players are now able to create chat channels from the chat context menu.
•Players are now able to accept or decline group invitations using /accept and /decline.
•Players can quit from the server selection screen.
•The default resolution will adjust to automatically match the display used when the game is launched the first time.
•Replaced or renamed several bind points.
•Updated several tooltips and tutorials for accuracy and clarity
•Modified tooltips for several game option to better reflect the functionality of the option.
•Character creation now displays the number of steps in the creation process.
•Several improvements have been made to visual effects in character creation.
•The Warzone invitation dialog box will now reappear if the invite is active and the player loads into a new area.
•Overhead health bars now match name plate color
•Added an option for overhead health and resolve bars to always be on.
•Nameplates can now be seen from a great distance.
•Replaced the /surrender emote with /giveup. /surrender now ends a duel.
•Removed /flourish and /brandish emotes.
•Items now properly display as locked in mail and inventory

Codex

•Made several changes to the way that Codex entries are sorted and displayed.
•New Codex entries have been added to explain the combat rules system
•Updated man Codex entries on Voss

Galactic Trade Network

•Players must now specify a category ( and sometimes a subcategory) to search the GTN
•GTN results can now be filtered by name.
•There are now subcategories for crafting materials and schematics.
•Navigation through pages of results is now faster.

Maps

•Improved the appearance of several area maps across multiple planets.
•Improved performance for several planet maps.
•Corrected several text errors in the Space Combat screens of the Galaxy Map.
•The map for Anchorhead has be expanded to include the areas behind the Spaceport.
•Maps no longer display vendors belonging to the opposing faction
•Bindpoints now correctly indicated if they’re located on a different elevation level than the player
•Mapnote(s) have been added or corrected for several missions.
•Fixed several instanced of Taxi points displaying before they were available to players.
•Toggling filters for map Icons no longer occasionally causes them to appear in the incorrect location.
•Nameplates no longer display while the player views the Galaxy Map.
•Crafting trainers are now identified by the diamond shaped icon.

Bug Fixes

•Fixed an issue that could cause the name of the JedI, BH and Trooper starships to display incorrectly
•The Companion Character bar now retains setting after login out
•Vendor windows no longer display blank spaces if the vendor sell items of the same cost or type.
•Abilities in the skill tree UI no longer list their names more than once
•Corrected and issues that could prevent subtitles from displaying during some conversations
•All selectable elevator panels and shuttle doors now properly bring up area selection menus
•Fixed several issues with localized text dialogue
•Closing the “delete attachment” confirmation window for in-game mail now properly cancels the delete request.  

Miscellaneous Bug Fixes
•Fixed several terrain and object issues that could cause characters to get stuck.
•Added music and missing sound effects in several places.
•Resolved an issue that prevented some characters from login into the game
•Fixed an issue that prevented guests form exiting  ships after the owner.
•Area loot will now longer allow certain chest to be looted more than once.
•Fixed a bug that would sometimes allow player to keep requisitioned speed while riding a Taxi.
•Fixed a bug that could significantly extend loading times for Taris, or could cause it fail to load in some cases.
•Fixed several text bugs, including the spelling and orientation of several instances of Aurebesh writing.
•Social points form losing roll in multilayer conversations are now awarded properly.
•Players can now properly travel form Nar Shaddaa’s Republic spaceport to the Promenade.
•The Trodia Military Workshop Hangar on Balmorra now has an elevator o the third floor.
•There will now longer be a long delay after pressing “Play” on the game launcher.

2
Non-VR Games / Fansite Summit Compilation
« on: April 28, 2011, 11:53:43 pm »
Todays info so far more to come.

Sorry guys but the pvp embargo doesn't lift until sometime next week. :<

I know a lot of you guys don't check the TOR forums on a regular basis so I thought that i would bring the compilation to our forums. If you guys find anything else that I miss please throw it up and I will add it to the OP.  


Darth Hater
General Info
Black Talon Flashpoint
Bounty Hunter Impressions
Imperial Agent Impressions
Q & A session
Fan Site Summit Picture Gallery

Ask A Jedi
Welcome to the Big Show
Exclusive Screenshot
Studio Tour
Damion Schubert Q&A
Group Q&A
Black Talon Flashpoint Impressions

Corellian Run Radio
[/u]

Exclusive Screenshot
Damion Schubert Q&A
Daniel Erickson and Blaine Christine Q&A
Georg Zoeller on Froum polls
Georg Zoeller Q&A
Interview Highlights with Georg Zoeller
Writers Q&A


TORWars

Podcast
Damion Schubert Q&A
Incriminating Photos
Incriminating Photos part 2
Fan Site Summit Day One
Fan Site Summit Day Two
Fan Site Summit Day Three
Exclusive Screenshot
Stephen Reid Barstool Interview

TOR-Talk
Texas Rangers Podcast (PvE impressions)
Q&A Podcasts
Exclusive Image

SWTOR Life
Exclusive Screenshot
Impressions
Crew Skills Interview with Damion Schubert
BH and general gameplay impressions

TOROcast
Fansite Summit Gameplay Impressions
Bounty Hunter Impressions and Q&A's
Playing the Agent
Black Talon
Exclusive Screen shot.

MOS Eisley Radio
Podcast will be up later tonight or tomorrow

Rock Paper Shotgun
Preview
Dev post confirming that the above writer's analysis of the number of powers in game is wrong:

Originally Posted by GeorgZoeller
This is a misunderstanding. The author only saw the base class ability progression on the trainer. After getting your Advanced Class, your character gets abilities from 3 sources:

    Base Class, every few levels
    Advanced Class, every few levels
    Skill Points (player distributed), 1 point each level.

At level 14, the average character will have a wide range of abilities, many of which will be active combat abilities. The number of abilities you have and when you learn them is still being examined and is likely to change as we continue development.

But you don't have to take my written word for it, here's some exchange I had with the people from the fansites on that very topic this week: http://www.youtube.com/watch?v=p15pETeZRvs&feature=player_embedded#t=14m35s

Hope that takes care of your fears!



SWTOR.eu

Interview with Georg Zoeller (German text, english video)
Exclusive Screenshot

InGame

Article (German)
Q&A (PvE) Blaine Christine and Daniel Erickson (German)
Q&A (PvE) Damion Schubert (German)
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Gamona

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Exclusive Interview with Daniel Erickson (French) | English Translation
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Part 1: Story
Part 2: Combat & Gameplay
part 3: General tomorrow

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Bounty Hunter and Inperial Agent Impressions (French) | English Translation
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IGN
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Will be posting a new article a day, this whole week

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"Together, we work alone" article

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Stephen Reid's comment on the article


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Buff Stacking

3
Quote

BioWare and Electronic Arts' Star Wars: The Old Republic is poised to attract over 1 million subscribers in its first 12 months of availability, according to Janco analyst Mike Hickey.

"We suspect a willingness from investors to believe [500,000] to 1 million Star Wars MMO subscribers is an attainable target," Hickey said in an investor note on Monday. The game is slated for a 2011 release.

EA CEO John Riccitiello said earlier this year, "At half a million subscribers, the game is substantially profitable, but it's not the kind of thing we would write home about. Anything north of a million subscribers, it's a very profitable business."

Hickey said he expects initial sales figures for the game to "far exceed" the 500,000 to 1 million range, but "game development must be perfectly orchestrated" in order to sustain the subscriber base.

The analyst noted EA-published Warhammer Online, developed by subsidiary Mythic and released in 2008, sold well off the blocks with 1.2 million in sales. But the subscriber base quickly dropped to a more sustainable subscriber base of 300,000.

Hickey said at just over 1 million subscribers, Star Wars: The Old Republic could generate $161.9 million in total sales and $35 million in profits during its first 12 months of release.


Link

4
Non-VR Games / Torocast:Role-Player Bounties
« on: March 11, 2011, 04:38:04 pm »
Quote
Role-Player Bounties
It was recently confirmed that BioWare would NOT be implementing player-based bounties in Star Wars: The Old Repbulic. That is to say, players won't be able to put hits out on other players, allowing Bounty Hunters—if not all classes—to hunt them down and kill them to collect the prize. Well, if people are bummed about no game-supported player bounties, they can always turn to their own devices via the roleplaying community.


As people can't help but compare SWTOR to the previous Star Wars MMO game, Star Wars Galaxies, a game which did have player bounties, fans have been asking for a player-bounty system in SWTOR since it was announced. Various player bounty systems have been suggested by the community, but SWTOR has one problem that SWG lacked, faction-exclusive classes. Unlike in SWG where bounty hunters could be either faction or even neutral, in SWTOR the Bounty Hunter class is restricted to the Sith Empire. One of my earlier articles dealt with the difficulties that this raised for the prospect of player bounties.

BioWare seems to agree that any sort of player bounty system is problematic as they recently announced that they will not be in the game, at least not at launch:

    Rhudaur: "Can I put a bounty on other player characters, that is the big question???"

    Stephen Reid, Senior Community Manager: "As Georg is not in the office right now, I'll answer on his behalf (and with his words) - the answer is no, not at launch.

    "As always with an MMORPG, things may change in the future, but player bounties are not planned for the launch of The Old Republic."

    {[Confirmed] NPC Bounties & NO PLAYER BOUNTIES!!}


So what now? Knowing there won't be even so much as a voluntary bounty hunting mini-game, what are people to do who really wanted player bounties? Well, MMOs are community enterprises, so if the developers don't provide something then perhaps the community can instead! Of course, nothing community-run is perfect, and I have my doubts that SWTOR will be player-driven in any significant way so tools for such a program would be limited, but one shouldn't underestimate the force of organized players cooperating together. A player bounty program can be implemented through roleplaying.


On Roleplaying

Now, many players hear the word "roleplaying" and immediately think of stereotypes such as the ultra-dorky LARPers portrayed in the film Role Models, the D&D roleplaying nerds in the popular bit by the Dead Ale Wives, or ridiculous bedroom-style roleplay. All of these are overstated to begin with—roleplaying is simply collaborative storytelling—but they also ignore what else is included in the umbrella of roleplay, which is anything that immerses you in the premise of the game. These are "roleplaying games" after all. Every time you're excited about a cut-scene, every time you read the quest text, every time you get seriously pissed at Ganon for taking the princess, every time you take notice of the world around you beyond your current list of objectives, you are roleplaying.

And this doesn't always have to be narrative-based. You don't have to be thinking or acting "in character" to be roleplaying. The desire to customize the look of your in-game avatar is a form of roleplaying. Vying for supremacy on the auction house is a form of roleplaying. So is messing about with in-game /emotes and the like. Heck, Samm—probably the least likely to identify himself as a roleplayer within the TOROcast crew—proved that, in one way at least, he is our biggest roleplayer in that he despised the Crew Skills method of crafting because it wasn't actually his character standing at the work bench doing the crafting. Nothing had functionally changed, and it's not like Samm was acting out building each piece of gear in-character in every other MMO he played, but it still mattered to him that he couldn't "be" the crafter.

So, when I say "roleplaying," don't think that I'm saying you have to go to the extremes of acting out bounty hunting in-character. I'm not expecting anyone to go around spouting lovingly crafted dialogue before a fight. You could do that of course—and really, what else are you gonna do on an RP-PvP server?—but it's not necessary. I'm simply saying you'll have to organize a bit to make a part of the in-game setting come alive. It will take cooperation, effort, and some suspension of disbelief, but it can be done.


Player-Made Player Bounties

It would take a few things to get this type of system off the ground. It would take a group of cross-guild—and preferably cross-faction—organizers working together, it would take a cash-pool of in-game credits to gather incentives for participation, it would take established parameters for how/when to post a bounty, and it would take established parameters for how to decide that a bounty is completed. Also, those victory parameters might vary for those who actively participate in the player bounty program and those who don't, as well as by players of opposing faction and those of the same faction, who might have to resolve bounties by use of the /duel command, which wouldn't be too far outside of what we saw in the movies.


Organizers
The easiest way to get this type of program going is to recruit the major guilds on the server to join whole-cloth, with the guild leaders sponsoring the program. With BioWare's fancy new guild-portal allowing you to designate other guilds as allies or rivals—during their "alignment" phase—getting like-minded guilds on the same server like this is more feasible. Of course, the organizational needs will go far beyond simply agreeing to participate. Designated players will need to be available in shifts around peak hours to accept bounties and pay out rewards. Somebody will have to advertise active bounties on the forums and in-game. Also, if there's any sort of "membership fee" for bounty hunters, this will need to be managed and collected as well, maintaining a list of freeloaders who haven't paid and maybe putting a fat bounty on them if they don't cough it up. Setting up and running this type of program would be a daunting task and would require a group of dedicated players cooperating cross-faction.

Incentives
One might be tempted to think that the bounty itself is enough incentive. That somebody could post on the forums "I'll pay 500 credits to anyone who kills 'Jamar Darkman' and takes a screenshot," and the incentive is the 500 credits and that's all that is needed. Well, that might work for a bounty or two, but there's no guarantee that the credits will actually get paid out or that Jamar's buddy won't simply get him to pose for a screenshot. Remember that you're trying to set up a server-wide program with some amount of respectability. There are a number of ways you might need to add incentives to get people to participate in the ways you want. You want to convince players it's worth:

    * —handing credits over to a neutral 3rd party for safekeeping until the bounty is complete.
    * —trusting said neutral 3rd party to judge when a bounty has been completed successfully.
    * —dedicating time to chasing bounties, which can be very difficult with no in-game mechanism for locating players with bounties on their heads.
    * —fighting bounty hunters fairly, not avoiding them, zerging them, or refusing to fight them if you're not flagged for PvP.


These are major barriers to a successful player-run bounty system. The small change a lowbie is able to put toward a bounty isn't going to be worth the efforts of most bounty hunters, but if closing one more bounty brings them closer to a sweet in-game prize handed out by the program, then suddenly there's a reason for chasing any and all bounties. You might never see the point in /dueling a bounty hunter who walks up to and demands satisfaction, but if you know there's a chance to gain points in the program for successfully defeating a bounty hunter, suddenly there's a reason to participate even if you're the one getting chased. Rewards could be forwarded by sponsoring guilds, bought from the auction house with program member fees, or bought from a tax skimmed off of the amount of each bounty.

And of course, once the program gets rolling and there's some buzz around it, bragging rights become a meaningful incentive as well. If done right, players will be wanting to post bounties on themselves as a challenge to other hunters and to compete for program incentives.



Posting a Bounty
The forum-based example is one way to handle things, but it would suffer from time-lag concerns where you wouldn't know when somebody is logged in, logged off, or where somebody is there to turn the money over to a neutral party for the bounty. A better way would be to have a particular group of individuals who are on enough during peak hours who can meet up with you to collect a bounty fee, and then post that bounty on an official, central thread or by blasting it out on an official in-game channel. This lets the organizer to hear your story why the bounty is being placed to make sure you're not just trying to grief someone or game the system. He can then monitor the bounty's progress—possibly in communication with counterparts on the other faction if cross-faction communication is restricted—while it's ongoing, making updates on it until the bounty is concluded.

This make major hunts into a sort of in-game event that advertises the program even as you're completing a bounty. It also puts some structure on the program that keeps program management in trusted hands. In fact, true program events can also be held where the program designates a "VIP target" or group of targets that bounty hunters have to compete against each other to track down and kill. Sort of organizing their own "great hunt" for a prize of bragging rights, crafted loot, and credits. As mentioned above, this system could also be used as a challenge, where a player or group of players offers a cash prize through the program if anyone is able to take them down. By keeping organizers on-hand for the hunts, they end up being a lot more managed and personal instead of devolving into snippy, meaningless flamewars on the forums. The official SWTOR forums have enough of those.

Completing a Bounty
Faction and PvP-restrictions complicate any sort of bounty completion parameters, but these can be handled relatively easily by a small group of cooperating cross-faction players. For example, if a bounty is paid for by an Imperial Player and collected by a Republic "bounty hunter," it might not be possible to transfer credits cross-faction. In this case, counterpart organizers on the other faction would have to pay out that bounty amount to the victorious player out of their own coffers and the fee would simply be saved by the Imperial side so they can reciprocate on similar situations in the future. Additionally, incentives for successfully evading—or even being willing to fight and lose to—bounty hunters when you have a bounty on your head can encourage players to be willing to duel bounty hunters when not flagged for PvP. Having to /duel a mark before fighting him might stretch the suspension of disbelief a bit, but the end result can still be achieved as long as the populace is willing to cooperate.

It's those who want nothing to do with the program where things get difficult. The easiest way to handle players who don't want to participate or even set out to actively sabotage this type of system is to ignore them. To blacklist them from any Bounty Program events—or even from any events/raids by member guilds—and ban them from receiving any future rewards, at least until they pay into the program and start accepting challenges. However, a more creative way to handle this is to offer a bigger reward on them for non-standard victory parameters.


For example, on a PvP server, the Imperial player "Muscosaurus" has been on a rash of ganking Republic lowbies and talking a lot of trash. A bounty gets placed on his head, but he obviously doesn't want anything to do with a fair fight so he refuses to get involved by facing down bounty hunters from his own faction. Well, as soon as this is established the bounty program leader decides ol' Muscosaurus needs to be taught a lesson and puts down new victory parameters with different bounty rewards for each.

    * Imperial Hunters:
          o Screenshot of a victory in a /duel = Original bounty
          o Screenshot of kill-by-kiting mobs onto Muscosaurus = Original bounty x3
          o Shadowing and fingering location of Muscosaurus for cross-faction hunters = Smaller reward
          o Escorting cross-faction bounty hunters to Muscosaurus = Smaller reward
          o etc.
    * Republic Hunters:
          o Cross faction gank = Original bounty with multipliers for location (x6 for in cross-faction capitol)
          o Successful corpse camp = Original bounty x3
          o Successful corpse camp resulting in Muscosaurus logging off = Original bounty x6
          o Screenshot of domination in a Warzone = Original bounty x3
          o etc.


Suddenly the extra cash that the program has laying around can be used to turn a negative player into another event with a bit more challenge. Granted, some of these conditions might be considered griefing by BioWare whereas simply shunning the non-participator would be more acceptable, but my point is that there are options so that at least a player doesn't feel like they can only post bounties on those who voluntarily participate. In fact, placing bounties on those who aren't currently participating could be the best recruitment tool you have as they can learn about the program first-hand and possibly earn some incentives.


I don't see why BioWare wouldn't be willing to tolerate such a program as long as it wasn't being used for scamming or griefing. Unless it was being used to harass or outright ostracize players instead of providing a fun in-game activity, I wouldn't expect the mods to move against it. Of course if BioWare was really serious about player bounties they could implement their own system rather than trusting the populace to run it for them. It wouldn't be hard for BioWare to make a simple voluntary bounty system that functions similarly to /duel where you basically just bet the other player a sum and remain attackable to each other until somebody is defeated. However, until BioWare implements something, the option is still there if players are motivated enough on a given server. It might be worth attempting. I'd certainly love to see it.

What are your thoughts on the lack of pvp bounties being confirmed by BioWare? Was that a feature you were really hoping for? What do you think about any sort of player-run voluntary bounty program? Is it feasible? Would it be fun? Comment below or discuss here!


Link


So do you guys think a system like this or any variant would work?

I think it may be viable on a rp-pvp server because the "pvp" rule set should auto flag you when you leave a city or major town.  Now I do have to say they would need a very dedicated group of guilds and players to pull it off. I hope we see one being implemented but I have my doubts.

5
Off Topic / Unreal Engine 3
« on: March 08, 2011, 09:48:33 pm »
Make sure to watch in HD



One word: Gorgeous

Subsurface Scattering and Deferred Rendering article

6
Non-VR Games / Essential fluff your character would know
« on: February 15, 2011, 04:26:35 pm »
Quote


I know this column has covered a lot of lore in its nine months -- wow, nine months! I can't believe it's been that long. We have discussed the Empires of the past and future, the Jedi's rise and fall, and the lore behind each of the eight classes. Cultures have been examined and specific characters have been spotlighted in this column. But how important is all this backstory to Star Wars: The Old Republic? Is my bad-ass bounty hunter even going to care what a gray Jedi is? He sure isn't going to give a bantha's butt about the color of the Jedi's lightsaber.

I know you're going to tell me, "But Larry, you're a roleplayer. You know how important lore is!" I do; it is important. But how much lore is too much? Even as a roleplayer, I have found that sometimes knowing too much can be detrimental to the roleplay experience. On top of that, how horrible is it, especially as a new roleplayer, to have someone tell you that you can't wear black as an Imperial officer unless you're a member of the Stormtrooper Corps. Crap! Now I have redo everything!

What I'd like to discuss today are some essential pieces of lore the average person living in The Old Republic should know, so that I can give existing roleplayers a different perspective on how to handle their characters' knowledge. If you're floating in the middle saying to yourself, "I'm not really a roleplayer, but I do like a game with a good story," keep reading. You and the vast majority of future SWTOR players will definitely get something out of this.

I know there are going to be some roleplayers who are going to disagree with me, but I believe you can know too much about the overarching story. Let's say you have played through Star Wars: The Old Republic as a Sith, and now you are aware that the Sith Emperor is, for instance, Gav Daragon. Is the average Republic soldier going to know who that even is? If you're thinking, "Sure, we would. Gav was the Sith apprentice during the Great Hyperspace War," I will ask you this: "Who was Abraham Lincoln's Vice President during the Civil War?" Don't look it up! I don't know off the top of my head. I would be hard-pressed to find someone who did, except for my uncle -- he's a history nut. The point is, knowing who the Emperor is can change our gameplay.

It's not always a bad thing to have more information than your character knows; it can help you establish your character in the world a little better. Perhaps it will give you more of a vested interest in how he affects the world around him. However, you are missing some of the mystery. Wasn't part of the fun of Mass Effect in not knowing whether saving the Rachni queen will have detrimental effects on the rest of the story or will have lasting impressions on Mass Effect 2 and 3? So what does the average person know in Star Wars: The Old Republic?



Most of what a person would know about the galactic struggle would depend on where he grew up. For instance, if you grew up on Coruscant and are about 30 years old, you would probably remember the Hydian Way blockade, but if your character is younger than that or did not live on or around Coruscant at the time, he may not even know about it.

Mandalorians are a popular culture to play. All Mandalorians would remember or have learned about the rise of the new Mandalore, but I doubt the average Mandalorian would have any clue that this Mandalore was a puppet of the Empire.

I would venture to guess, however, that the Sacking of Coruscant was one of those historic moments when everyone remembers exactly where he was when the event happened. It shocked all of the Republic and solidified the Sith's victory in the galaxy. Everyone is going to know about that -- even people who happened to be herding nerfs in a pasture on Corellia.

Speaking of Corellia, any Corellian or pilot worth his salt would know that this planet has now been cut off from the rest of the galaxy. When a major starport goes off the grid, pilots know about it. This could also be a jump point for your character's story if he happens to be a freighter pilot.



Time and life spans are the huge factor here. Humans, or most of the player species choices, would be approaching their twilight years if they had been born at the start of the Great Wars. And the vast majority of humanoids who fought at the start the war would be elderly. The beginning of this Great War was approximately 60 years ago -- 28 years before the Sacking of Coruscant. However, what we do know would be taught in history books, just as the World Wars are taught to us. Our grandparents would talk about it and history teachers would give us an overview, but details would be a bit sketchy in areas.

If your character is a Jedi, you may have a more complete understanding of galactic history, but it would certainly be skewed to fit the Jedi philosophy. The Sith would be portrayed as the bad guys, and the Jedi would be selfless heroes. In fact, given what happened to the Jedi following the Sacking of Coruscant, I would think that the Jedi would probably show a bitterness toward the Republic in their historical records.

On the flip side, a Sith would most definitely see the Jedi as weak and would perhaps have been taught that Imperial government was proven the rightful ruler, given the Republic in-fighting and how easily the Empire subdued it. Students would also be be taught the efficiency of the Imperial way of life.



Although it will be extremely difficult for me to do this in my position, I recommend learning as little as possible about the history in the game if you want to live in its world. However, I know that is going to be nearly impossible. What I do is have a checklist of events my character is aware of, so if I am approached by another player (or maybe an NPC in SWTOR), I can reference the list and respond accordingly.

Another great way to limit your character's knowledge is to deliberately limit your scope when studying for your character's backstory. For instance, only read about the planet your character is from or only read about your character's species. This way your practical knowledge will match closely with your character's knowledge.

Finally, I have found the best way to prevent your character from becoming an exhaustive encyclopedia of Star Wars lore is to enjoy the moment. React without thinking too much about it. Don't think about about whether it is right or wrong given the history or what the overarching effects will be. Just do it. As Qui-Gon Jinn said, "Remember, concentrate on the moment. Feel, don't think. Use your instincts."


Courtesy of Larry Everett at http://massively.joystiq.com/

Direct Link

7
Non-VR Games / BioWare: Warcraft is the "touchstone" for Old Repu
« on: February 10, 2011, 06:20:16 pm »
Quote


Blizzard's World of Warcraft is the touchstone on which BioWare measures its forthcoming Star Wars MMO, The Old Republic.

Speaking on the keynote panel today at the DICE Summit in Vegas, BioWare's Greg Zeschuk said that the company is following the rules established by Blizzard's subscription fantasy MMO.

"It is a touchstone. It has established standards, it's established how you play an MMO. Every MMO that comes out, I play and look at it. And if they break any of the WoW rules, in my book that's pretty dumb," Zeschuk told the audience.

"If you have established standards, WoW established them."

While topics in the panel included the rise and evolution of social gaming, Zeschuk said that big triple-A projects were still viable, and Warcraft was the perfect example of success in the blockbuster space.

"Bigger does work. Big has worked and frankly, WoW is the biggest. On a pure revenue basis it's probably the biggest game ever by a country mile. It generates so much revenue it's an incredible international business unto itself. How do we compete with that? It's an interesting challenge.

"In some ways they [Blizzard] cracked this market wide open. Obviously Star Wars is a very big licence and it's something that when done right - and it's something we did right with KOTOR (Knights of the Old Republic) years ago - it's an incredible force multiplier on your efforts. We've added things so that anyone that plays it knows it's a BioWare game.

"It's not like we're actually going out there to beat anyone, we're going out to place. The audience will tell us if we have a place," he concluded.

Also on the panel was Blizzard's Mike Morhaime who said that Blizzard wants more quality MMOs in the market because poor titles could be putting off potential consumers in the genre.

"BioWare is a great developer and obviously Star Wars is a very strong licence. We think it's good for the MMO genre for additional MMOs to come out that are actually fun and good to play," he said.

"I don't know that it serves the genre very well when MMOs come out and have all sorts of problems and players leave in frustration.

"Hopefully, new players will come in, experience it for the first time and find out that maybe they're fans of the genre. If they get frustrated and leave maybe they won't give the genre a try at all.

"So, do a good job," he told Zeschuk.


courtesy of Matt Martin at http://www.gamesindustry.biz/

Direct link to article

8
Non-VR Games / Morality and you?
« on: January 02, 2011, 01:42:51 pm »
So the topic of this thread is going to be morality and you, more specifically how it will affect your character and gameplay. This whole thread is going to be based off of deductive reasoning and could be 100% wrong, also none of this has been revealed.

So to start out I'm going to cover the 3 possible sides of the morality that you could possibly follow.

I guess we will start out with the iconic  light/good. In my opinion we can perceive this as holding the defensive, buffing, and healing abilities. So this may be the route for healers/buffers/Tanks? to go.

Next I guess we have gray/neutral if they even implement it. From this we could see abilities such as a roar from a guardian that bolsters allies while debuffing the target.  These abilities would be some where in between defensive and offensive.

Last but not least we have darkside/bad. They are most likely the opposite of light side. Their abilities will most likely be offensive, debuffing type abilities. DPS may want to go this route.


So I want to know what route you are going to go and why, also what do you think it is going to have instore for you?

9
News and Announcements / THE TROOPER!
« on: December 23, 2010, 03:47:38 pm »
Quote


Troopers aren't in it for glory. They are protecting the Republic. They are protecting freedom. And according to the newest trailer from Star Wars: The Old Republic, the Troopers' duty is to defend the people and the principles of the Republic no matter the sacrifice.

Today, Gamespot posted the latest class video from SWTOR, this one highlighting the Republic Trooper. Videogame voice-over legend Jennifer Hale lends her talent to this exciting trailer, which briefly outlines the Trooper's role in the overarching Star Wars story. The video showcases the incredible weapons and devices the Troopers use to defeat their enemies, even ones as powerful as the Force-wielding Sith Warriors.

If you weren't interested in playing a Trooper class in The Old Republic, you may be now. Take a look after the break for the full video and pop over the SWTOR website tomorrow for the official update from BioWare. For freedom; for the Republic!






Courtesy of Massively.com

10
Non-VR Games / New SWTOR Previews and Updates
« on: December 15, 2010, 02:28:00 pm »
Quote
Last year, I was lucky enough to play BioWare's upcoming MMO, Star Wars: The Old Republic. Years in the making, and with probably another year more, my hour-long turn as the Sith Inquisitor, a role that sent me running about the planet of Korriban killing giant scorpions and talking to snotty British people, was an enjoyable play session. However, an hour with the game wasn't much to really dive in, so it was with great anticipation that LucasArts, EA, and BioWare invited me back for a long, six hour session with the game.


I and fellow journalists were split between the Jedi Knight and Jedi Consular on their origin planet of Tython. It's a lush green forested planet with some of the oldest Jedi ruins in the galaxy, making it the perfect place for the Jedi to set themselves up. I was lined up with a brand new Jedi Consular, a character treated as a particularly powerful new member of the Jedi Order. Technically a padawon, I wasn't even given a lightsaber. Instead equipped with a crappy training sword (which the farthest I ever upgraded beyond was a vibrosword, with lightsabers made by the player at a later level), I set out to perform the origin world tasks and make myself familiar with The Old Republic.


These early tasks are typical origin world stuff, and even after six hours, I wasn't even close to unlocking all of the Consular's potential, much less delve into its advance classes, the Jedi Sage and Jedi Shadow. All the same, by the time I was level 8, my Consular was well on his way toward telekinetically flinging rocks and performing powerful stat boosts. Unlike the Knight, the Consular focuses much more on what he can do with the Force, not what the Force can do with him. While a Knight will flip out and wail away at enemy characters with their lightsaber attacks, a Consular is much better at flinging rocks, Force pushing, AoE attacks, and stat buffs. Personally, I found the Consular's play style to be very rewarding, although who can tell how they will play compared to the more ranged-focused classes.

Oddly, one interesting take is how every character has their own healing abilities, which can be used indefinitely, such as my Consular's meditate ability. Additionally, every character has a revive ability to instantly bring back their allies. Coupled with the speeders taking players across the map, as well as a quick travel ability with a thirty minute cooldown, players will be able to get back into action pretty quickly should they die.


Once I got a hand of my character, it became time to complete some tasks. Like any other MMO, missions tend to follow traditional paths: go to this place, kill these things, collect these things, talk to these people, etc. The Old Republic doesn't necessarily break this mold, but it does offer interesting takes on these missions. Almost every mission is integrated into the story, and most offer opportunities for conversations with characters. They often end in either positive or snarky commentary from your character, influencing the light/dark dichotomy.

Many of the early missions for my Consular required me to head out and deal with the problematic Flesh Eaters, pink bulky things that have a taste for padawons. My Master Yuon Parr would see that I performed up to my expectations. Additionally, I would be tasked with finding ancient holograms of the original Jedi founders and even collect the hilt of the very first lightsaber. That alone was enthralling, but assisting a nearby colony of pilgrim Twi'leks with Flesh Eater and disease problems, becoming integrated into their religious culture, assisting new padawans, proved to be a whole lot more interesting. My favorite mission required me to snoop on some romantically-inclined padawons. Lie for them, and they'll pass on a rare lightsaber crystal, as well as send you down the path of the dark side. Rat them out, and besides pissing them off, you'll be rewarded with a boost to the light side of goodie-twoshoes. An easy decision to make, I exploited it for all that it was worth, gaining a crystal, lying to a Jedi, and generally acting like a jerk. It felt great, and many of the missions can be performed like this. For an origin world, Tython is surprisingly large, and the Bioware reps were proud to say that these origin worlds are nowhere near as large as later planets.




By the time I finished with my Consular, I hadn't made much of a dent in his light/dark split. While I was a member of a class known for being paragons of virtue, taking my Consular down the dark path led to some interesting conversations. Talking down to others, disregarding their skills, and generally acting like the greatest thing on Tython, being a giant douchebag is great. Unfortunately, I wasn't able to see how far this approach could go, but knowing BioWare, I'm sure I could have pushed my Consular to the border of the Dark Side.

Like any other MMO, the universe opens up once players leave their starting planet behind. Once most of those early tasks are completed, and players have leveled up a good amount, they can jump on a ship to go to the next area. For those on the light side, this means a trip to Coruscant, where things quickly unravel with an attack upon the traveling vessel, but provides the first opportunity for multiplayer instances. Getting all players to join in is a little buggy at this point, but it's something being worked on ardently by the team. Thankfully, once everyone is together and an instance has started, traditional MMO gameplay takes over, with classes like the Consular providing support and mid-range attacks, while the Jedi Knight tanks, and other classes step up other fairly traditional roles.



The game does branch off from other MMOs in a couple of ways. First of all, the companion characters seem to be more than just pets. There are at least five unique companions to each class, and they will fight alongside players with basic commands dictating how they act. The Consular class, for example, has a large lizard man equivalent to a scaly wookie, but other companions ranged from other humans to R2-D2-esque droid.

Remember, companions are very important to the game. Besides fighting alongside your character, they'll do other menial tasks such as collecting resources, forging items, or going out on diplomatic missions. Even the ones not currently being used on a planet will be based on the player's ship, performing passive duties while the player works on the ground. It's a pretty fantastic way of dealing with many of the classical MMO elements without becoming a drag on the action.



But the companion element of the game is not the only thing unique with The Old Republic. The most fascinating way the game approaches multiplayer has to be the way conversations are had. It plays much like a conversation in Mass Effect, but with numerous people. An NPC will chat away, and every player makes a response. The game applies a random number to each character, and the one with the highest number gets to make the response. I liked to play my Consular like a condescending jerk, and while my fellow journalists stuck to the “straight and narrow,” my hero would use every opportunity to lay down some disdain. With four different voices offering commentary in a conversation, it creates some of the most realistic dialogue I've seen in a game...ever. People can dissent and disagree, while others may be very compliant, and you'll start to become attached to other player characters and their personality quirks players give them. This “group discussion” element is oddly my favorite thing about the game.

PvP wasn't something we were able to play, but there was discussion on how this will play out. Battles will take place in “warzones” with up to 8v8 set-ups, and instead of traditional PvP elements, players will be tasked with attacking or defending points on a map, or in the case of the Alderaan Warzone orient giant guns to take out enemy ships. With experience earned for PvP, as well as tokens earned that can be spent on PvP consumables and equipable items, players can focus solely on PvP should they wish.

As far as planets go, outside of Coruscant and Tython, Bioware was keen on showing off some of the in-game screenshots for future planets players will visit. Planets like Alderaan and Tatooine will provide mostly familiar sights for players accustomed to Star Wars, but they've got wholly different rulers and factions running these planets at this time, so don't expect them to be boring. Even more exciting are areas taking place inside a night club, a flashy and somewhat original place for raids, as well as a derelict world where massive ship ruins dwarf players as they wander about. Clearly, Bioware and co. has spent a long time making sure there are lots to explore in this game. Additionally, each of these worlds are promised to be much larger than the origin planets like Tython, itself a fairly substantial place to explore.




These planets are also incredibly good looking. Even on Tython, different segments of the planet range from the Jedi Temple to the Pilgrim's camp, from the Jedi ruins to the Flesh Eater's region, yet all of them are clearly areas of Tython. Visually, it's one of the most impressive MMOs set for release, with very little in boring stretches of land made up of bland textures. Each area feels like an area, and it's good to see the level design is being paid as much attention as anywhere else. The voice work is probably one area that outshines this all, with every line of dialogue performed by voice actors. Not only that, the lip synch and facial animations are almost as good as BioWare's best console titles, and considering they have the equivalent of eight plot lines (one for each class), it's easy to be impressed with what BioWare has already done.



Coming away from The Old Republic, I'm more than optimistic. It's an incredibly polished game, and even more than that, it's plainly fun. The stories already show a lot of dynamism and charm, and the complexity of the game is already visible. It's a little hard to tell if the combat is going to compete with other successful MMOs, it looks like it does just fine for this early game stuff. End game is impossible to gauge, but it's obvious that BioWare is looking to invest a lot of time in this area of the game, as well as the PvP. Once they make the cooperative elements of the game less buggy, they'll have a title that is already leaps and bounds better than many MMOs on the market, and if they apply the same amount of polish to all areas of the game that they applied to these origin worlds, BioWare, LucasArts, and EA may have the next big MMO on the marketplace.


Courtesy ofmmorpg.com

11
Non-VR Games / Five Hours with Star Wars: The Old Republic
« on: December 14, 2010, 04:51:21 pm »
Quote
The MMO world is volatile and rapidly changing in North America. Throughout 2010 we saw the continuation of the rise of free to play and the disintegration of the traditional subscription model. Games such as APB went bust while others like Final Fantasy XIV were rushed out the door with poor results. Everyone likes to theorize about what the next big thing might be, and as of now Bioware's Star Wars: The Old Republic has a lot of momentum.

Since The Old Republic's launch is still presumably sometime in the not-so-close future, all there is to go on about whether or not this game will live up to expectations are hands-on events and BioWare's reputation. For previous stories I'd only been permitted to play for roughly 20 minutes at a time, providing an incomplete picture of a game meant to be played for hundreds of hours. The combat felt a little too safe, and it was difficult to get a sense of how the focus on storyline and character interaction would really impact the experience. More recently I was given the chance to play for roughly five hours with the Jedi Knight class, and came away pleased. Though the combat still feels standard for an MMO, the voice acting and story sequences do a great job of putting the tasks in meaningful context.

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The issue I have with a lot of MMOs is that the tasks you're asked to do to level and gain new gear lack any sort of significant meaning. It's just kill five monsters, then kill 10 more and collect their ammunition satchels, then maybe kill their leader, then move on. In The Old Republic, you're still given these kinds of tasks, but considering the amount of story that's delivered between them and the fact that it's presented like it is in a single-player role-playing game, it instills a stronger sense of purpose. In the case of this demo session, that purpose is to become a Jedi.

The setting for questing is Tython, the starting area for Jedi Knight and Jedi Consular players. As tends to be the case in many Star Wars games, you don't start out with a lightsaber. The iconic Jedi kill stick must be earned. As the Knight class, my focus is combat. I have a training sword that buzzes with energy but doesn't glow like the saber. Initially I can use a Strike skill to deal instant damage to enemies and build a focus meter. This can be followed up with a Slash attack that does more damage and consumes focus, which forms the central combat mechanic for the class.

Earning experience through questing and killing opens up more skills that highlight the Knight's adeptness at close-range combat. One particularly useful skill is the Force jump. When triggered my Knight soars through the air and slams into the target, stunning it and building focus. It's a good way to get a head start on a fight, especially in a group when a party member can get in a free hit while the target is reeling. The additional focus is also helpful for unleashing more powerful skills such as an overhead slash for higher damage. I can take advantage of explosive containers in the environment with a Destruction ability, which detonates them. And in case I need a break from the back and forth of melee combat, I can trigger Saber Ward to deflect incoming attacks for a short while.



Tython's dreaded flesh raiders.


This whole time I'm fighting flesh raiders, which look like Hammerhead sharks filtered through the Hellraiser universe. It seems they're being led by a shadowy Force user, the tale of which is unspooled throughout the course of the opening quest zones. Progress between each quest cluster is quick and goals are bunched intelligently so you can tackle multiple tasks simultaneously. The emphasis is on convenience, with fast-travel options tied to every settlement. Instead of running back and forth between places there's an alternative to hop onto a speeder bike to cut down on wasted time. In all locations where NPCs hand out quests, what really helps to drive home the importance of missions is the presentation.

Whether speaking with a villager in a remote town or with leaders inside the Jedi Temple on Tython, I'm not given the traditional text boxes filled with quest information. Instead, the camera zooms in close and cuts between characters as they engage in fully voiced dialogue sequences. I can't say right now if this approach to delivering story might wear out its welcome on the journey from level one to the cap, but throughout the starting zone I was having a great time listening to the story of the world and getting to better know the characters. It made me feel more like I was doing quests for a particular person than as an excuse to check off another box in my quest log.

Things get more interesting in a party. Provided all members are near the quest giver, a shared dialogue sequence can be initiated. There are standard dialogue options, usually split into nice, neutral, and ill-mannered responses. In a shared conversation, my party member and I input our own dialogue choice, and a roll determines whose selection wins. Sometimes the outcome can be the difference between a "thank you" and a "shut up." And sometimes it can blow an engineering crew out an airlock.

It's a system made more exciting by the inclusion of Light and Dark Side points earned through decisions made. I'm told by one Jedi trainer to keep an eye on a young couple. It seems they might be in love, an emotional bond considered dangerous amongst Light Side saber-wielders. I track them down, learn their love to be true and am faced with a decision. If I turn them in, I get the standard quest reward and Light Side points. But if I decide to keep their relationship a secret, I get the bonus of a lightsaber crystal. Since there's no reloading the game in an MMO, these decisions are permanent, and I find I'm actually spending time thinking about how I want to treat these characters instead of blindly focusing on amassing money and experience.


Band together to take down tougher foes.

At another point I'm given a quest to destroy a flesh raider elixir. Yet on my way I'm told by another NPC I'll get a cash reward should I return the elixir to him, since he'd like to use it for experimentation and research. I choose the latter path, neglecting to annihilate the concoction in exchange for a monetary bonus in addition to an allotment of Dark Side points. What are the long-term implications of these decisions, if any? I can't really say, but I can say that despite the familiar kill and collect quest goals, the storylines threaded through the tasks are strong, something I certainly hope is maintained throughout the experience.

Companions play a role in the world of The Old Republic, something I encounter briefly in an early quest. I venture deep into an underground warren and break free a T7-01 droid. It's the Jedi Knight companion character, but this early in the game he's only around for a little while. He has his own skill bar with unique commands, including an electric jolt that helps generate threat for the Knight. He can also sell off junk items from my inventory, an option which I could see being extremely convenient while out in the field far away from any vendors.

Throughout the experience, the high production quality is evident. There's still presumably quite a bit of work to be done in terms of polish, but The Old Republic's stylized approach to the Star Wars universe is looking like a smart move. The characters animate smoothly, and my Knight moves to block all incoming individual blaster fire shots with his sword. The environments are especially well done, with grassy areas with sporadic tree growth and misty rivers swerving past ancient stone statues and carvings set into mountains that ring the zone. The Jedi temple's interior is a sprawling space and in the main chamber sits an immense object, sort of like a friendlier version of Event Horizon's warp drive. Rich Star Wars orchestral scores play in the background and the voices of the NPCs I met were convincingly done, which is especially impressive considering the incredible amount of voice acting that's included.

I didn't wind up making it to the lightsaber portion of The Old Republic before my time with it ended, but greatly look forward to doing so once it is eventually made playable in testing phases and beyond. It's designed with convenience in mind, suffused with high production values, and in the early Jedi sections of Tython does a great job of establishing character and providing context for your actions. For Star Wars fans and first-time MMO players it seems like The Old Republic will be an easy game to jump into, and for the hardcore MMO player hopefully the benefits of the presentation outweigh the familiarity of the combat.


Courtesy of Charles Onyett at IGN.com

12
Off Topic / The Elder Scrolls V: Skyrim
« on: December 12, 2010, 06:41:01 pm »
Here is the link http://www.elderscrolls.com/

Trailer


13
Non-VR Games / SWTOR to have open pvp?
« on: October 26, 2010, 05:57:26 pm »
To all who read this I may be wrong. They simply state that if you run into someone of the opposite faction and their level is much higher than you then you are going to get killed.

Here is the Insider issue: http://www.zinio.com/reader.jsp?o=int&pub=500451076&prev=sub&offer=500236021

They have a huge article about SWTOR and its pretty informative, but its a few pages in so be prepared to click next.....a lot.

14
Off Topic / What mouse should I get?
« on: April 21, 2010, 04:31:45 pm »
Well my old mouse was pretty basic and is starting to go to shit, so I'm wondering what you guys would recommend since I'm basically clueless on what to get. Thanks.

15
Off Topic / Fallout New Vegas
« on: February 06, 2010, 12:10:12 pm »
Official Teaser trailer


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