The Furious Angels

FA Discussion => Non-VR Games => Topic started by: Anamodiel on February 13, 2012, 10:34:09 am

Title: Weekly Community Q/A
Post by: Anamodiel on February 13, 2012, 10:34:09 am
I'll try to keep this thread updated with anything important that gets mentioned in the Community Q/A's from the SWTOR website.

2/10 - http://www.swtor.com/blog/community-qa-feb-10th-2012

Important things of note from this week:

Quote
USLeatherneck: Will Bioware implement Target of Target (including a visible cast bar above the portraits) in the new UI?

Gabe Amatangelo: Yes. Target of Target on primary target and party frames will be part of Game Update 1.2. Primary target already has a visible casting bar on live right now. In Game Update 1.2 target of target frames will have visible casting bars as well. Additionally, there will be various customization features in all of those frames (e.g. repositioning).


Quote
Aurozia: Will there be a dual specialization system in the future? Will there be a possibility of changing advance classes as well?

Daniel Erickson: We have no plans for switching advanced classes - which we see as fundamentally different class designs- but dual spec is in the works and coming soon.
Title: Re: Weekly Community Q/A
Post by: xFingersx on February 13, 2012, 10:44:01 am
Im excited about the dual spec for sure, but switching advanced classes would have also been really cool.
Title: Re: Weekly Community Q/A
Post by: Fuse on February 13, 2012, 12:29:25 pm
And OP. Each AC is too unique. I'm glad they're not implementing that.
Title: Re: Weekly Community Q/A
Post by: Anamodiel on February 13, 2012, 02:00:51 pm
Dual-spec: Yet another reason why I need to level up a Commando. I would love to be able to switch between Heals and DPS. I realize you can do that as a Sage, but we have an overabundance of those and Troopers have great DPS.

God, I wish I had more time.
Title: Re: Weekly Community Q/A
Post by: xFingersx on February 13, 2012, 03:30:26 pm
Just pay an asian lol
Title: Re: Weekly Community Q/A
Post by: Tecknik on February 13, 2012, 03:38:08 pm
Quote from: "Fuse"
And OP. Each AC is too unique. I'm glad they're not implementing that.

I'm against infinite AC swaps, but I do feel like each character could be granted one swap, if not two.

One, in the case that you pick one AC and realize down the road that it's not what you're really looking for.

Two, in a case where you swap and realize you shouldn't have swapped.

Yes, I understand the "Well just roll a new character blahblahblah" mentality, but not everyone has the time to just roll a bunch of level 50s.

I don't want to switch ACs, but I know there are plenty of people out there who do.
Title: Re: Weekly Community Q/A
Post by: xFingersx on February 13, 2012, 05:44:34 pm
I don't think it would be OP by any means... It would just save you the time of rolling an alt just to choose the other AC, but I can see why as a dev. they wouldn't want you to be able to do such things, since they want as much money as possible from you, but I still think it would be a neat feature.
Title: Re: Weekly Community Q/A
Post by: ZephixLeer (Zephic) on February 13, 2012, 07:04:33 pm
Quote from: "Anamodiel"
Dual-spec: Yet another reason why I need to level up a Commando. I would love to be able to switch between Heals and DPS. I realize you can do that as a Sage, but we have an overabundance of those and Troopers have great DPS.

God, I wish I had more time.


I can't say the Commando is recommended if you're looking for "great DPS." At least, not in PVP. I've enjoyed playing a Commando, but I rolled it anticipating it being one of the better end-game DPS classes, which it is not.

Gunnery talents suggest it should work as a burst-damage ranged class, while Assault should be sustained, DoT. However, while Assault is worked as suggested, the DPS is very low. Gunnery in bursting, but also low against anything but light armor. I'm hitting for maybe 1500 with grav round on any given player in PVP.

People whine about Commandos in PVP when they get hit over and over by grav round. That's because it reduced armor on each hit, and it has the potential to do serious damage on someone who is already in light/maybe medium armor. However, usually I'm not really allowed to just stand there and hit someone over and over. I tend to get focused or iterrupted a lot. Only dumb players take serious damage at the moment from a commando.

-However, I will say that if you wait a bit, that all may change. Two very serious skills for the commando are currently bugged. Full Auto and Mortar Volley are both bugged and show especially so in PVP.

Once resolved, full auto and mortar volley will drastically increase commando damage.

I've tried probably 10 different talent specifications so far, specifically for PVP. The best one I've found so far is a hybrid combat medic/gunnery setup. It works great for survivability, and I can go damage if needed pretty easily. Though, the DPS is still really low, and I'm doing amazing if I can get 100k damage in a WZ. But, it does end with a 50% split on healing/dps usually. 100k healing, 100k damage.

 But, since this isn't really a commando thread, I'll leave it at that. :P

I've probably already ranted for too long about this, considering the topic. :D
Title: Re: Weekly Community Q/A
Post by: Anamodiel on February 13, 2012, 08:52:10 pm
Sorry, I'm thinking in terms of PVE. Grav Round is the bees knees in PVE.
Title: Re: Weekly Community Q/A
Post by: ZephixLeer (Zephic) on February 13, 2012, 11:45:14 pm
Yeah, I like Gunnery in PVE.

I did still have issues when we did hard mode directive 7 though. It was me, Broin, Arawnz, and Likwid. When we got to that giant robot in the hallway with the two buttons, we hit the enrage timer every single time. I just couldnt pump out enough DPS. Those little repair droids took me like 5-6 grav rounds to kill. That's a 1.5 sec cast time each, so that seems short, like 7.5-9 seconds, but when you add having to knock them back/stun them, and being low on ammo because you have to pump out as much dps as possible on the boss... it just isnt quick enough.

The issue with ammo is that it costs 2 ammo (if specced properly) to cast, so you're out of ammo in just 5-6 shots or so (i cant do the math right now.. not in front of my home pc so i can see my ammo bar) or you have to slow down your casting to let ammo regenerate. Having a higher regeneration rate at less ammo used (closer to full,)  it is best to slow your casting down slightly and let it regenerate.

That boss makes it hard to do.

The other side of this is that I probably need better gear. I'm using the Champion combat medic assault cannon, so it's up there, but probably not BIS for hard modes. I need to do some more searching there.


-Anyway, point is : If you just want to DPS, there -are- other options, though commando is a LOT of fun, and can certain dish out the DPS... i just think there are faster DPS classes out there for both PVE and PVP. The commando plays more like a highly survivable PVE class with high damage, but not as much as other classes. Less DPS, more survivability. *shrug*

-Last note here: They do provide some nice bonuses for the larger OPS though; probably more than -some- hardmodes, in fact. The armor reduction on bosses, and the CC/off-heals are kind of nice.

Really helped to be able to off-heal on the last boss in directive 7, too. Even if it was probably harder than having a different DPS class for that huge robot thing i mentioned earlier.
Title: Re: Weekly Community Q/A
Post by: Tecknik on February 14, 2012, 08:30:57 am
I would just like to say that I'm a Gunnery Commando and have never had an issue laying down DPS.  Ask just about anyone I've ever run with.  If you're playing the class right, you shouldn't have a problem either.

As far as ammo costs and running out of ammo, that's all in how you're doing your rotation.  You should be popping Grav Rounds 5 times to hit your proc (and make sure you hit 5 stacks of your armor debuff), then firing off Demolition Round, followed by High Impact Bolt (which if you're geared and specced right has a 0 ammo cost).  Throw in a proc'd Full Auto, and maybe a Charged Bolts.  Mix in Hammer Shot every so often (No ammo cost) to do damage while you build back ammo.  You should have two points in Cell Capacitor (Combat Medic Tree) so that you gain an extra 2 ammo when you pop Recharge Cells, which you should be doing usually right after that rotation.  You should also have two points in Cell Charger so that every time you crit you're getting an extra ammo.  You should be utilizing Reserve Powercell, as it gives you a free cast of whatever you want.

Making sure to take advantage of everything I can, I lay down high amounts of DPS and never worry about slowing down my casting.

As far as the "Less DPS, more survivaility" comment, I think you've got that reversed.




For the Bulwark fight in HM D7, you shouldn't have been DPSing those droid at all.  You should have been CCing those droids as soon as they showed up and focusing your damage on the boss.  By the time your CC wears out, the next droids are spawning and the first ones disappear.  Rinse and repeat.  If you're specced properly, your CC should only have a 45-second cooldown as opposed to 60.
Title: Re: Weekly Community Q/A
Post by: likwidtek on February 14, 2012, 11:45:36 am
Tecknik can you post a link to your spec?
Title: Re: Weekly Community Q/A
Post by: Tecknik on February 14, 2012, 12:24:31 pm
I'm at work right now, but off the top of my head this looks right - http://www.torhead.com/skill-calc#800McZMIkbRrdRkfzZd.1

I'll double check when I get home.
Title: Re: Weekly Community Q/A
Post by: ZephixLeer (Zephic) on February 14, 2012, 05:47:23 pm
Can't say I agree with the whole being reversed on my "less dps, more survivability " comment.

I've seen other classes pump out more DPS than us. I've also seen them die faster. The smugglar classes would be one example.

So while we have more survivability (heavy armor, awesome combat medic heals), we have less DPS than they do. Just what I've seen so far. But, maybe I don't know how to play my class, as you've said. I don't do a lot of PVE and focus on PVP so far.

What kind of damage are you seeing on bosses? -Grav crits, demo? I'm curious how far away I am.

 -Also, it was our first time doing that boss, we weren't aware the droids disappear if you just CC the first ones. We'll have to try that next time.


One quick note as well. There has been some speculation on the forums about alacrity and how much it really helps. For gunnery, alacrity is pointless. Here's the tread I had been following a bit.

http://www.swtor.com/community/showthread.php?t=270251&page=2

Specifically, the post by EthicsGradient, quoted below:

Quote

Because your gunnery procs are stuck on cooldowns which are a multiple of 1.5.

Say you chain-cast grav rounds at 1.5s, the first one critting and proccing curtain of fire, by the time the third cast finishes you can have another ammo proc from a crit and a another CoF at the 5th grav round.
i.e. your procs are at 1.5s, 4.5s, 7.5s

If you're chain-casting 1.3s grav rounds and the first crits and triggers CoF you can't have another proc until your fourth grav round at the earliest and curtain of fire at the 6th grav round.
i.e. procs at 1.3s, 5.2s, 7.8s

Full auto makes up a large part of your rotation and dps with curtain of fire while cell charger is crucial for sustaining ammo for dps.
Alacrity will lower your dps sustainability if you have any of it and for small-medium amounts will lower your medium-term dps. It will only reliably increase burst damage, which is why it isn't as poor a choice for gunnery pvp.


I've seen this in action, when wearing my combat medic PVP gear (lots of alacrity) and setup as a gunnery spec. Problems with procs are rampant.

The even bigger issue, of course, is that you burn through ammo much, much faster and end up without any left and no way to regen fast.  AFter your first reload anyway.
(probably why I had my issues, in fact; since I like alacrity in PVP and wear my PVP gear for hardmodes right now. I'm working on a centurion set of eliminator gear that would probably be better for me currently in HMs.)
Title: Weekly Community Q/A
Post by: Anamodiel on February 24, 2012, 11:33:59 pm
Quote
Chyp: Can we expect to see any animation/damage timing consistency changes between factions?

Georg Zoeller (Principal Lead Combat Designer): Yes. The animation team has been working on a new set of animations for abilities like the Trooper's Mortar Volley to provide closer matching of animation timings and improved combat responsiveness. We expect to roll these changes out with Game Update 1.2.


Zennis: Has there been any discussion to streamlining the Space Port process? Perhaps allowing speeders in the Space Ports besides the Fleet?

Brian Audette (Senior Designer): We've absolutely heard what the fans are saying and have been exploring options to address these issues. While we are still investigating allowing speeder use in Space Ports, we've also been looking for other ways to get people from point A to point B with greater haste. One such feature will specifically affect planets that have Orbital Stations instead of Space Ports such as: Tython, Korriban, Hoth, and Belsavis. We'll be adding an option for players to go directly to their ships from the surface shuttles as opposed to having them run through the Orbital Station to their airlocks. This feature and some additional tweaks will start showing up in Game Update 1.2.


deusBAAL: Will you be providing a LFG tool? What will be its features? How will it be intended to work and when can we expect it to go live?

Daniel Erickson (Lead Writer): We are hard at work on a much more robust LFG functionality that will quickly help put groups together while still offering the flexibility to decide how you group and what sort of people you want to be grouped with. We'll release more details as we get closer to release.


LthalSavy: Will there be any way to implement a quick travel to your ship?

Georg Zoeller: Not in the short term, but it's something we've been discussing on and off. Currently, given how easily available fleet travel passes are on the Security Vendor, we don't think adding this is necessary.


IsACoolGuy: Will any new emotes be added to the game? The Jedi/Sith meditation thing that NPCs do looks pretty cool, will emotes of that nature become available to players?

Damion Schubert (Principal Lead Systems Designer): We do have some new emotes planned. Even cooler, we now have tech that allows us to grant emotes as rewards for various game systems. In Game Update 1.2, we have several emotes planned as unlocked rewards of the Legacy System. My favorite is the special dance that is so inspiring that your companion feels the urge to boogie down with you.


TrueDND: Currently, the incentive to choose other Crew Crafting Skills outside of Biochem is minimal due to the fact that, once you reach max level, all gear that is acquired through PvE and PvP is better than all crafted equipment and mods (mostly through the Commendation and token vendors). Is this being looked in to?

Georg Zoeller: Absolutely. With the upcoming Game Update 1.2, we are adding endgame crafting for all professions. This includes augment crafting, the ability to crit-craft custom (orange) gear with augment slots, new endgame schematics, new color crystals, expanded and improved research and reverse engineering and much more (we're up to 4 pages of crew skill related patch notes in 1.2. alone)

Combined with new features such as the ability to extract base-mods from purple items (including the set bonus) and the improved color matching feature, crafters of all professions will find themselves in a lot of demand once the update hits.


Toxin_Polaris: Do you plan to have mini-games like swoop races or pazaak? And if so what is the priority for this? Can we expect them this year?

Damion Schubert: We love mini-games, especially the ones that speak to the heritage of KOTOR. When would something like pazaak make its way to you? Hard to say - it's not on our immediate horizon, and we'd most likely do it at a point where we want to make a large splash.


Twaggy: I find it troublesome to compare mods/enhancements/armoring/hilts/crystals that are installed in my armor or lightsaber. Will you be implementing something that lets you see the stats of what you have (like the comparability you can do of the boots - boots or jacket - jacket)?

Georg Zoeller: This is a convenience feature on our list of things to look at once the higher priority UI features and community requests have been addressed. We definitely think it's a good idea, but where it falls in terms of prioritization makes it impossible to give you an ETA at this point.


TheJestersHat: What is BioWare planning to do about performance issues that people get with Warzone, open world PVP, and general FPS issues?

Damion Schubert: We have an internal strike team that is fully devoted to ensuring that the game runs better and faster, especially on low end machines, and we consider this team's work to be a crucial internal initiative. You should see evidence of this work as soon as Patch 1.1.5, when we will be introducing a new 'very low' setting to shader quality, which should drastically increase the number of mid-to-low machines the game can run well on, especially in Warzones and Operations.


Frung: Have you considered adding a "companion" loot roll option?

Damion Schubert: We've discussed it and have a design for it - when we do this, we will make it so you can only roll 'need' on items that your advanced class is meant to use in one of its specs. I do not currently have an ETA on this feature.

 
Belthazaar: I like my ships but, I was wondering if or when we will be able to purchase, make, or steal a new and different ship beyond the one that we currently get from our class quest?

Damion Schubert: Unfortunately, the nature of our ships as central story areas for all of our class content, and all of the associated triggers and cinematics that must therefore be done on the ships, means that giving players new ship models, particularly interiors, is very, very hard for us. We will probably look at addressing this instead by providing a greater sense of ship customization at some point well in the future. But it's someplace we definitely want to go!


WE NEED TO FIND OUR FURIOUS ANGELS UNIFORM NOW.
Title: Re: Weekly Community Q/A
Post by: Heironymus on February 25, 2012, 10:51:40 am
Quote from: "Tecknik"
Quote from: "Fuse"
And OP. Each AC is too unique. I'm glad they're not implementing that.

I'm against infinite AC swaps, but I do feel like each character could be granted one swap, if not two.

One, in the case that you pick one AC and realize down the road that it's not what you're really looking for.

Two, in a case where you swap and realize you shouldn't have swapped.

Yes, I understand the "Well just roll a new character blahblahblah" mentality, but not everyone has the time to just roll a bunch of level 50s.

I don't want to switch ACs, but I know there are plenty of people out there who do.



I think if they did allow an AC swap it should have  alevel limit.. like say 30 or 35. that way it gives you plenty of time to get a feeling for not liking it or liking it but it prevents powerlevelers from taking advantage of the system
Title: Re: Weekly Community Q/A
Post by: Ademaro on March 02, 2012, 09:26:50 pm
New week of Q&A
Quote
JediCarve - Will our ships ever get upgraded to include mailboxes and the Galactic Trade Network so that we will be able to access those without having to go through the process of load screens and Orbital Stations/Spaceports?

Damion Schubert (Principal Lead Systems Designer): On one hand, we really like making the ships richer and more useful, and on the other hand, we also want to be sure that the fleets feel like vibrant centers of the game community. So the answer is... Yes! And this feature is coming as soon as Game Update 1.2 ... as ship features you can unlock as part of the Legacy system. Watch for more information about Legacy unlocks coming in Game Update 1.2 - we should be dropping that Real Soon Now.

 

spcdog - When will we be able to add people to our Friends List who are not online? The main point of the Friends List is to let you know when friends are online. Right now, I have to already know when friends are online to add them, which kind of defeats the purpose.

Damion Schubert: This is a bug - thanks for calling my attention to it (this issue is somewhat sporadic, so it fell through the cracks). We are getting this into the pipe to get fixed, most likely for Game Update 1.2.

 

ThtreLady - Can we get character achievement announcements in the guild chat channels? I.E. Krysari is now level 39, etc? I'd love to be able to congratulate my fellow guildies, but I have no way of seeing when they level up or kill something spectacular.

Damion Schubert: This is a good idea - cheap but effective features like this are, as a designer, among my favorites. I'll bring this to the Guild Team, but no telling when they will prioritize it compared to the other guild love they are working on.

 

Arodin - Characters with a neutral or "grey" alignment are at a disadvantage because there are almost no Relics that they can equip until endgame. This forces players to stick with either light side or dark side dialogue options exclusively, limiting freedom and roleplaying. Will Relics be added that can be equipped by neutral-aligned characters, and are there any other plans for neutral gear?

Damion Schubert: Grey alignment is in the pipe - we have a design, and that design includes a plan to make the itemization fair for light, dark, and grey. I do not have an ETA for this feature at this time, but can't wait to announce one.

 

Evilvision - Any chance of getting the ability to lock our camera angle? I probably spend 20% of my time during PvP adjusting this when I should be well.... PvP-ing.

Damion Schubert: The ability to turn off smart camera is in Game Update 1.2 (this is what makes the camera swing behind you when you start to move).

 

Rtwozero - Any plans to implement region by region maintenance times?

Blaine Christine (Sr. Producer, Live Services): At this time there are no plans to implement separate maintenance times by region. Star Wars: The Old Republic is a global service with no restrictions on a player's server choice.

Unfortunately the trade-off is that we have to maintain a single service environment, which leads to global maintenance periods. We are very sensitive to the fact that we are limiting play time once per week with a global scheduled maintenance.

We have carefully examined global peak times and the number of players affected by our planned downtime. Those of you that have been with us since launch may have noticed that the first few patches were scheduled at 4 AM CST; we very quickly adjusted to 2 AM CST. The reason for this adjustment was an analysis of the peak time play patterns by region that resulted in the current start time.

We understand that this is especially concerning to players in the European and newly opened Asia/Pacific server regions. We will always do our best to minimize the downtime, but it is the only way that we can perform critical service updates on the game client and on the game's network infrastructure, underlying platform systems and so on.

Thank you for bringing your concerns to us - we will always listen and do our best to make adjustments when possible, but at this time, we have to move forward with a single global maintenance period.

 

CaptainJammo - Can you clarify the role of the Accuracy stat? Right now, it seems lackluster and/or unnecessary for many classes, yet it appears on all of their end game gear.

Georg Zoeller (Principal Lead Combat Designer): Accuracy counters your target's ability to defend (dodge, deflect, etc.) against your attacks. You are correct about the accuracy budget on the current end game gear being too generous for most scenarios - unless you are a dedicated tank killer in PvP, you probably do not need as much as you get from Rakata gear at the moment and you should consider swapping out some mods to support your preferred playstyle.

For the upcoming tier of new gear, we have an improved distribution of stats for both PvP and PvE gear.

 

Gidoru - In last week's Q&A, you detailed upcoming changes to the Crafting System with crit crafting orange gear and removing base mods from purple gear. I think that this issue needs some clarification, as what was stated essentially suggests that orange crit crafted gear will always be superior to either PvP or PvE gear. This is because players will be able to simply remove the mods in their PvP or PvE gear and place it in a piece of crit crafted orange gear that will additionally provide extra stats as a result of the augment slot. Is it your intention to make crafted gear superior to gear obtained in other ways?

Emannuel Lusinchi (Technical Design Director): Yes, for Game Update 1.2, this is correct. Crafted gear is, in theory, superior to endgame gear obtained in other ways. However, it is worth pointing out that putting together crit crafted gear, including item modifications, requires more effort, not less. Now, the reason I specifically mention Game Update 1.2 is that we will introduce new mechanics in a future update that, without diminishing the usefulness of crit crafted items, will bring some interesting changes and that's all I will say about that!
Title: Re: Weekly Community Q/A
Post by: Anamodiel on March 16, 2012, 09:37:41 pm
This week's Q/A is up! http://www.swtor.com/blog/community-qa-march-16th-2012

Only really important thing to note, in my opinion...

Quote
Loreki: Will the new crafting items coming in Game Update 1.2 have their own grade of materials and if so; how will you fit the nodes into the existing end-game areas?

Georg: The majority of Game Update 1.2 crafting content will seamlessly integrate with the existing system, meaning they will make use of existing endgame materials. The newly craftable augments will use new materials supplied by Slicing missions, while the newly created PvP crystals will use new materials bought by PvP commendations. We did add additional nodes for high-end materials to the daily areas and changed some of the operations materials to be Bind on Equip....


ALIEN DATA CUBES/SELF-PERPETUATING POWER CELLS WILL NO LONGER BE BOP!!!!!

Maybe we'll get really lucky and Biometric's will be BOE, too. One can only dream...
Title: Re: Weekly Community Q/A
Post by: Broin on March 16, 2012, 10:14:49 pm
PVP crystals... I'm wondering if this means that expertise is going to be the name of the game for PVP warzones and if so then we should be getting the expertise white crystals for pvp and the power/crit/etc for pve?  

THOUGHTS?
Title: Weekly Community Q/A
Post by: Sared on March 16, 2012, 10:18:29 pm
Quote
SpaniardInfinity: At the Guild Summit, the question was asked whether or not Commando/Mercenary would receive an in-combat revive (at least in the near-future); to which the answer was no. I am curious, however: what is the rationale behind this design choice? As it stands, Commandos/Mercenaries can overcome their weaknesses (AoE and mobility) with practice, effort, and smart skill/ammo use; none of that will help us work around being the only healer unable to raise an ally, however.

Georg: The answer at the Guild Summit pertained to Game Update v1.2 for the most part. While different classes have different utility in the game (by design), we feel, based on feedback from our top end guild testers, that with the increased usefulness of in-combat revives coming in Game Update 1.2 (we increased the amount of health players come back with), it is necessary to re-evaluate this topic. We're not categorically opposed to adding an in-combat revive to the class in the long term, most likely around the same time we add another Quickslot Bar to the game.


You know, the motherfuckers they actually listen to.
Title: Weekly Community Q/A
Post by: ZephixLeer (Zephic) on March 16, 2012, 10:35:38 pm
Quote from: "Sared"
You know, the motherfuckers they actually listen to.


Yeah, who the hell are these guys anyway?!

(http://nixiepixel.com/media/blogs/a/sexy_funny/gamers2.jpg)

...oh right.
Title: Weekly Community Q/A
Post by: Sared on April 21, 2012, 08:21:08 pm
http://www.swtor.com/blog/community-qa-april-20th-2012

Quote from: "4.20.12 Community Q&A"
BlackMink: Could you please explain SWTOR's threat mechanics? What exactly do the de-taunt abilities do, and how exactly is threat generated? Is threat directly related point for point to the damage you do, or does each individual ability generate a pre-set amount of threat?

Cameron Winston (Combat Designer): Threat is calculated based on damage done, plus or minus certain modifiers, with one damage translating directly into one point of threat. These modifiers are always called out in the abilities which adjust them. For example, Soresu Form increases your threat generation globally, while Crushing Blow or Hilt Strike specifically generates extra bonus threat when activated.

De-taunt abilities reduce your threat level by a flat percentage of its current value. Healing generates less threat than damage and is split evenly among all enemies you are currently fighting.

 

Keldain: Love the stuff for 1.2! I think you guys are doing a great job on addressing the issues of the community. Just one thing I would really like an update on: is there any movement on getting an option to toggle hoods on and off?

Damion Schubert (Principal Lead Systems Designer): This is totally in the plan, but we are unsure at this time when it will get to you.

 

Pierre-olivier: Will it be possible to create a guild uniform or get a distinctive sign. I mean other than the name displayed above the character?

Damion: At some point, this will be possible.  No ETA yet, but we have a design fleshed out.

 

Irouven: What is the idea behind the selection at the equipment vendor for planetary commendations? Sometimes you get boots, sometimes chest-armor, never a potential "full" outfit.

Damion: We don't want you to get all of the pieces of an armor set from any one source of gear.  We want you to do multiple activities in the game to build out a full set of gear.  This is a conscious decision on our part to encourage and reward playing multiple facets of the game.  So you should do other things -- heroics, check the GTN, etc -- the full set of gear is out there.

 

TheCritter: If I delete a character with Legacy unlocks do I lose those unlocks? For example, if I have a human female Sniper at level 50 with Act 3 completed will I lose the race unlock, Heroic Ability, and class emote for my other characters if I delete her?  

Damion: You will keep all unlocks that you have managed to unlock so far.

 

Zawny: Any chance there will be an effort to develop account storage somewhat similar in nature to guild banks so that characters on an account can access items rather than mailing them under what the current plan appears to be?

Damion: We have a plan for this.  However, since there is currently a workaround for this (mailing items to your alt), this is a lower priority than some of the other improvements we have earmarked for the legacy system.

 

DarthBloodloss: Why doesn't ranked War Hero armor (or the new tier of PvE armor) have augment slots?

Georg Zoeller (Principal Lead Combat Designer): It is possible to obtain ranked War Hero appearance with augment slots from crafters on the GTN. The schematics for the those items can be found on the PvP vendor and a critical success while crafting them will result, as with other armor, in an additional augment slot.

It is also worth noting that we will be adding a way to add an augment slots to existing modifiable armor in a future game update.

 

Aikiyc: Can we get a clarification on how interceptions in Huttball work? Currently, it seems to be mostly random, with a somewhat increased chance of intercepting if all the allied receivers are stunned. Does the number of allies VS enemies factor in? Closest to the center of or edge of the passing zone?

Gabe Amatangelo (PvP & Endgame Designer): The player closest to the center of the landing spot circle who is not stunned or mezzed will receive the ball, regardless of what team they are on.

 

Grandmthethird: It seems to me like some companions have a hard time when it comes to gear. I'm sure there is more but I'm thinking specifically of Torian and Skadge. It seems impossible to get aim melee weapons. Is this an oversight? Or am I simply missing something?

David White (Systems Designer): Aim melee weapons are used by a very small subset of companions.  For this reason we tend to distribute those items through either vendors or class specific quest rewards.  Our goal is to make these items reasonably available without constantly putting essentially "worthless" items in front of players who do not care about them.  We also make the items customizable (orange) when possible to make it easier to keep them up-to-date by swapping out the Mods and Enhancements.  Ultimately it's a delicate balance to make sure they can be reasonably found and maintained by the players who care about them without them becoming a nuisance to players who might not even understand why they exist.
Title: Weekly Community Q/A
Post by: Anamodiel on May 27, 2012, 12:41:15 pm
Quote
llesna: Can you please tell us why the upcoming Legacy additions for Game Update 1.3 are character-specific rather than Legacy-wide?

Daniel Erickson (Lead Game Designer): Legacy Perks have a different purpose than global unlocks and are specifically designed to enable players to customize each individual character. Since you may not care about Space XP or running the Bonus Series missions on one character it is important that you're not paying a premium that is calculated at the expense of 8 or more characters all gaining this benefit. This also means the Legacy Perks will, as a rule, be more affordable than the global unlocks.


Ixum: Daniel Erickson said in his interview that there will be no new gear sets in Game Update 1.3. Does this mean there will not be any new orange gear as well?

Daniel: Although there are no new gear sets, the addition of Adaptive Gear opens up a range of new options for characters, especially those wearing medium and heavy armor. Now any of the social gear sets can be used by any class and they will automatically change stats to be the correct armor level. With the addition of the Augment Tables, players can additionally take that social gear and get Augment slots added that will make it competitive with any gear in the game-once the right mods and augments are gathered, of course.


Mindspore: Any update on Ranked Warzones in 1.3?

Daniel: Ranked Warzones is on track for 1.3. All the heavy lifting (ratings, group persistence exiting warzones, etc) is done and right now we are working through some emergent conflicts with Group Finder and the process of queuing for multiple activities at once with multiple temporary groups.



Mallorik: What is your philosophy on cross server LFG tools? Are we getting a same server tool just to hold us over while you work on cross server tech or is this just a test to see if a same server tool will do the job?

Daniel: Although we're certainly willing to entertain the idea of cross-server LFG tools if the need arises, it's a last resort for us. We firmly believe for cooperative play it is important to have a community and social responsibility that you simply can't have with players appearing and disappearing from your reality. Instead we are pushing hard on servers that are massive compared to the ones we launched with. Early tests show we'll be able to raise the peak concurrent user cap above what it was at launch. Combining that with server transfers to enable players to move to these new servers and fill them to the brim, we should see some fantastic, vibrant communities develop where Group Finder will always be able to find someone for your content.  


CompassRose: Many players are concerned about the upcoming character transfer feature. One question frequently being voiced in the forums is that of retaining their legacy surname. Is there a mechanic in the transfer feature that will notify a player if the destination server they choose already has their surname locked by another player?

Daniel: We're not quite (almost!) ready to talk about the specifics but rest assured we are doing everything we can to make the process as easy and low-impact to the greatest majority of players as possible. We should have better specifics soon.


BlazingShadow: Will we see the return of our favorite droid HK in some form?

Daniel: The great thing about droids is that they can be rebuilt. Of course, HK-47 wasn't the only HK model ever built...


Asturias: Are you guys looking to let players incorporate a Bio for each character so others can read it. I always loved how some MMOs had this option for others to read a quick Bio of my character that I created and I could read theirs.

Daniel: Unfortunately because of our intricate mission systems we are carrying a massive amount of variables for each character already so we are forced to be a bit stingy with things like customizable text. That said, we're already researching solutions for making this content lighter to drag around with each character and I'd love to see it. Nothing soon, though.


Ximix: Are there any plans to revisit ability animation issues between mirror classes? For example, several "instant" Sage abilities actually have 1-2 second activations while Sorcerer abilities activate and deal damage instantly. Just like the Commando vs Bounty Hunter animations, in PvP these discrepancies can be huge.

Austin Peckenpaugh (Senior Designer): Whenever you use an "instant" ability, the server receives and process that action without any animation dependency (read: instantly), but the impact VFX and flytext are synced to the attack animation on your client. This is done to make the game look good and give attacks a sense of weight and impact without affecting timing or balance.

There are some notable exceptions to this that are real delays and real discrepancies that we're aware of and are addressing. In the case of Shock and Project, there is a real delay (on the server) before Project deals its damage, and that's something we're fixing in 1.3. The other real delays that we're aware of are in Smash and Force Sweep, but we don't yet have a fix for those.

If you believe additional abilities have delays or are not mirrored, you'd have to point them out specifically. With the exception of the abilities I've already mentioned, so far our investigations have shown that the discrepancies being reported are the intentional ones that make the game look good and feel right and, to reiterate, do not impact timing or balance.


gabarooni: As a long time tank (nearly 10 years), I've come to the conclusion that holding Aggro is not fun. Tanks already have to watch their survivability, cooldowns, position mobs, watch their groups position and health, and fight the mobs-all of which I enjoy. Are there any plans in Game Update 1.3 to increase threat generation for tanks? Especially for Guardians and Juggernauts?

Austin: Actually, yes. We'll have more detailed information for you soon, but you can expect some improvements in threat generation, AOE threat, and quality of life.


Hargan: Will the Commando Gunnery spec be rebalanced after the changes in Game Update 1.2 so that we are back on par with the DPS output of similarly geared Sages/Gunslingers/Sentinels in Operations?

Austin: I think I'll confirm a lot of suspicions with this answer, but the bugfix that addressed Demolition Round scaling had a large enough impact on Gunnery DPS that it surprised us, too. Although Gunnery and Arsenal had been hitting our targets, it became harder to do so than we were comfortable with. Another way to say that is that the "low end" of our test results was hit too frequently by too many people. The changes you're going to see are mostly in resource management and usability, which will make it easier for you to deliver the considerable damage you already wield. We'll have more detailed information for you soon.


Brutalos: What class balances can we expect from Game Update 1.3 and will it undo some of the changes done in 1.2?

Austin: Game Update 1.2 brought damage dealing and healing roles closer to target than they had previously been. If for you and your class that meant a reduction in performance, that can be a hard thing for me to justify to you. I think it's fair to say that some of those changes were made by reducing usability instead of just reducing numbers, and it's these usability issues that we want to correct and negative changes to usability that we don't want to repeat in the future. Like I said before, we'll have more detailed information for you soon, but if I had to identify a motif for class changes in future updates, it'd be "improved usability."


Supaaq: I am extremely excited to see a Group Finder being added to SWTOR in Game Update 1.3. I would say of all the features I wish the game could have ASAP, that definitely tops my list. What else can you tell us about the specific implementation of this most welcome improvement? Will it automatically teleport group members to the entrance when the group forms?

Damion Schubert (Principal Lead Systems Designer): We are very, very close to releasing the full design of the feature in an imminent blog post written by yours truly. That being said, highlights do include that it can be used for flashpoints, heroic flashpoints, ops and planetary content. For the instanced combat, it will give you a free teleport to the content location once all group members agree to the group.


Gangawolf: I am curious about the cost of repairing gear, particularly in the end-game. When I die, I find that the cost to repair my Bounty Hunter's gear is just under half what if costs my Jedi Consular (and they are similarly geared in terms of level of gear). Likewise, my Smuggler falls somewhere in between the two. Again, not a scientific sampling, but it seems like heavy armor sets are cheaper to repair than medium armor sets which in turn are cheaper than light armor sets. Why wouldn't repair costs be the same across the board for similar level gear?

Jason Attard (Senior Game Balance Designer): Repair costs are tied to the percentage of durability your items have lost (in addition to item level and quality). Currently heavy armor has a higher durability score than medium or light armor, so it degrades more slowly in combat and it is thus cheaper to repair over time. This was put in place fairly early in development to give tanks a bit of a break on their repair costs (back before we had lightly-armored Shadow/Assassin tanks). With the introduction of Adaptive Armor in Game Update 1.3 this design decision is definitely getting dated, so there's a good chance we will normalize the durability of all armor types in a future update.


tkinnunzero: In Game Update 1.3, can you briefly summarize what is the endgame Operation gear progression, i.e. what is the path a fresh level 50 is intended to be following that will see him/her eventually conquer the highest difficulties and end up fully decked in Best-in-Slot gear in every slot?

Jason: We expect a fresh level 50 character to start with a mixture of high level Premium and Prototype gear from missions, crafting and planetary commendations. For players interested in Group PvE end-game content the first step would be to use Group Finder to go through the Normal Mode Flashpoints until you acquire a full set of Prototype gear, probably mixed with several Artifact/Tionese items or mods. Next up would be hard mode Flashpoints (starting with tier 1 then moving on to the harder tier 2 Rakghoul Flashpoints) and story-mode Operations (starting with Eternity Vault then moving on to Karraga's Palace) where you pick up your Columi/Energized gear. Finally you'd get into story mode Explosive Conflict to pick up your Rakata gear, and use the Black Hole commendations to start picking up Black Hole gear. To progress past this point you'll need a guild at your back capable of doing Hard Mode and Nightmare Mode Operations. Starting into hard modes immediately after story mode Eternity Vault will let your dramatically accelerate your Columi and Rakata gearing, and Hard Mode Explosive Conflict lets you rapidly pick up Black Hole gear and is the only way to pick up the top-of-the-line Campaign gear set.

Once you have good gear that you feel you're going to hold on to for a while you can improve it by adding Augments through crafting and Item Modification Tables. You can also optimize it by extracting mods from duplicate pieces of Operation gear to get the perfect balance of stats for your character build. Crafting also has a role to play, especially if your guild has a lot of extra Operation gear they can reverse engineer. It allows you to augment your gear more quickly and cheaply, customize the look of your gear, and help gear up your new guild-mates with powerful crafted mods and items.

If you enjoy solo content playing the daily mission hubs on Ilum, Belsavis and Corellia can help rack up the credits and accelerate your early end-game gear progression. The Galactic Trade Network provides opportunities to buy powerful mods and items with all those credits, while providing a decent income for the end-game crafters.

Our plan for future Operation game updates is to have Group Finder players to progress from Story mode to Story mode, while Operation guilds move into Hard Mode of the new operation (possibly dropping back into Story Mode to learn fight mechanics or gear up new players) then progress into Nightmare Mode. We intend to introduce Hard Mode and Nightmare Mode in the same update (Nightmare Explosive Conflict was delayed to allow us get some exciting new Nightmare Mode tech into the game which we should have more details on soon). We're also planning on having Hard Mode Flashpoint rewards continue to progress as we introduce new tiers of content, allowing new players to skip past some of the earlier Operations (if their guild has already completed them and doesn't wish to go back, for example).
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