About David

David Holloway has been involved with gaming since the early 1970′s and with virtual worlds since heavy use of a MOO in 1993 – he even admits to having owned a Vic 20 and used it heavily to play cassette-based roleplaying games. As far as Star Wars goes, he still owns his original set of Star Wars figures and can vouch for the fact that a 1978 Stormtrooper can be blown to bits by shooting it with a slug gun from a distance. He’s also played Star Wars games as far back as the Super Nintendo console and to this day is devastated by the accidental erasure of all his progress on Lego Star Wars on the Wii.

Star Wars: 1313 Preview

I’m not even going to attempt to compare what you see below to SWTOR – it’d be a totally unfair comparison. That said, am I the only person that dreams of playing an MMO one day that’s of this level of graphic quality?

Have a look for yourself:

So I’ll say it again: would you pay big money for an MMO that looked like Star Wars: 1313?

BioWare unveil new planet and content in SWTOR

With E3 underway, BioWare have unveiled a nice video showing off a new space mission (Space Station Assault), new Operation (Terror from Beyond), new companion (HK-51 Assassin Droid), a new level cap (details unconfirmed), a new Warzone (Ancient Hypergates) and arguably most exciting of all, a whole new world to explore, Makeb.

Have a look at the video for yourself here.

Seeing all this content is encouraging, in that it puts some meat on the bones of BioWare’s claims post-layoffs that there’s heaps more content to come.

On the downside for me, there doesn’t seem to be a great story emphasis on the new content. What I mean by that is that this update doesn’t seem to fall within an overall story arc. It doesn’t even have a name as such, probably because the previewed information isn’t a bundle that’ll be released as a single update. Even so, if there’s a new level cap, there’s obviously a new storyline, and I find it interesting that that’s not the focus. It could be because of the criticisms around end-game content, but surely story should still be the driver?

Of course, there’ll be lots more information drip-fed in coming months, and story may become central to that. In the meantime, it’s good to see what’s up ahead.

Over to you: of the new content revealed, what excites you or leaves you a bit cold?

All we know about this content is that it’s coming in the ‘next year’

Server Downtime: 5th June 2012

Another standard four-hour maintenance this week. The full post from BioWare below, but the local time conversions are:

AEST: 5pm-9pm
AWST: 3pm-7pm
NZST: 7pm-11pm

Hello everyone, we wanted to let you know that we will be performing scheduled maintenance for four hours on Tuesday, June 5th , 2012 from 2AM CDT (12AM PDT/3AM EDT/8 AM BST/9AM CEST/5PM AEST) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST). All game servers will be offline during this period. This maintenance is expected to take no more than four hours, but could be extended.

This weekly maintenance is done in order to make general improvements and to check performance of the game so that we can continue to provide a consistent, quality experience. Quite often (but not always) after a maintenance period there will be a patch to download. After the maintenance, please login via the launcher to download the latest patch. If your launcher was open during the maintenance, you must close and reopen it for a fresh login.

Scheduled Maintenance

Date: Tuesday, June 5th, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8 AM BST/9AM CEST/5PM AEST) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST).

All game servers will be offline during this period. This maintenance is expected to take no more than four hours.

SWTOR Video News: MCM Expo and Layoffs

Asher’s back with another quality roundup of the week that was! Notes below the vid as always. Enjoy!

Facebook
http://www.facebook.com/lenc0rp

—– THIS WEEKS NEWS —–

MCM Expo Stream
http://www.twitch.tv/gamespot/b/319398572

Bioware Response on Lay Offs
http://www.pcgamer.com/2012/05/28/swtor-lead-designer-on-bioware-austin-lay-o…

Community Q&A
http://www.swtor.com/blog/community-qa-june-1st-2012

Next Weeks Q&A
http://www.swtor.com/community/showthread.php?t=469736

Patch Notes 1.2.5
http://www.swtor.com/patchnotes/1.2.5/5302012

Patch Notes 1.2.5 Addendum
http://www.swtor.com/patchnotes/1.2.5/5302012

Maintenance June 5th
http://www.swtor.com/community/showthread.php?p=4516896#edit4516896

Server Transfer Testing
http://www.darthhater.com/articles/swtor-news/20542-bioware-preps-for-server-…

Community Team Update
http://www.swtor.com/blog/community-team-general-update-may-31st-2012

Star Wars: The Old Republic: Deceived
http://www.amazon.com/Star-Wars-The-Republic-Deceived/dp/0345511395/ref=sr_1_…

Speeders
http://dulfy.net/2012/05/29/complete-high-res-catalog-of-all-swtor-speeders/

Double Ended Lightsaber Hilts
http://www.swtor.com/community/showthread.php?t=466696

FAN ART
http://th00.deviantart.net/fs71/PRE/f/2012/153/5/2/swtor___malavai_quinn_dist…

http://www.forcejunkies.com/wp-content/uploads/2011/10/bountyhunter.jpg

http://swtor.gamingfeeds.com/wp-content/blogs.dir/5/files/HLIC/f70b4b1df190ad…

http://i56.tinypic.com/2nbedg4.png

Community Q&A 1st June: Augments, Downtime and PvP

BioWare are back with a bunch more answers to SWTOR community questions.

After last week’s 1.3-fest, it’s onto a more wider ranging discussion including an answer on what actually happens during that 4-hour downtime we experience each Tuesday.

The full Q&A is here for you below, enjoy:

Lymain: You announced that Ranked Warzones are still on track for Game Update 1.3 in the May 25th Q&A. Is the plan still to implement this feature incrementally, starting with only pre-made teams of eight? Will queues be cross-server initially? Or will cross-server queues be implemented at some point after the first stage of Ranked Warzones makes it live?

Daniel Erickson (Lead Game Designer): That is correct. First implementation (pre-season) will be pre-made teams of eight and will not be cross-server.

JimG: For the new augment slots for Game Update 1.3, will the tier of augment slot raise the level required to equip the gear? For example, if I have a level 11 piece of orange gear and add the highest tier augment slot to it, can I still equip it at level 11 assuming I don’t put an augment in it that exceeds my level?

Daniel: You can still equip the item so long as you don’t put mods that exceed your level into the augment slot. In addition, the high tier augment slot can use any augment of a lower tier as well so you can steadily upgrade with level-appropriate augments without having to worry about upgrading the slot itself since you put the highest tier slot on to start.

Dzeiger: With the changes to make social gear “adaptive” and augmentable and thus more desirable, are there any plans to revise the social points system? For example, making it per-Legacy rather than per-character, and/or expanding options for social point gathering at endgame that doesn’t involve endless Esseles and Black Talon runs.

Daniel: Yes, the social point system will be getting a major revamp in the future and many of our systems will be going Legacy-wide, though whether social is one of them is still under discussion. In the meantime, Game Update 1.3 will bring social points to all Flashpoint and Operation boss kills, meaning far more social points just for being social and playing with friends.

Iracaelestis: Currently, crafting missions have a chance to drop schematics from the opposite faction. Given the uselessness of these schematics for the crafting player’s faction, combined with a cumbersome and intentionally difficult means of trading with the opposite faction that’s not being used, what is the justification for this and are there any planned changes for the future?

Daniel: They are an intended part of the system and are there to cause cross-faction interaction which will soon be much easier as we finish out the last few steps and the Hutts formally take over all of the GTN terminals in the galaxy.

Anastre: The Legacy system currently allows you to create ties with perks and unlocks using your own characters on the same server. The thought crossed my mind that it would be cool if you could add the characters of another player to a ‘joined’ Legacy. This way, you could gain Legacy levels a bit faster if you work together. It also gives you a reason to befriend other players. Did this idea cross the mind of the developers?

Daniel: It definitely has. People want to marry other players officially, build family groups, share histories and last names, and much more and it’s all in the queue for the future of Legacy.

LKaras: What will you be doing to keep guilds and server communities together once server transfer is implemented?

Joveth Gonzalez (Online Community Manager): Once server transfers are implemented, we will re-evaluate our server group forums and make any changes that are necessary. We also have Community Coordinator Eric Musco as the liaison to guilds and he has a lot of good ideas on how to work with them. Finally, we’re going to begin to highlight server community events on the Community Blog section of our site to make sure that they get proper attention. Rest assured that guilds and server communities are part of our overall focus within the community team.

Tuk-Teufti : Endgame crafted items are bind on pick up. It’s alright when they come from a drop, but when they come from crafting the system feels limited. What’s the point of crafting armor you can’t sell? Biochem seems once again the way to go for PvP players, along with a little of Cybertech for grenades. Are you going to give other crew skills exclusive features to rival Biochem?

David Hunt (Systems Designer): While the initial endgame schematics were all bound, that hasn’t carried over to some of the newer endgame crafted items. In Game Update 1.2, there are many reverse engineering schematics that are not bound. In general, we’re opening the restrictions on some of these kinds of distribution channels. There are some changes in Game Update 1.3 that impact the interactions between Biochem and PvP, and you can expect more general changes to level out crafting skill viability in future game updates.

Murshawursha: What was the logic behind choosing which Crew Skills get to craft Augment Kits? In Game Update 1.2 and before, if a player wanted, for example, an augmented Lightsaber, they HAD to buy it from an Artifice. Post-Game Update 1.3, if a player wants an augmented Lightsaber, they choose a Lightsaber that they already own (probably acquired through raiding or questing), and buy an Augment Kit from an Armstech, Armormech, or Synthweaver. This effectively cuts out the Artificer completely out of the market for augmented Lightsabers. Why was it done this way, rather than simply allowing Artificers to make Augment Kits that could only be applied to Lightsabers or Relics, Synthweavers to make Augment Kits that can only be used on force armor, Cybertech on earpieces, etc?

David: There are two primary reasons that Augment Kits are limited to Armstech, Armormech and Synthweaving: 1) They are the augment crafters, and Augment Kits extend that service. 2) Prior to crafted augments, they did not have a substantial input into the item mod game and we want to open that up to more players.

We did not want to have lots different Augment Kits, because that would make finding the right item and kit combination substantially more difficult. Augment tables are intended to make it relatively simple to get any item to the same power cap, and lots of kit variation introduces the possibility that it would be hard to get some items to hit the same potential. While this is how augment tables work now, all Crew Skills will continue to evolve based on player feedback and game data.

Insomniel: Is it possible to make tiny adjustments to crafting dialog? Namely, could you save schematics filter settings per character or even per account – I like my schematics sorted by level and it is rather irritating to sort them this way almost every time I open the dialog after changing locations or relogging. It would also be nice to start with collapsed schematics trees .

Damion Schubert (Principal Lead Systems Designer):  This is a good idea.  I will pass it on to the GUI team.

Monkgryphon: Can you break down the Random Flashpoint daily and explain how it will work and what sort of rewards it will grant?

Damion: With the Group Finder, we will be adding the concept of a Random Flashpoint. If you do the Random Flashpoint with a Group Finder assembled group, you will earn a reward. Currently, this reward is in the form of level-appropriate commendations which may be exchanged for equipment at a vendor. At level 50, there are there are separate daily rewards for normal and hard mode Flashpoints, as well as story mode Operations. These rewards escalate with the difficulty of the content.

Ashivauto: There are quite a few threads on wanting open world PvP and a lot of good ideas on open world PvP content. My question is: are there any plans to implement something that would encourage open world PvP such as faction points for factional items, or planetary control. Maybe even rewards or commendations for open world kills?

Gabe Amantangelo (PvP & Endgame Designer): Yes.  We have open world PvP content and incentive systems in the works.  We will update you as soon as we can.  They will likely come in parts, as opposed to all at once.  For example, a proper incentive system for defeating players in open world PvP may come in first.

Lord_Franklin: This may be a bit off-topic, but oh well: I have recently been wondering what actually happens during that 4 hour or so window once a week when you take the servers down for maintenance. What’s happening typically on your side when I’m sitting there refreshing the server status page?

Blaine Christine (Sr. Producer, Live Services): Many things happen in that precious four hour window and it varies from week to week.  Typically, we have a patch deployment for the game along with possible web, network, infrastructure, hardware, and/or platform maintenance, just to name a few possibilities.  Taking the game patch as an individual item, the full process takes several hours, beginning with that lovely in-game message that you all get fifteen minutes prior to the actual kick from the game.  At the T-15 mark, we start in-game messaging and put the servers in Maintenance Mode so that no one else can enter the game.  At 2:00 AM CDT, we kick everyone out and start the shutdown process for all of the servers which takes another ~15 minutes.  Then there are several steps to the actual deployment of the patch which can take an hour or more, depending on complexity.  After the deploy, we have to start the servers back up and have CS perform spot checks of the servers while they are in Maintenance Mode (so they still appear offline to the players).  In some cases, we may detect issues with the spot checks that need to be resolved or at least double-checked before we open to the public.  After all of that, we finally open the gates again and notify all of you via the Forums and Launcher that the game is once again ready for play.

We certainly strive very hard to ensure that we condense this process down as much as possible to reduce the impact on playtime for you, our customers.  Most of the time, we manage to get the game back up earlier than we projected, but occasionally an unforeseen issue with the maintenance causes us to go over the projected timing.  As we get closer to the end of the maintenance, there is a lot of hectic activity if things aren’t going well, because everyone here takes their responsibility seriously and wants to ensure the best possible experience for all of you.  If we go over time, it constitutes a hair on fire emergency that requires all hands on deck to resolve as quickly as possible.

BioWare announce Community Team changes

SWTOR’s Online Community Manager Joveth Gonzalez has posted an update introducing the revamped Community Team. That full post is recreated for you below, but the obvious change aside from allocation of specific responsibilities is the lack of a stated role for David Bass.

We have an unconfirmed report that David has decided to leave the team of his own accord. If that’s the case, then like Stephen Reid we wish him mightily well and thank him for the friendly approach he’s taken with us throughout!

The full post:

Hi everyone,

Last week, we mentioned that changes were coming to the Community Team and I wanted to take some time to go over them. I’m going to briefly outline one of our new initiatives, discuss a new shift in responsibilities for one of our main team members, and introduce the rest of the team.

The aforementioned initiative is intended to improve communication between the fans, the Community Team, and the development team by creating focused specializations. In short, going forward, each Community Team member will be specifically focused on a particular aspect of our game (PvP, Crew Skills, Operations, etc) and paired up with the appropriate developer so that they can respond to players more efficiently. We’re still finalizing details internally, but as soon as every aspect of this project is in place, we will let you all know. We’re all very excited about this and can’t wait to share more.

As many of you may already know, Community Coordinator Eric Musco will be taking over for Sr. Community Coordinator David Bass as the community liaison to fan sites and guilds. Eric and David have been working closely together over the past few weeks to ensure a smooth hand off. While we’re sad to see David leave, we wish him all the best in his new endeavor.

Finally, one of the very first things that we wanted to do with these new changes was to introduce ourselves. We’ll be giving you a very brief introduction this week, but you’ll be seeing more in-depth profiles from each of us in the upcoming weeks.

I’ll go ahead and start. My name is Joveth Gonzalez and I’m the Online Community Manager. I’m currently overseeing the development of our new community initiatives, wrangling up blog posts for the community blog, and handling various general day to day community issues. Oh, and I play as a Scoundrel because I love sneaking around.

Sr. Community Coordinator Allison Berryman is heavily involved in writing all of the Patch Notes and in managing the Community Representatives on our forum (they’re the people that help moderate our forums and keep them clean—we’ll be introducing you to them soon). Allison is also active in the forums, so you may have already seen her pop up in various threads. She currently switches between playing a Sage, Operative, and a Juggernaut.

Community Production Coordinator Alyson Bridge, along with Assistant Community Production Coordinator Courtney Woods, prepares and publishes content on SWTOR.com, and coordinates the localization of the website in French and German. Courtney also assists with writing and developing blogs for the Community Blog section of our site. Alyson plays as a Marauder while Courtney plays as a Sniper and Commando.

Community Coordinator Eric Musco, as mentioned above, will act as the community liaison to fan sites and guilds. In addition to that, he will be coordinating our presence at any upcoming shows. He is currently playing as a Trooper.

Community Coordinator Eric Campbell helps Allison with managing our Community Representatives. In addition to that, he handles our social media presence and manages our Social Media Representatives. Eric plays on the dark side as a Sith Inquisitor.

Live Community Coordinator Amber Green makes sure that any issues that develop get escalated to the Live Services team and gets messages out to the community accordingly. She is also on point for handling any community messaging for each maintenance window. Amber currently plays a Jedi Sage.

Finally, we have our European Community Manager Chris Collins and his incredible Community Team over in Ireland. I’ll let them introduce themselves properly in a future post, but they take care of the European community, including the German and French communities. They also help us with the localization of community blogs and other various documents.

And there you go. That’s a very brief intro to our team, and as I mentioned earlier, we’re going to be going more in-depth with each Community Team member in the upcoming weeks.

We’re excited about these new changes, and we hope that you are as well. We are committed to working with the community and we will continue to do so through Game Update 1.3, Character Transfers, and beyond.

Thank you,
The SWTOR Community Team

 

Over to you: do these changes make you feel more confident in regards to the SWTOR community?

Suggestion Box: Predicting Subscriber Numbers

With winter officially hitting Oz and NZ today, it means we’re officially allowed to spend more time indoors playing SWTOR. That means there may be a bump in local subscribers numbers, although with the US and Europe hitting their summer there will be the usual seasonal drop off in playing time which could affect subscriber numbers.

So on that basis, let’s play Nostradamus. By the end of our winter on September 1st, what do you think SWTOR’s subscriber numbers will be?

Uncle Owen and Aunt Beru Action Figures

It’s so, so wrong, but my word did I still laugh. A friend of mine posted these two pics on Facebook and in the spirit of sharing you know get to see them:

 

 

We always attribute other people’s work where possible, so if you created these beauties, please let us know and we’ll update the post.

Over to you: did you have a laugh?

Server Downtime: May 30th 2012 and things to do

Another standard four-hour downtime tomorrow night:
AEST: 5pm-9pm
AWST: 3pm-7pm
NZST: 7pm-11pm

If you get bored waiting, why not check out our latest podcast episode, watch some SWTOR video news, read a great opinion piece on SWTOR’s subscription numbers, or check out BioWare’s latest round of answers to community questions.

The full downtime blurb from BioWare:

Hello everyone, we wanted to let you know that we will be performing scheduled maintenance for four hours on Wednesday, May 30th , 2012 from 2AM CDT (12AM PDT/3AM EDT/8 AM BST/9AM CEST/5PM AEST) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST). All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than four hours, but could be extended.

This weekly maintenance is done in order to make general improvements and to check performance of the game so that we can continue to provide a consistent, quality experience. Quite often (but not always) after a maintenance period there will be a patch to download. After the maintenance, please login via the launcher to download the latest patch. If your launcher was open during the maintenance, you must close and reopen it for a fresh login.
Scheduled Maintenance

Date: Wednesday, May 30th, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8 AM BST/9AM CEST/5PM AEST) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST).

All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than four hours.

SWTOR Video News #7

Asher’s back with another great roundup of the week that was. Show notes below, enjoy the broadcast!

 

Facebook
http://www.facebook.com/lenc0rp

—– THIS WEEKS NEWS —–

Server Restarts
http://www.swtor.com/community/showthread.php?t=465804

Layoffs
http://www.swtor.com/community/showthread.php?t=462269

Scheduled Maintenance
http://www.swtor.com/blog/scheduled-maintenance-may-30th-2012

SWTOR Novel
http://www.swtor.com/blog/new-star-wars-old-republic-novel-cover-revealed

SWTOR Encyclopedia
http://www.amazon.com/Star-Wars-The-Republic-Encyclopedia/dp/0756698391/ref=s…

—– PATCH 1.3 UPDATES —–

Community Q&A
http://www.swtor.com/blog/community-qa-may-25th-2012-%E2%80%93-special-editio…

Next Weeks Q&A
http://www.swtor.com/blog/community-qa-may-25th-2012-%E2%80%93-special-editio…

IGN Interview
http://au.ign.com/articles/2012/05/21/star-wars-the-old-republics-13-patch-re…

PC Gamer Interview
http://www.pcgamer.com/2012/05/23/the-old-republics-daniel-erickson-talks-leg…

1.3 PTR Sign Up
http://www.swtor.com/info/news/%5Bnews-category%5D/20120525

—– COMMUNITY NEWS —–

2 Man Hardmode Flashpoints
http://www.swtor.com/community/showthread.php?t=463772

PVP Guide
http://www.swtor.com/community/showthread.php?t=451701

Race Around The Worlds
http://www.swtor.com/community/showthread.php?t=465288

Fan Art
http://www.swtor.com/community/showthread.php?t=460535

Flash Point 33: Nutless Monkeys and Lightwhips

This week we have an extra co-host, our own Tim Gow, who writes our weekly Fleet Pass column. Aside from some Diablo 3 tangents, we talk plenty of SWTOR, with 1.3 speculation and subscriber numbers not surprisingly dominating.

Points of discussion:
– Drop in subscriber numbers
– BioWare layoffs / Stephen Reid’s departure
– 1.3 conjecture
– Lore Update: Light Sabers!
– Random Diablo 3 chat
– Fleet Pass Column – what would you like to see from now on?
– Shout outs for our forums, Facebook page, Oceanic Guild listing, Google Plus page and Twitter account

Listen via iTunes or right here:

Community Q&A 25th May: SWTOR 1.3 Special

This week’s Community Q&A from BioWare is dedicated to 1.3. For mine, 1.3 has been covered pretty extensively and there doesn’t seem anything ground-breakingly new here, but it’s a great summary of some key areas around ranked Warzones, the LFG tool (which won’t be cross-server) and gear. Read the full Q&A below:

 

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).

Over to you: any info in here that’s new for you or got you excited?