Info-Thread zum Game

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Parth
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Re: Info-Thread zum Game

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Re: Info-Thread zum Game

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Re: Info-Thread zum Game

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Re: Info-Thread zum Game

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Pressemitteilung, Verkaufszahlen: http://www.swtor.com/news/press-release/20120201 (2mio Copies sold, 1.7m aktive Subs)

QuickStartVideos: http://www.swtor.com/info/newplayerguide/chapter-six
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Re: Info-Thread zum Game

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Vielleicht schon zwei Tage alt, aber trotzdem gute News.
BioWare released their second weekly Community Q&A, featuring answers from several BioWare developers on a variety of gameplay-related issues. Highlights include upcoming changes to Smuggler/Operative and Commando/Trooper healing, new warzone improvements, and set bonuses for moddable items. Also discussed were several cosmetic features, such as chat bubbles and the ability for force users to toggle their hoods up or down. Hit the jump to see the full Q&A session.

DarthBelkar: Can we look forward to server-wide special seasonal / short-term events?

Daniel Erickson hat geschrieben: Yes! Expect them to fit into the world and setting, involve a fair bit of discovery, and offer special rewards that will be there one day and then gone forever. And expect them soon.

Darthinfimus: Do you plan to implement a /roll or /random command for use in master looter situations?

Damion Schubert hat geschrieben: Diceslingers of the world rejoice! /roll has already been implemented on our internal development servers and should be coming to you guys Real Soon Now (in an upcoming weekly patch).

Relayinabox: Are there any plans for a show/hide companion headgear option?

Damion Schubert hat geschrieben:
Yep, we have plans. It won't be in Game Update 1.2, but is currently in the works.

NiklasWB: When will you make it possible for Force-using characters to pull up/down their hoods on their robes?

Damion Schubert hat geschrieben: This is in the works now. It won't be in Game Update 1.2, but should get done in the next major update after that. And yes, we will extend this functionality to your Force-slinging companions as well.

ehlnofey: Will there be any changes/improvements made to the Galactic Trade Network system, and when will it be implemented?”

Damion Schubert hat geschrieben: We know that the GTN needs a lot of love, and work is currently underway to improve this. Watch this space for more news!

GnovaD: Are there any plans to introduce mobile apps to the game? Eg. Use smart phone/tablet to send companions on missions while offline.

Damion Schubert hat geschrieben: Let's just say that this has always been a dream of mine for crew skills - it's almost as if this design was created specifically with this in mind, doesn't it? Good news, sometimes dreams do come true! The bad news is that I have no ETA for you, though, as this is a significant technical endeavor.
Bobonar: Will we be able to take the modifications out of our endgame pvp-sets and put them into a set that we like better (design-wise) and keep the bonuses?
Emmanuel Lusinchi
Yes, the set bonus will be carried by Armoring mods that work just like regular mods except that they only fit into specific types of items, such as chest items or boots items. So, for example, the set bonus from a chest piece can be moved to another chest piece, and the set bonus from a helmet can be moved to another helmet.
HollowPoint: There has been a large push in the community for chat bubbles, especially with a toggle option for those who don't want them. Is a chat bubble system in the works? If so, when can we expect it to be implemented?
Damion Schubert hat geschrieben: They're definitely on the list. We’ve got many active roleplayers in the dev team and chat bubbles have always been important to us. We actually had chat bubbles in beta, but there was unfortunately some serious performance issues that our implementation caused that, for example, made things really suck in warzones and the fleet. They’ll be coming soon, but in priority, the GUI team is focused first on GUI customization. I'll have a better idea of timing once we get past that. And yes, for people who hate them, whenever we do them, they'll be toggleable.
RuQu: Can you provide some details on Healer class design philosophy? Commando/Scoundrel AoE does not scale with group size due to player caps. Are they not intended to fill the raid-healer role? Scoundrels can be highly efficient, but have no tools for doing a short burst of healing.

In short, what is the design intention for each of the healers, and is it intended for them to be balanced so that any possible combination is competitive in Operations, or is a certain mix expected?

Georg Zoeller hat geschrieben: Our stance is that all full healer specs should be viable for all type of content, which is the case, even for 16 man Operations. Our own players have no issues clearing any of the content in the game, on all difficulty levels, with any healer spec. Data from the Live game shows Operations, at all sizes, being successfully run with Commando and Scoundrel healers. It is expected for certain Operations bosses to create challenges for different healer archetypes (e.g. due to mobility requirements), but overall, every healer archetype is capable of successfully healing through any Operations and Flashpoint content in the game (currently and in the future).

With regards to your question about Commando/Scoundrel Area of Effect healing not scaling to group size, please understand that no heal, on any class, scales with group size. The most powerful Area of Effect heals in the game (Salvation/Revivification) affects up to 8 players, but does not scale with group size. These abilities are very costly, have an activation time requirement and require the targets to stand in a localized area for ten seconds to receive the full benefit. We plan on improving the overall Area of Effect healing performance of the Mercenary/Commando in the next major Game Update (1.2) by increasing the number of targets affected by Kolto Missile/Kolto Bomb.

As for Scoundrels having no tools for short burst healing, we don’t agree with that assessment. A scoundrel, for example, is capable of producing rather significant burst healing output by using Upper Hand gained from Underworld Medicine or Kolto Injection to trigger an instant Emergency Medpack or Surgical probe when needed. That said, we certainly think there’s room for improvements (and our upcoming Game Update 1.2 has a sizeable chunk of such improvements). For example, we are shifting the healing created by the Kolto Cloud ability to be front loaded in 1.2 to allow it to act as an emergency Area of Effect healing tool.

Finally, the perception of a specific class being not desirable can also be affected by the desirability of other classes. For example, Sage/Inquisitor healers are currently able to exceed our intended healing performance at times by affecting multiple heals with the same Conveyance/Force Bending buff. Game Update 1.2 will remove the ability to do so.
Fu-bear: Can you please confirm the exact mechanics behind Taunts? The tooltips purely state that it forces a mob to attack for X seconds, yet I've read reports that the skill appears to equalise threat like a traditional taunt. Can you clarify this?
Georg Zoeller hat geschrieben: Taunts work in two ways. First, they instantly put you on top of the target’s threat list. Then, they place a short duration effect on the taunted target forcing them to attack you. Assuming that you then lose threat (say, you just stand there) the NPC will be forced to attack you for the duration of the Taunt. Afterwards, the AI will resume attacking targets based on threat order. If another Taunt is applied after yours, the most recently applied Taunt takes precedence.

Please note this is assuming regular threat rules – there are certain situations in the game, especially unique boss fights, which may cause NPCs to specifically ignore targets. In these cases, an ignored target will not be able to gain threat even with a taunt. In general, these situations are messaged to the player through effects on their buff bar – something we’re looking to make more visible in the future.
Gladoss, titdiscus, Leoran: What do you plan to against Warzones’ AFK, more particularly about players who leave Warzones ? Will there be sanctions for this type of behavior?
Gabe Amatangelo hat geschrieben: It is not sanctioned behavior. In Game Update 1.2 we will be making changes to the Warzone rewards system, which will de-incentivize this type of behavior. This will include the removal of the interim bag/quest system, the introduction of the direct purchase of gear from Warzone and Ranked Warzone commendations, 14 new objective-based medals and participation scaling the rewards. Additionally, players will have the option to vote kick idlers. Kicked players will not be able to re-queue for several minutes.
Lexiekaboom: 16 man Operations are much harder than 8 man Operations (to the point where most guilds can easily clear hard mode 8 man before being able to clear 16 man easy mode) but there is no loot difference at all to doing them. It's better to send your 16 man raid force to clear two 8 man instances .Is this oversight or design? What will be done to offset this in the future?
Gabe Amatangelo hat geschrieben: This is not per design. The teams have been addressing this in the weekly patches to some degree and more so in Game Update 1.2. It is intended that 16 player mode is slightly easier than 8 player mode due to the fact that getting and coordinating 16 players is a larger hurdle in and of itself.
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Parth
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Re: Info-Thread zum Game

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Paar Infos zum Wochenende, gesammelt aus dieser Woche:

Menge interessanter Sachen dabei, happy lesing.
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Re: Fakten und Gerüchte(küche)

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Re: Fakten und Gerüchte(küche)

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Kycia hat geschrieben:viele infos über patch 1.2...
http://swtor.gamona.de/2012/03/05/gilde ... uigkeiten/

hf
das liest sich ja extrem gut, vor allem der Vermächtniskram :)
Damit wären meine ganzen wünsche auf einen Schlag erfüllt. Hoffen wir mal, dass die Gerüchte soweit auch stimmen :)
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Parth
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Re: Info-Thread zum Game

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keine gerüchte, sondern mitschnitt vom guild sumit, ergo: das kommt so :)

hier die coverage auf dh, steht nochn bissi mehr: http://www.darthhater.com/articles/swto ... -live-blog

verschoben
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Morgot
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Re: Info-Thread zum Game

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Jede Menge neue Infos zu Patch 1.2 bei Darth Hater
Legacy
Companion Buffs (Example)

Imperial Agent

Kaliyo – Bonus to endurance
Vector – Bonus to surge
Doctor Lokin – Bonus to healing
Ensign Temple – Bonus to critical chance
Scorpio – Bonus to defense

The rest of the classes have their own but due to time constraints, we will add them here later. However, all of the classes follow similar bonus lines.


Species

Note: All of the values will likely be retooled or changed before the 1.2 patch roll out. Everything here should be treated as such until the final values are updated. Values with * may be incorrect. All species unlocks can be unlocked by getting to 50 with a character of that species.

Chiss – Unlockable for 1.5 million credits, legacy level 8
Cyborg – Unlockable for 500,000* credits, legacy level 8
Human – Unlockable for 500,000* credits, legacy level 8
Miraluka – Unlockable for 1.5 million credits, legacy level 8
Mirialan – Unlockable for 1.5 million credits , legacy level 8
Rattataki – Unlockable for 1.5 million credits , legacy level 8
Sith Pureblood – Unlockable for 1.5 million credits , legacy level 8
Twilek – Unlockable for 1.5 million credits , legacy level 8
Zabrak – Unlockable for 500,000* credits , legacy level 8


Alignment

Legacy of Sacrifice – Grants the use of the sacrifice ability to all characters. Injures your companion to instantly heal yourself. Requires level 50, Dark V, 250,000 credits, legacy level 10
Legacy of Unity – Grants the use of the unity ability to all characters. Unity reduces damage to you and your companion for a short duration. Requires level 50, Light V, 250,000 credits, legacy level 10
Legacy of Equilibrium – Grants the use of the equilibrium ability to all characters. Equilibrium increases damage and healing by you and your companion for a short duration. Requires level 50, neutral, 250,000 credits, legacy level 10


Ship Unlocks

Mailbox – Unlockable for 250,000 credits, legacy level 10
Repair Droid – Unlockable for 1 million credits, legacy level 8
Operation Training Dummy – Unlockable for 250,000 credits, legacy level 10
Warzone Training Dummy – Unlockable for 250,000 credits, legacy level 10, valor rank required
Black Market Trade Terminal – Unlockable for 5 million credits, legacy level 35


Combat

Legacy of Combat: Punch – Unlocks the unarmed combat function. Unlockable for 10,000 credits, legacy level 5, Valor rank level 5
Legacy of Combat: Jab – Unlockable for 15,000 credits, legacy level 8, valor rank 10
Legacy of Combat: Uppercut – Unlockable for 20,000 credits, legacy level 10,valor rank 15
Legacy of Combat: Bash – Unlockable for 25,000 credits, legacy level 15,valor rank 25


Social

Companion dance – Unlockable for 50,000 credits, legacy level 5, social 2 or above
Tech Emotes – /datapad /holocoms /map. Unlockable for 50,000 credits, legacy level 8, social 4 or above
Tech Tool Emotes – /scanned /scangreen /binoculars /weld. Unlockable for 50,000 credits, legacy level 12, social 6 or above
Double Lasers Emote – Unlockable for 150,000 credits, legacy level 15, social 10 or above


Convenience

Legacy Fleet Pass – Cuts down the time of the use of Fleet Pass by increments of one hour for each of the levels. There are three levels to it and are unlockable for increments of 50,000 credits, 5 legacy levels (5, 10, 15)
Legacy Quick Travel – Same as the above except that it is cut down by one minute each level instead.
Rocket Boost – Short duration speed increase. Unlockable for 5 million credits, legacy level 20


Achievement Mission Terminals

Several Achievement Mission Terminals are located in fleets of the two factions that now unlock achievement rewards for doing certain flashpoints, operations, etc. These feats require boss kills and more to unlock special speeder skins/colors.

Developer Clarification
Georg Zoeller:
You're not likely to have any significant legacy levels if you just play characters in the 20 to 30 range. You only unlock legacy levels once you finish chapter 1 ( ~ level 30) with a character in the first place.

And let me make this clear, since there's some confusion about it:

The system allows you to unlock things EITHER via achieving the unlock condition (e.g. reaching chapter 2 in a specific class, reaching a specific PvP rank, etc) OR by paying credits. It is not both.

The credit option exists so players can enjoy content that they know they would never unlock in regular play (e.g. 'I'd love a pureblood Smuggler, but no way I'll level a Sith Warrior just for that').

Some things (like legacy class abilities) cannot be purchased with credits while other things can only be purchased (not unlocked) but are gated by legacy level (e.g. the GTN for your ship requires you to have a high legacy level before you can purchase it).
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