Archives for 2012

SWTOR Community Q&A: 27th July 2012

A short few days after the delayed Q&A from last week, BioWare have covered off answers to another handful of questions. This week, there’s even some lore thrown in for good measure!

The Q&A in full for you:

Skendra: Question about Legacy! Under Character Perks -> Travel, at 1.2 there was buff for Sprint Speed but locked and now in 1.3 it was changed to Priority Transport. Why?

Will Wallace (Senior Designer): There were both internal and external balance concerns about allowing players to purchase upgrades to Sprint speed, especially as it related to advantages in Warzones. We don’t want someone to feel like they have to have an optional purchase to be competitive in PvP. The Priority Transport perks were created as a replacement since they are beneficial for all players without upsetting the balance of the game.

Char_Ell: What is the backstory of the seven pillars on Corellia commemorating the heroes of The Jedi Civil War in BTC 303 (Revan, Bastila, Carth, Canderous, Juhani, Mission, Zaalbar)? How did the people of Corellia arrive at the decision to build the pillars?

Hall Hood (Lead Writer): Monuments to these great heroes who saved the entire Republic were constructed on multiple Core Worlds after the war’s end. The motivations behind these memorials differed from planet to planet. Some were built by politicians cynically displaying their patriotism, while others were created by artists and refugees seeking to honor their saviors. Corellia’s pillars, like its many museums, were built as much for tourism as a sincere display of Republic solidarity. Trivia note: a beautiful monument to the heroes stood outside Coruscant’s Galactic Senate building for nearly three centuries, but was destroyed by Sith Empire forces during the planet’s sacking.

Republicmeat: When the in-game event of the Rise of the Rakghoul plague was taking place, there was that vendor in Tatooine who you could sell DNA samples to. Will we ever get to sell our remaining DNA samples if we still have some or are they obsolete from now on since the vendor was removed?

Rick Burton (World Designer): I’ll give the nebulous answer of “It is certainly possible that the DNA samples will be spendable again” with the caveat of “We have no plans at this time to reuse the DNA samples.” While this does not help you decide what you should do with your left over DNA samples, it is the most honestly accurate answer to the question. I’ll throw in one slightly less vague bit of relevant information. For future events, we have made tweaks to the design based on player feedback that should lower the odds players are unexpectedly stuck with “no longer spendable” event currency.

LNSSnorkle: We know players that don’t migrate by themselves will have their chars automatically moved. The thing is, how can we know where they will end up?

Damion Schubert (Principal Lead Systems Designer): Once we do automatic transfers, we will be doing everything possible in order to maintain the basics of the current ruleset as possible – PvE vs PvP, regional choice, language (for Europe); so in many cases, you should have a good idea of which populations you are likely to end up with. Another top concern is trying to help the populations that result have a good factional balance. We will give out a specific list once we are closer to implementation of this plan – watch for more info soon!

MayoJar: Lately you have been implementing “Server stability” fixes. Can you explain what exactly that is? I keep visualizing some intern sliding napkin shims under a corner of the server. Is this to fix lag issues, log in times, or transition screen load times?

Damion: I can see how this might be confusing to some players – SW:TOR servers, since launch, have enjoyed a reliability of greater than 99%, and since 1.3 went live, we’ve actually improved that to be greater than 99.97%, which means our servers pretty much never crash. However, Game Update 1.3 introduced a server bug that resulted in some players disconnecting randomly from the game, and the server team worked diligently after 1.3 went live to find this issue and stamp it out. This patch note refers (in vague terms, admittedly) to those fixes.

A History Of The Pandaren

I just came across this video that does a superb job of summarising the history of the Pandaren. If you want a lore injection before you jump into Mists of Pandaria in September, then this is probably a great place to start. Enjoy!



Games Developer Choice Award Nominees: SWTOR A Winner

The Game Developers Choice Awards are into their third year, and the nominees for this years awards, being announced in October, have been revealed. A big winner on the nomination front has been SWTOR, nominated for six awards:

1. Best Online Game Design
2. Best Online Visual Arts
3. Best Online Technology
4. Best Audio for an Online Game
5. Best New Online Game
6. Online Innovation Award

These are industry awards and it shows the level of esteem the game has managed to engender. It’s easy to be critical of any MMO, and SWTOR certainly has its share of flaws, but awards like these do help reality check the haters writing it off totally. It’s also good to see both veterans like World of Warcraft and relative newcomers like Tera and the DayZ mod getting some attention.

Yes, any awards can be nothing more than fluff pieces, but at the very least this shows that broadly the industry sees SWTOR as having made a big impression in the past year. The announcement of winners will show just how big that impression was.

A big thanks to our own writer and podcaster Simon for the heads-up!

SWTOR Suggestion Box: Daily Quests

Another work week is close to done for a lot of us, so it’s time to get excited about some weekend gaming time. While completing some Ilum dailies last night, I got to thinking about the dailies grind in general. Wouldn’t it be great if there could be more variety built into dailies.

This isn’t a criticism of SWTOR specifically, as I’d argue it has one of the better daily/weekly quest setups around.

Still, I’m sure there could be improvements, and that’s where you come in: if you could design daily or weekly quests, what would you change in SWTOR? Be as brave / zany / silly as you like!

Five Reasons I’m Excited About Mists Of Pandaria

With the announcement in the last 24 hours that the next World of Warcraft Expansion will hit virtual or physical world shelves on September 25th, I thought I’d put down some reasons why I’m actually quite excited about the fourth expansion to one of the world’s most successful MMOs ever.

There are of course more than five reasons to be looking forward to MoP, and hopefully you’ll add some more below in comments, but for what they’re worth, here are mine:

1. New explorations

Despite the pandas, I’m excited to have a bunch of new territories in WoW to explore. Having played since Burning Crusade, I’ve always loved those initial days or checking out new zones. That’s not a WoW-specific joy by any means, but it’s still something that gets me going. And hell, I might even get to like the Pandarians.

2. Assessing whether the shark has been jumped

As much as I’m a dedicated WoW player and Blizzard follower since Warcraft: Orcs and Humans, I’m also cynical enough to be interested in whether Blizzard are able to grow WoW via this expansion, or just hold off the decline for a few more months. There’s also the potential that MoP doesn’t deliver, in which case the game will have well and truly ‘jumped the shark‘. Of course, some true cynics would argue WoW achieved that status after Burning Crusade…

3. Watchin’ the innovation

With each expansion Blizzard have delivered some innovative new aspects to MMO gameplay. MoP will be no different and I for one am excited to be able to log in, check out what’s changed, enjoy re-speccing and going out into the wide blue questing yonder. Being particularly selfish, I don’t just want to see WoW show off some new ideas, I want those ideas to be so good that they form a launching pad for my other favourite MMO SWTOR to mimic or even improve on. C’mon, it could happen!

4. Indulging my achievement junkie

I’m a diagnosed achievement junkie and I still think WoW’s achievement system is the best one going around. That alone means I’m keen to immerse myself in MoP and to see if there are some particularly cool achievements. I still tell everyone that will listen (there’s not many left) how I won the Stranglethorn Fishing Extravaganza – so I’m hoping there’ll be some similar things I can get excited about. Hell, I just want to level up my fishing to the newest level cap!

5. It’s the Event, dummy

In the lead-up to Cataclysm, there was a series of World Events that were nearly as much fun as the expansion itself. Last time it was protecting your home city from being overrun. Who knows what it’ll be this time, but I can’t wait to see it.

So now it’s your turn: will you be buying MoP and if so, is it a return to WoW for you or just the latest expansion in a long period of playing?

SWTOR Server Maintenance: July 26th (tonight!)

Another unexpected maintenance period tonight:

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

So if you were planning on playing this evening, maybe plan on a later night!

The full blurb from BioWare:

We will be performing an unscheduled maintenance this Thursday, July 26th, 2012. After the maintenance, there will not be a new patch to download.

The servers and SWTOR.com will be down for four hours on Thursday, July 26th, 2012 from 2AM CDT (12AM PDT/3AM EDT/8AM 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.

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.

Maintenance

Date: Thursday, July 26th, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8AM 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 game maintenance is expected to take no more than four hours.

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.

Another Take On Guild Wars 2

Beta test weekends are tricky devils especially the final one, because you know its a stress test by another name. Not only that, but a wobbly first impression can put you off the game, even though you know it’s not necessarily representative of the final product.

With SWTOR, my first impression was not good. In fact it was so bad I can cancelled my CE preorder.

I’m not about to do that with Guild Wars 2. First up, a caveat. I only got to play for about an hour and a half, so this is superficial at
best. Also I knew next to nothing so I had no expectations at all, a complete tabula rasa.

Initial impression were promising with an elegant painted style that is throughout the UI and immediately marks the game out as something different. The character creation screens are logical and flexible enough to tweak your character to your satisfaction. Controls are fairly standard and even though it was a stress test weekend, there was no lag that I noticed, despite plenty of other players rushing about.

Conversations with quest givers are animated, but instead of trying to integrate them into the gameplay, you are gently lifted out of it as your avatar and the quest-giver hold their exchange in front of an elegant background.

Combat is engaging and fun, some strategy is a good idea as button mashing, even at an early level, not only gets tedious but won’t give you the best effect. One aspect of the game I particularly liked was that you are not made to feel like you are on some heavily scripted linear progression, a long standing frustration I have with some other games. Here, you don’t get led around by the nose but are encouraged to explore what appears to be a sprawling environment and locate events and quest-givers with only limited support from the map.

Even though I had such a limited time to try the game and despite not being hit over the head with plot points, I still found myself being drawn into the story. So that’s another tick.

Finally lets talk quickly about the graphics. One word – sweet! GW2 isn’t having to wrestle with a relatively untried engine. It looks
excellent, with detailed textures and draw distances that always remind you that it’s a big world out there. Considering I’m still using a creaky ATI 4850 and didn’t bother to tweak any settings I could quite happily pick up where I left off without touching a thing.

While I don’t doubt there are flaws, bugs and other irritations that I’ve yet to discover, I can honestly say I’m looking forward to
returning and waking my toothy cat guy from where he is currently laying down and sleeping deeply.

SWTOR 1.3.4 Patch Notes


The servers are up an SWTOR 1.3.4 is now live. The Group Finder gets some big love in this update. Here are the patch notes in full:

1.3.4 Patch Notes

7/24/2012

General

  • Players can now use vehicles on Coruscant in the large areas of the Black Sun, Old Galactic Market, The Works, and the Jedi Temple districts.

Classes and Combat

General

    • All class “stun break” abilities now properly remove blind effects. For example, the blind effect caused by a Sorcerer’s Backlash skill can now be broken with each class’s “stun break” ability.

Companion Characters

General

    • Centurion Weaponmaster’s head gear no longer causes non-human companion heads to disappear.

Crew Skills

General

    • The crafting UI now correctly takes companion affection and other factors into account when displaying mission times.

Flashpoints and Operations

Flashpoints

The Esseles
        • In Hard Mode, Vokk’s enrage timer has been increased to 3 minutes. The damage for his Double Saber Toss and Lightning Storm has been reduced, and the time between the target appearing and damage for Lightning Storm occurring has been increased.

Operations

Eternity Vault
      • Soa’s orbs, lightning balls, and mind traps no longer grant social points.

Group Finder

  • Simultaneously submitted votes to kick a player are now counted correctly.
  • Lockout info now continues to display after closing the Group Finder pop-up.
  • The Group Finder group acceptance dialog now causes the main Group Finder window to close.
  • The travel dialog now closes automatically if it is open when you leave the group.
  • Players that experience a disconnect during a random Group Finder destination now receive the correct daily rewards if eligible.
  • Player eligibility for daily Group Finder rewards is now displayed correctly in the Group Finder window.
  • The tooltip on the Group Finder button now correctly reflects whether a group is eligible to find a replacement player.

Missions and NPCs

Missions

Belsavis
        • Republic Secrets: Corrected an issue that prevented players from clicking on the “Republic Data” datapad.
Tatooine
      • Drive out the Twin Suns Pirates: This bonus objective can no longer be repeated more than once daily.

PvP

General

    • An issue that could prevent some players from being displayed in the Warzone group frames has been corrected.
    • Players no longer receive an incorrect “You have been queue for solo Warzones” message when being queue for a group Warzone while in a loading screen.
    • The Warzone scorecard now correctly tracks the number of kills; in some instances previously, it displayed a lower number than were actually performed.

Guild Wars 2: Beta Impressions

With the beta weekend now kaput, I wanted to jot down some impressions as a first-time player of the franchise. I’ve never played the original Guild Wars and I only signed up for an account with GW2 a few hours prior to the event starting. So it was with a very fresh set of eyes that I embarked on downloading the 25GB client.

The download process was flawless and installation the same. The login screen just requires your username and password (which I’d set up while waiting for the client to download) – I’m hoping there’ll be some sort of authenticator option come launch.

On login I then needed to select a server – this is of particular importance  for oceanic players as knowing which server is the unofficial oceanic one is important if you want lots of people to play with. For the beta, Sea of Sorrows was the unofficial local server in the US cluster (we’ll be publicising any unofficial or official oceanic servers for launch once we know), but it was full so I selected another US server at random.

Then it was on to the character creation screen and this is where I became a fan of GW2. I know a lot of people don’t care that much about what their toon looks like, but I’ve always liked to tweak (usually to the ugly side!). GW2 has delivered that tweak ability in spades without making it complex – you can change most parts of your body and also choose a 3-way colour scheme for your gear. In regard to class selection I also like the small series of questions asked to work out what race and class you’ll end up favouring. The descriptions of each are well done as also. A huge thumbs up overall for this part of the process.

Sticking with my tradition of always rolling a mage-like character called Wheezinhenry, I chose an Asura Mesmer  and jumped into the starting area (pictured above). Like any MMO, first impressions in-world are extremely powerful and GW2 was no exception. This is a mighty pretty game – there are the inevitable WoW comparisons for sure but graphically those comparisons wouldn’t hold up that well – this is a generation newer and it shows.

Movement is pretty standard although I tend to use the arrow keys for movement and the left and right arrow keys are set for Strafe Left / Right which I needed to change, but that’s an individual preference. I loved the fluid feel of the movement and also the dodge move from pressing a direction key twice. There just seemed overall to be more of a feeling of control of the toon than I’ve experienced inWoW or SWTOR – as well as feeling more natural. Combat is your standard key pressing – nothing excitingly new there.

Questing is quite different in that it is still somewhat linear but there’s more of a need to find the quests for yourself. The combination text/voice dialog works well and there are times you get to choose a response which is nice – it’s not as nuanced as say SWTOR, but it does open up options. I really enjoyed the boss at the end of the starting area – it showcased both the fun of group combat as well as showing off the camera angles the game is capable of. Looting / gear equipping is all pretty standard nothing of particular note to report there. Cut scenes were pretty, with ‘Work in Progress’ graphic plastered over some as you’d expect with a beta.

Like any beta there are also glitches – I know the Mesmer class struggled as far as damage from what I saw on forums. Some experienced big lag issues although I wasn’t one of them.

Overall, I was impressed with GW2 as a beta, so I can imagine it’s going to be a step ahead by launch at the end of August. I pre-ordered the game prior to download, based purely on what I’d heard from others. After my short period of time playing I’m glad I’ve handed over the cash and I’m looking forward to developing Wheezinhenry to his full potential. The lack of a monthly subscription fee is what has convinced me to make GW2 my third regular MMO after SWTOR and WoW – I doubt I’m alone in that and I’d imagine lots of ‘WoW-Killer’ talk will float around, as ridiculous as the proposition is.

So over to you: did you check out the beta, and if so, what did you think?

A couple of notes / disclaimers:

1. I don’t own a dedicated Windows PC. I have an iMac (2010 model) running Boot Camp and I can report that GW2 ran beautifully on it with no tweaking required.

2. As far as playtime, between commitments I only played an hour or so – my impressions above are pretty much limited to the first couple of areas.

3. I played zero PvP.

 

SWTOR Community Q&A 23rd July 2012

The delayed Community Q&A from last Saturday has been released by BioWare, fully reproduced for you below. There’s a bit of everything as always, including a brief but interesting statement on class balance changes. Have a browse:

Chimerashot: The way Campaign gear is set up, some DPS classes have the Armoring with more Endurance instead of their main stat. Can we expect this to change /what was the reasoning behind this?

David Hunt (Systems Designer): It’s an undesired interaction between the distribution of the mods and the move to set bonuses on the armoring. Future gear provides set mods will use the primary stat over Endurance for all DPS classes.

Achyllis: Why don’t cool downs all reset on death in PvP?

Austin Peckenpaugh (Senior Designer): Doing this would encourage a couple of things that, so far, we don’t necessarily want to encourage. When you take a position from another player or group of players in a Warzone, holding that position is harder when your group’s abilities are still cooling down and that isn’t the case for the incoming wave of attackers. We entertain this idea every now and then, but we keep arriving at the notion that it would create too much turnover and death zerging, which have historically proven to not be fun.

We also like the tension in the decision of blowing everything to finish someone off in a clutch moment versus acknowledging defeat and coming back in full force. The decision of “going all out” should be a strategic and tactical one rather than a no-brainer that you squeeze in before each death.

Sang: Several months ago class balance changes were made at a smaller and more frequent rate, however, since 1.2 all class balance changes have been made within or around the major game updates (1.2 and 1.3). Will this pattern of class balance changes occurring every few months within the major game updates continue or will we see a return to some more frequent, albeit smaller, changes?

Austin: In the weeks immediately following launch, we had planned and scheduled for as much bug fixing and emergent balancing as possible, and faster class/balance updates were more feasible as a result. Smaller, more frequent class changes proved to have an overall positive impact on the game, so yes, we hope to get back into that kind of rhythm soon.

Esendis: Can we expect some kind of change to the current pve relics? As it stands now the BIS pve relics for many advanced classes are the pvp ones.

Jason Attard (Senior Game Balance Designer): In the long run our intent is to make sure PvP gear is never competitive in end-game PvE situations. Unfortunately, it’s still too early in the design process for us to give an ETA or release any details on what we’re planning for PvP gear.

We currently have no plans to change the PvE relics. In theory the active abilities on the PvE relics do not provide quite as much sustained damage-per-second as a passive relic at the same item level. In practice, when used at the correct time they can deliver a huge amount of damage when you actually need it, and can make you much more effective overall. This is especially true when the relic is paired with powerful cooldowns or burst damage attacks. This is the primary reason we changed the PvP relics into passive relics, as skilled players could wipe out their opponents much more quickly than intended, and nobody likes to be killed before they get a chance to fight back. On the PvE side we decided to keep that extra bit of gameplay, since it helps break up rotations and adds a extra little optimization element to damage dealing in boss fights.

DyronisAre there any plans on making Purple, Cyan, White crystals craftable by Artifice?

Jason: We don’t currently have any plans to make those colors craft-able. This might change in the future, but even if we introduce crafting schematics for them we intend for those lightsaber colors (especially White) to remain relatively rare.

Call for Writers: We Want You at TOG!

With our expansion into games beyond SWTOR, we’re looking for anyone with a writing bent that’d like to create some posts on the game they love.

So, here’s who we’re looking for:

1. Someone who plays an MMO regularly – you don’t need to be hard-core by any means, but a good familiarity with the game is a must. Which game doesn’t really matter, as long as it’s got an active community. Whether it’s WoW, Rift, TSW, GW2, World of Tanks or Farmville, we’re interested! Ok, we’re not totally serious about Farmville.

2. Someone who writes well – don’t be TOO hard on yourself here. Your work will be edited for the odd typo or grammatical error, which is fine. All we ask is that you can string sentences together in an engaging way and not require extensive re-writing / correction by your friendly editor.

3. Someone who writes regularly – we’d be looking for people that can contribute a minimum of a 400-600 word article each week. Fortnightly gigs will be seriously considered as well, as will guest reviews or opinion pieces if you can’t commit regularly.

4. Someone who has a volunteer sense of spirit: unfortunately TOG is financially a loss-making outfit, albeit a successful one with lots of traffic. If revenue increases, you WILL be sharing in that equally with the other writers on the team. In the meantime, expect the odd bit of swag or attendance at a game-related event representing TOG, if the opportunity arises. And yes, you do have a byline to tout to much richer publications than our humble selves. Finally, you’re welcome to have a link back to your own blog or related web undertaking in each of your articles.

As far as topics go, we’re looking for people interested in writing on:

1. SWTOR: healing, Operations walk throughs, random opinion pieces

2. Guild Wars 2: any topic area you like

3. WoW: any topic area including Mists of Pandaria news / speculation

4. A New Zealand focused column

5. A webcomic (if you’re an artist looking for a writer, drop us a line)

6. A machinima column with some good embeds to YouTube / Vimeo etc

7. Any other MMO: any topic you like

8. Any innovative idea you want to put forward!

So if you’d like to express interest, here’s what you do:

1. Use our contact form and provide the following info:

– ideally submit a sample of your writing or at least a pitch on what you’d like to write and why

– tell us a little bit about yourself – similar in vein to the bios on our About page.

– what day and time of the week is best for you to submit a column

2. Wait patiently for us to get back to you – it should only take a day or two.

3. See points 1 and 2.

Please, have a think about getting involved – don’t be too harsh on your writing ability. Leave that to us!

SWTOR Server Maintenance: 24th July 2012

A normal four-hour maintenance window for SWTOR this week:

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

If you’re wanting your fill of SWTOR while the servers are down, why not have a listen to the latest episode of our podcast?

The full maintenance info from BioWare:

Hello everyone, we wanted to let you know that we will be performing scheduled maintenance for four hours on Tuesday, July 24th, 2012 from 2AM CDT (12AM PDT/3AM EDT/8AM 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: Tuesday, July 24th, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8AM 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.

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.