Archives for 2012

How To Increase Your Zoom Range In SWTOR

Have you ever wanted to be able to zoom out further in SWTOR. Well here’s a little tip on how to do just that, via Reddit:

Follow the video to show you how to zoom out up to 200% in Star Wars: The Old Republic.

http://www.youtube.com/watch?v=Pr4LzXJEfSw

TL;DR – C:\Users\YourProfileName\AppData\Local\SWTOR\swtor\settings

Then find the file named: LoginName_Account.ini and open it.

For example, if your login name is DarkSithx then the file will be DarthSithx_Account.ini.

After opening the file look for the line that says: Controls_CameraMaxDistance = 25.0

Change that 25.0 to something else like 50.0. Don’t take the .0 off at the end.

 

Of course it goes without saying that fiddling with settings like these are a risk and certainly aren’t encouraged by BioWare. I haven’t tried it myself but this post’s pic (get the full-size version by clicking on it) shows it can work.

[Thanks to Deadlee Laundry over at the SWTOR Gamers of Oceania Facebook Page for the heads-up. Pic is via here]

Flash Point 36: Lucas’ Neck and Brown Hole Commendations

Ed’s back with a vengeance to help make some excitement out of what’s been a pretty quiet fortnight news-wise.

Points of discussion:
– 1.3 experiences
Community Q&A
Server transfer rewards
– Lore Update: The Cathar
– Oz Comic Con dissection from a Star Wars viewpoint – including audio live from the event
– Shout outs for our forums, Facebook page, Google Plus page and Twitter account

Listen via iTunes or right here:

Community Q&A: 6th July 2012

The latest community Q&A answers are now available. The first answer on future playable species was interesting, as was insight into the different class story lines.

You can read them all in full below, so get to it!

CelCawdro: If Cathar are successful, what kinds of species can we expect to see? May we see anything beyond the current selection of near-humans? What is the process behind selecting new species and gauging community interest?

Daniel Erickson (Lead Game Designer): We’d like to open the selection of future species to the community as a whole with clear positives and negatives provided for each selection. That way we can go a bit further afield in our species selection.

 

Lurtzello: Are the various stories ordered? Meaning, when does the storyline of each Republic planet takes place compared to the Imperial storyline and the storylines of the other planets?

Alex Freed (Lead Writer): The short, unsatisfying answer: it depends!

The longer answer: The class stories tend to weave in and out of one another–they all happen (nothing’s “out of continuity”), and they all happen roughly at the same time (chapter 3 is chapter 3 for everyone, for example), but there’s not a set correspondence that runs all the way through. For example, you couldn’t say “the Jedi Knight is always half a planet ahead of the Imperial Agent.” But you could say “the Bounty Hunter chapter 3 finale takes place before the Trooper chapter 3 finale.”

For the world stories, it’s a little more complicated. In some cases, only one of the world stories can happen–the Republic and Empire can’t both defeat King Ulgo on Alderaan, or the villain of the False Emperor Flashpoint. For story purposes, we know these characters were defeated… but we don’t know by whom.

In other cases, different factions’ world stories happen roughly at the same time–aside from the final defeat of Ulgo, the rest of the Alderaan missions can be contemporaneous. Other world stories are, as you suggest, time-separated–Republic Taris takes place significantly before Imperial Taris, and Imperial Balmorra takes place significantly before Republic Balmorra.

For the most part, it’s best not to worry too much about ordering individual world events unless they actively reference one another–and if they contradict one another, you can assume that we won’t be writing future stories that depend on one faction’s participation at the exclusion of the other. (For example, you’ll note that the Corellia “Black Hole” storyline reconciles the events of the Imperial and Republic Corellia storylines so that going forward, we know roughly the state Corellia is in!).

 

caravaggio: The last few major patches have seen significant changes to the Sniper/Gunslinger Marksman/Sharpshooter tree. Can you talk a little bit about how you guys envision the class and what was not working that caused you to decide changes needed to be made? Do you think that 1.3 brought you closer to where you want to be or do you still see areas in the tree that need improvement?

Austin Peckenpaugh (Senior Designer): Marksmanship and Sharpshooter have been a challenge to “get right” to be sure. Apart from cover and cover gameplay in general, Marksmanship and Sharpshooter have had a few specific hurdles for us to overcome. Thematically, these guys are high weapon damage specs, and that means that they can be easily countered (or even shut down) with a cooldown like Deflection. On the other hand, when their target is defenseless, their high weapon damage can actually become a little overwhelming.

These specs are also highly cover-dependent, and it has been a difficult task to communicate to players that in most cases they’re better off holding their ground than kiting like a Sorcerer or Sage would. Of course, even that depends on having chosen a good cover spot to begin with. We face the issue of rewarding clean shots from cover while not making extended stays overpowered.

To answer you more directly, our vision for these specs hasn’t changed, but I think we’re striking much closer to that target than we have in the past. I’m really quite happy with Marksmanship and Sharpshooter in Game Update 1.3. Prior to this update, these skill trees fell apart at the top tiers, so we really wanted to address that and reward the full-spec Marksmanship and Sharpshooter. They now have the tools to stand their ground when they need to, they have better energy management than ever before, and their gameplay is smoother, simpler, and more rewarding. That’s not to suggest there aren’t issues, but I expect most issues can be addressed with minor tweaks in the future.

 

Clymene: Are there any plans to buff companion tanks? Currently they are barely any better at survivability than dps companions, especially poor Xalek, and don’t hold aggro very well.

Austin: I’ll bring up the issue with the rest of the team and see if increased survivability and threat is something we can afford to give them. Without me revisiting our goals for what tank companions should do, off the top of my head, it certainly sounds like they could use some adjustments. Thanks for raising this issue.

 

Taitsuo: Would you guys consider adding root effects to the Resolve bar? At the moment, 3 well-coordinated Gunslingers could permaroot someone (5secs duration, 15 secs cooldown). With ranked warzones, that could mean a lot…

Austin: Resolve is meant to put a lid on effects that take control away from you, the player. It’s meant to limit the effectiveness of chain stuns, sleeps, and knockbacks. However, it is not meant to impact the ranged and melee (kiting and anti-kiting) balance of the game. This was a very deliberate measure taken to separate these two different aspects of control. I won’t say that we won’t limit the “chainability” of roots in the future, but given the amount of skills and abilities that break and cleanse roots and snares at the moment, it’s not something we’re very concerned about. Of course, we will be keeping an eye on how ranked warzone teams use the tools they have.

Game of Thrones Lightsaber Duel

Some great Saturday Star Wars vids for you. First up, watch Jaime Lannister and Eddard Stark go at it, lightsaber style:

Thanks to Ben for the heads-up!

Gannifaris and Black Holes: Server Transfer Rewards

BioWare are offering a nice little incentive for anyone that hasn’t taken up their offer of a free character transfer. Those incentives being 25 Black Hole Commendations and a Gannifari pet.

You can read all the info here, but here are the overall conditions:

Both rewards are granted to any character that meets the following criteria:

  • Your character(s) must be on a qualifying server (which includes destination servers) and your account must be active by July 30, 2012 at 11:59 PM CDT / July 31, 2012 at 4:59AM GMT.
  • Your account must not be banned.

If you do not have a character on a qualifying server by July 30, 2012 at 11:59 PM CDT / July 31, 2012 at 4:59AM GMT, then you will not receive any rewards. The rewards will be sent via in-game mail by August 7, 2012 at 11:59PM CDT / August 8, 2012 at 4:59AM GMT.

To start the character transfer process, login to your account, click My Account and then click ‘Character Transfer’ in the left hand menu. From there you will be able to select “Start a Character Transfer” to see if you have any characters eligible for transfer to pre-selected serves.

For more information on this program, please visit our Character Transfer FAQ and be sure to look at all the eligible origin, destination and reward qualifying servers at www.swtor.com/transfer.

 Over to you: do the rewards mean you’ll now make the jump or have you already?

Suggestion Box: Group Finder


Now that SWTOR 1.3 is well and truly ensconced in our lives, it’s worth a debate on one of the key features that update brought us: the LFG tool. I picked up my first PUG via the tool to complete the False Emperor Flashpoint, and it was a hoot, with no wipes or other issues.

How about you? Have you found the group tool useful? Post away below!

From The Holonet: The Republic’s Dangerous Enemies And What To Do With Them

From the Holonet is a series of articles, opinion pieces and features taken from the Old Republic and printed here on TOROZ.

The Republic is threatened by more than just the Empire. A wretched plague fouls the democratic dream. Organised gangs run wild through the capital of Coruscant and across the galaxy, from corrupt law enforcement to drug gangs. To top it off, lately rumours of a prison planet suffering mass break outs are running wild through the holonet. It is clear to most of us that the republic is facing an organised crime epidemic. While the Emperor spends his every waking hour planning the downfall of our galactic republic, treacherous profiteers seek to waste our precious resources, distract our brave soldiers and drive us even closer to collapse.

Take a single gangster. This individual will reside, squatting, in some abandoned locale which could be providing housing for refugees, or a disused factory that could be commandeered for the armies. From there, they will patrol their territory, using guns on Republic civilians, other gangsters, law enforcement, etc in attempt to acquire more credits, expand that territory, or just generally make chaos. To suppress this individual, the Republic government must commit security forces, who then must stop working on other projects, and possibly take casualties in the process. When arrested, they are contained and put through the judicial system. Only to be either let free to continue wasting exponential amounts of time, or returned to containment where they must be fed, housed, and have more resources spent on keeping them around. Given the current threat of the Empire, this is an absolute and undeniable case of treason. There is no scenario in which these criminals are not actively and aggressively shutting down the Republics capacity to make war, and to provide safe housing for its refugees.

To elaborate, if the Empire were to directly threaten Coruscant again, the battle on the planet would be fierce. These criminals, who have spent their lives antagonising the Republic would find little refuge amongst the civilians or the army. So, would this individual not find the notion of joining the Empire appealing? Promises of exoneration for servitude would be a simple decision. Criminals who give their lives to stealing from the Republic are not patriots. It would not be long many if not most of the gangsters across Coruscant were aiding the Empire, and a few prison breaks later there would be plenty more to the fold.

If instead, all organised criminals were issued immediate death warrants, the resource cost would only go so far as the security deployment used to kill them. In this scenario, the Republic could simply issue routine patrols to sweep areas, and killing gangs. Many conveniently ‘flag’ themselves regardless. In this case, the resource cost is significantly lesser, and more importantly, organised criminals are eliminated as a threat to Republic stability. Furthermore, the treasonous criminals could be immediately dealt justice. If nothing else, this law should last the duration of the existence of the Empire.

There should be no mistaking; I do not advocate for the elimination of all criminals, simply an on the spot death penalty for those who organise in groups and actively disrupt the government. I understand how this policy may be considered similar to something in the Empire. I wish to refute this. In this case, the policy only defines treason as worthy of on the spot execution, further, it only specifies active organised criminals as deserving of the death penalty. This is not targeted at political opponents, people who fail to achieve certain tasks or other minor issues, it is not a slipperly slope or, ‘the thin edge of the wedge’ as some might say in an attempt to scare you. It is a simple measure, somewhere between government in peacetime and in wartime. Write to your senator; petition your neighbours, friends and family. Call for a proposition on the organised crime death penalty. The Republic needs safer streets, quieter slums and a capital city filled with patriots, not criminals. It is the only effective solution to the Republics dangerous enemies within.

Cavalair is a Twi’lek raised by a human family on Coruscant, who had adopted him after he was liberated from a busted slave trading ring. A survivor of the sacking of Coruscant and a common figure on the galactic political scene, he is often found writing articles and advocating his views on the Empire, the Republic and everything related. His views are held in high regard right across the Republic.

Extra Maintenance Tonight: 4th July

Unfortunately there’s another extra maintenance tonight to improve server stability. The good news is that at this stage it’s only scheduled for 2 hours:

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

We will be performing an unscheduled maintenance this Wednesday, July 4th, 2012. This maintenance will increase server stability. After the maintenance, there will be not be a new patch to download.

This evening, we will be bringing down the servers and SWTOR.com for a brief maintenance period for two hours from 2AM CDT (12AM PDT/3AM EDT/8 AM BST/9AM CEST/5PM AEST) until 4AM CDT (2AM PDT/5AM EDT/10AM BST/11AM CEST/7PM AEST). All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than two hours, but could be extended.

Maintenance

Date: Wednesday, July 4th, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8 AM BST/9AM CEST/5PM AEST) until 4AM CDT (2AM PDT/5AM EDT/10AM BST/11AM CEST/7PM AEST)

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

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

Server Downtime: July 3rd 2012

Unfortunately for Oceanic players, we’re up for our third maintenance in five days, and it’s a longer one at six hours.

Time conversions:

AEST: 5pm-11pm
AWST: 3pm-9pm
NZST: 7pm-1am

The full details:

Hello everyone, we wanted to let you know that we will be performing scheduled maintenance for six hours on Tuesday, July 3rd, 2012 from 2AM CDT (12AM PDT/3AM EDT/8 AM BST/9AM CEST/5PM AEST) until 8AM CDT (6AM PDT/9AM EDT/2PM BST/3PM CEST/11PM AEST). All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than six 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 3rd, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8 AM BST/9AM CEST/5PM AEST) until 8AM CDT (6AM PDT/9AM EDT/2PM BST/3PM CEST/11PM AEST)

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

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

These are not the factions you’re looking for!

A long, long time ago in a land far away, there was a beautiful princess, handsome rogue, black knight, evil king and a brave lad about to take his first steps on a great adventure. Oh, did I mention the menacing castle, wise wizard and two bumbling dwarves for comic relief. Sound familiar? It should because Mr Lucas not only lifted a classic fairytale template but the childlike morality that goes with it. So, in SWTOR you tend to be pushed to one moral pole or the other in order to benefit from alignment rewards.

This was not always the plan though. Back in the hazy genesis of the game there was talk of having three factions: saintly, chewing-the-scenery evil and normal people just looking to make a buck. But as the game evolved that went the way of other ambitious ideas and we ended up with the binary factions each gaining one of the neutral classes. Perhaps they didn’t want to stray too far from WoW’s recipe or maybe three factions was more work than they could handle.

The ghost of the third faction still haunts the corridors of BioWare Austin, as has been acknowledged by the promise of neutral gear sometime in the indeterminate future. So, to draw a long bow, perhaps a third faction is a concept that could be dusted off and re-examined because the game could certainly benefit from it.

Now before I go further, this is a mental exercise so don’t go flaming about problematic details, we’re painting with broad strokes here. So grab some Giggledust and lets go down the rabbit hole…

Let’s get the obvious out of the way first, since much of the ground work is already in the game. The neutral faction already has two classes: Bounty Hunter and Smuggler. Now if my math is correct that leaves us a class short. Rather than introduce a new one I’m going to suggest ‘Revanites’ where neutraly aligned Republic and Empire plays could defect to, but probably not until level 50 once the class story is out of the way. Why complicate things.

Now we need a capital. What’s appropriate and easy? Hutt Space in one form or another predates either The Empire or The Republic and Nar Shaddaa rivaled Coruscant as a trade hub until the Kyyr system’s star went supernova and destroyed the Ootmian Pabol trade route, so we’ve got our capital city. Unless BioWare feel like building Bilbousa. Nah, didn’t think so.

So what’s the point of having a neutral faction? In a word – Endgame. To avoid changing too much of the existing game during levelling, specifically voiceover and story, a neutral faction would really exist to create added gameplay dynamics in warzones and, if it’s ever fixed, open-world PvP. Potentially it could help balance factions by allowing the two smaller ones to team up against the largest. Or not. Wholesale slaughter can be fun too.

More to the point, since endgame content is still a bit thin it gives Bioware the opportunity to develop new material that will make level 50 gameplay more compelling and stand out from other offerings in the genre.

Before I wrap this up, I’ll just say again, this is purely a ‘what-if’, it’s not fully thought through because I’m not a game designer. I also understand there would be a lot of work to make it happen, so don’t waste your time pointing that sort of thing out. But taking all that into consideration, why not join in this flight of fancy and tell us what would you like to see if a third faction was a possibility?

Throw a comment in below!

Community Q&A 30th June 2012: Beyond Cathar

Another week, another Community Q&A!

BioWare continue their promised shorter and sweeter format with a handful of questions, including the issue of playable races into the future.

Read the full kahuna below:

Lesai: When it comes to planning content and game direction, how much of it is based on the developers’ plan for the game, and how much of it is based on community suggestion and feedback?

Daniel Erickson (Lead Game Designer): As we come to the end of our big must-have features (like Group Finder), updates are driven more and more by the community. Expect to see far more of the smaller quality of life requested features (color matching for companions, chat bubbles, etc.) start to get real traction under them in the near future.

 

CelCawdro: What are your long-term plans for implementing playable species? Are Cathar merely the first of semi-regular species additions?

Daniel: Like all of our ongoing content updates, we’ll release Cathar into the wild and see how they perform. If new species are clearly popular we’ll keep them coming!

 

Nyrdbyrd: People are always disappointed when they lose the tie breaker in a Voidstar match, as though it was incorrectly judged. Any chance you could clarify the tiebreaker rules for us?

Rob Hinkle (Senior PvP Designer): Excellent question! We’ve actually gone through a series of adjustments to improve this very system. As of 1.3, here is how a winner is determined in Voidstar: There are 6 checkpoints inside the Warzone – the 3 sets of blast doors, the bridge in the reactor room, the forcefields in the cargo room, and the datacore itself. The team that gets the furthest wins the Warzone. If both teams get to the same checkpoint, then whichever team gets to that point the quickest wins.

When the Warzone figures out that one team has already won the match (since they are the 2nd team on the attack and have exceeded their opponents’ progress, or have gotten to the same spot faster), the match will end immediately instead of playing out the rest of the game to a known ending.

Unrelated to the tiebreaker changes (but also exciting), we’ve made a change to the Hangar inside Voidstar to help prevent stalemates inside the first room. We’ve added a broken fence down a portion of the middle of the room, which obstructs movement but not vision. The intended result is that the defenders have to commit to defend one side or the other, and can’t float between both doors quite so easily.

 

Tomisu: How does Expertise affect healing in PvE environments, like Operations for instance? If all players are flagged for PvP, will the heals they receive get the Expertise bonus? If not, what prevents it?

Austin Peckenpaugh (Senior Designer): Expertise counters the negative effects of “PVP Trauma,” the debuff applied when engaging in combat with enemy players. It is not in any way associated with flag status.

 

Kiper: My question is are you still considering some sort of dual talent option, and if so is there an ETA?

Austin: This is definitely a feature we hope to provide in the future, but we don’t have any details to share at this time (including an ETA).

Archmage Xylem’s Trials: How To Get The Achievements

Look for the achievements for Glutton for Icy Punishment, Glutton for Fiery Punishment and Glutton for Shadowy Punishment?

Here’s how to get there:

1. Go to Azshara (if you’re Alliance, fly to Forest Song in Ashenvale then go east into Azshara)

2. Go to the Arcane Pinnacle as shown here:

3. Click on each of the crystals, entering the portal each time and doing the Trials – simple as that!

4. If you want to know how to complete the trials:

a. Fiery Punishment: /dance in ten circles that don’t have the blue fire crystal in them. It counts each one you do without damage so you don’t have to do 10 without damage in a row to get the achievement.

b. Shadowy Punishment: click on the crystal then lead the apparitions to any of the portals. Like the fiery one, it counts each successful one, so it’s not hard to get.

c. Icy Punishment: this is the most challenging – the easy way out is to get on a flying mount, get airborne, skew your camera angle to look down, and drop in and out to grab the small orbs until you get 20 without taking damage.