SWTOR Server Downtime September 11 2012

A three-hour maintenance is the plan this week, here’s hoping it doesn’t extend as long as last week’s.

Time conversions for you:

AEST: 5pm-8pm
AWST: 3pm-6pm
NZST: 7pm-10pm

The full details from BioWare:

Scheduled Maintenance: September 11th, 2012 | 09.08.2012, 03:41 PM

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

This 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, September 11th, 2012

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

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

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

Oceanic Soap Box: Remembering The Fallen

I thought that this week, we’d get a little sentimental. It never hurts to take some time to remember lost comrades – and it applies in the MMO sphere as well. What prompted me was the announcement over the past week that City of Heroes will be closing.

It’s an MMO that’s been around since 2004 and like any game of that longevity, it has a devoted following. All too soon it’ll become one of those games that we remember we ‘used to play’.

So on that note, let’s talk about games that have closed / become no longer playable. For me a standout is Raid on Bungeling Bay on the Commodore 64. I got to play at once for around 20 minutes at my parent’s friend’s house and spent the weeks (and months) afterwards obsessing about it. I’d still love to give it a try although I’m pretty sure I’d find it disappointing now.

Which games do you miss most? It doesn’t matter whether it’s PC/Mac/Console/Handheld/Online – let us know what used to float your boat!

SWTOR Update 1.4: Class and Balance Changes

The latest developer update from BioWare features Senior Designer Austin Peckenpaugh. He covers in some detail some interesting changes coming in Update 1.4.

There’s quite a bit of reading below, but it’s well worth doing if you’re interested in what’s coming up. In the crowd control section alone I found there’s some pretty significant alterations on the way. I for one will miss Force Wave as it currently is, but I can see why changes are being made. I love that Force Speed is getting a cool-down reduction though!

Anyway, have a read through and see where you’ll be impacted:

Crowd Control and Resolve Changes

Our goal for crowd control in The Old Republic is to provide abilities that allow the player to take control of a fight, turn the tables, and feel great for taking charge. We know that this can be improved, so I want to explain our philosophy and our motivation for change before going into detail on the changes themselves.

Prior to Game Update 1.4, it was simple to control a target from a great distance and do so instantly, often as a surprise opener or from an unseen location off-screen. The way control abilities were designed encouraged this behavior, and the resulting gameplay could be frustrating.

In Game Update 1.4, we’ve made adjustments to the range of control abilities under a new philosophy. We want control to be something more readable, more predictable, and less chaotic in effect. To achieve that, control needs to require a setup, an activation time, or be close range such that the controller must overextend or broadcast their intentions in some way.

In Game Update 1.4, you’ll notice the following changes:

  • Electro Dart and Cryo Grenade now have a 10-meter range.
  • Electrocute and Force Stun now have a 10-meter range.

Whirlwind and Force Lift still have an activation time and still have a 30-meter range. Plasma Probe and Incendiary Grenade still require an effect and still have a 30-meter range. Mind Trap, Mind Maze, Sleep Dart, and Tranquilizer still require stealth and still have a 10-meter range. Dirty Kick and Debilitate still have a 4-meter range and still have the shortest stun cooldown in the game. Flash Bang and Flash Grenade still have a 30-meter range and are exceptions to this philosophy, as they provide essential gameplay for the Sniper and Gunslinger.

In addition, while Overload and Force Wave make for great escape abilities, they have done so previously at a cost to the overall PvP experience. What we want for these abilities is to create distance between you and your target(s), but what frequently occurs is a bad experience for incidental nearby enemies that aren’t your intended target(s). Jet Boost and Concussion Charge behave similarly, but they are limited to the Mercenary and Commando. Changing them has a less effective impact on the game, and those Advanced Classes play better with a stronger ability on a longer cooldown.

  • Overload and Force Wave have been redesigned. These abilities now knock back all targets within a 15-meter 120-degree cone in front of you. Furthermore, these abilities now knock back all potential targets instantly; they no longer wait for an animation note at the end of the ability animation.

We’ve also made adjustments to the Resolve system in Game Update 1.4. We’ve adjusted the gain logic of Resolve such that simultaneous and overlapping control effects no longer linearly add together their Resolve gain values. Instead, using a crowd control ability on an already controlled target now applies reasonable Resolve gain values by comparing the incoming control effect to the greatest of existing control effects.

As a result of these Resolve changes, unorganized teams will no longer pay huge penalties for overlapping control effects at critical moments. For example, it can frustrate players when pickup groups accidentally make a Marauder immune to Control because two or more teammates tried to stun him at once. The resulting unstoppable wrecking ball that the attacker transforms into made for a pretty poor experience for players trying to escape him. Additionally, we don’t like it when a Huttball ball carrier gets “fed” full Resolve by a disorganized pickup group trying to stop him from scoring by simultaneously landing multiple Control effects.

Ability Changes

We’re confident that these changes create a more predictable, readable, and ultimately enjoyable PvP experience. However, none of these changes are possible without next addressing the “holes” introduced to existing class gameplay. Obviously, reducing the range of stuns and turning Overload and Force Wave into cones demands some buffs to classes that relied on those abilities to escape attackers.

Mercenaries and Commandos:

  • Mercenaries and Commandos now have a 30-meter interrupt, Disabling Shot. This ability interrupts the target’s current action and prevents that ability from being used for the next 4 seconds. This ability can be trained at level 18.
  • Afterburners/Concussive Force: Rocket Punch/Stockstrike now immobilizes the target for 4 seconds instead of knocking it back. Damage caused after 2 seconds ends the effect. The knockback previously caused by this skill generated enough Resolve that it was actually detrimental to the Mercenary/Commando’s ability to further escape the attacker.
  • Tracer Lock/Charged Barrel: Now each stack additionally reduces the activation time of your next Healing Scan/Advanced Medical Probe by 20% per stack.
  • Kolto Residue: Now additionally snares enemies struck by your Kolto Missile/Kolto Bomb by 50% for 3 seconds.
  • New Bodyguard/Combat Medic skill, Peacekeeper/Frontline Medic: While protected by your own Kolto Shell/Trauma Probe, firing Rapid Shots/Hammer Shot at an enemy triggers your Kolto Shell/Trauma Probe to heal you on a separate 3-second rate limit.

Sorcerers and Sages:

  • Force Speed now has a 20-second cooldown (down from 30) for all Consulars and Inquisitors.
  • New Sorcerer/Sage ability, Unnatural Preservation/Force Mend: Heal yourself for a moderate amount. Only usable on yourself. Instant, costs no Force, 30-second cooldown. This ability is trainable at level 18.
  • Dark Resilience/Valiance: Now additionally increases the healing dealt by Unnatural Preservation/Force Mend by 15% per point.
  • Fadeout/Egress has been redesigned. Now causes Force Speed to remove all roots and snares and grant immunity to roots and snares for the duration.
  • Polarity Shift/Mental Alacrity now additionally grants immunity to interrupts for the duration. Improved visual FX to demonstrate this effect.
  • Backlash/Kinetic Collapse: The incapacitation effect caused by this skill no longer breaks on damage.

Stealth Gameplay Adjustments

Prior to Game Update 1.4, stealth classes and specs had an “infiltrate and eliminate” focus that effectively served solo or small team gameplay, but the specs that focused on stealth (Infiltration/Deception, Scrapper/Concealment) weren’t valued very highly for group gameplay.

In PvE, Infiltration/Deception’s burst wasn’t highly valued, and Scrapper/Concealment had difficulty moving quickly between targets. In PvP, the community has made it clear that they want more from stealth specs than “lone wolf” gameplay. In the case of Infiltration/Deception, the spec’s fragility was of great concern to many players, insofar as it didn’t encourage the spec to contribute well to lengthy fights or lend support to teammates.

Scoundrels and Operatives:

  • Disappearing Act/Cloaking Screen now has a 2-minute cooldown.
  • Energy Screen has been renamed to Ghost. Fight or Flight/Ghost: Now this skill finishes the cooldown on Sneak when you exit stealth mode. Furthermore, this skill allows Sneak to be used out of stealth mode, increasing movement speed by 50% for 6 seconds. This skill still removes the healing done and healing received penalty caused by Disappearing Act/Cloaking Screen.
  • Flee the Scene/Advanced Cloaking now additionally reduces the cooldown of Sneak by 7.5 seconds per point. Now reduces the cooldown of Disappearing Act/Cloaking Screen by 15 seconds per point (down from 30 seconds per point).

Shadows and Assassins:

  • Force Cloak now has a 2 minute cooldown.
  • Infiltration Tactics/Duplicity: Now when triggered, your next Shadow Strike/Maul deals 30% more damage and costs 75% less Force. This cannot occur more than once every 15 seconds, but each rank after the first reduces this rate limit by 3 seconds.
  • Celerity/Avoidance now additionally reduces the cooldown of Force Speed by 2.5 seconds per point.
  • Masked Assault/Darkswell: Now additionally finishes the cooldown of Blackout when you exit Stealth mode. In addition, Masked Assault/Blackout causes Shadow’s Respite/Dark Embrace to reduce all damage taken by 25% while active.
  • Fade now additionally reduces damage taken from area effects by 15% per point. Kinetic Field/Entropic Field no longer provides this effect. Now reduces the cooldown of Force Cloak by 15 seconds per point (down from 30 seconds per point).
  • Kinetic Field/Entropic Field has been redesigned. Now critical hits cause you to build a Kinetic/Entropic Field, increasing damage reduction by 1% per point per stack. Stacks up to 3 times.
  • Humbling Strike/Magnetism is a new 1-point skill. Causes the target of your Spinning Kick/Spike to be slowed by 70% for 3 seconds when the knockdown effect ends.
  • Clairvoyant Strike/Voltaic Slash: Using Project/Shock no longer consumes the buff provided by this ability. This change was made to better synergize with Spinning Strike/Assassinate during execute phases.

Future Game Updates

 

As previously stated, classes in Star Wars: The Old Republic will continue to undergo constant evaluation. Many future changes will be similar in scope and purpose to what I’ve described in this blog – to address usability issues, improve quality of life, and make the most non-invasive changes we can to correct emerging balance issues.

As far as any specifics go, nothing for future Game Updates is locked down well enough to comment on.

Already there’s been some significant feedback from the SWTOR community on the Resolve changes in particular, so there’s been a further response from Peckenpaugh to address that:

First of all, please do keep in mind that reading about changes and experiencing them can be different. We are looking forward to your feedback once you’ve had some time to see these changes when the PTS becomes available!

In the live game, being affected by two stuns simultaneously only controls you for 4 seconds, but it gives you full Resolve. To be plain, this makes escaping a rampaging melee player very, very difficult. It’s directly related to concerns we see regarding overpowered melee and them being inescapable. Going immune after only 4 seconds of control strongly favors the one being controlled.

What this change actually does is make “wasted” control not build extraneous Resolve. Once this change goes live, two well-coordinated players will not be able to control a target for any longer than they ever were able to before. In the live game and after this change, the optimal control strategy is and will continue to be “player B uses his control after player A’s control has worn off.” The only change is that two uncoordinated players aren’t unduly and additionally punished for wasting their control.

Consider the following examples under the new system:

ex. A: Player A stuns the target for 4 seconds. 1 second after the stun is applied, player B stuns the same target for 4 seconds. The target is controlled for a total duration of 5 seconds.

  • Player A stuns the enemy for 4 seconds | effective control duration = 4 seconds | enemy gains 800 Resolve
  • 1 second later, player B stuns the same enemy for 4 seconds | effective control duration = existing 4s + new 1s = 5 seconds | enemy gains 200 Resolve
  • Enemy gains a total of 1000 Resolve for being controlled for 5 seconds
  • Resolve gain rate = 200 per second of stun

ex B: Player A stuns the target for 4 seconds. 4 seconds after the stun is applied, player B stuns the same target for 4 seconds. The target is controlled for a total duration of 8 seconds.

  • Player A stuns the enemy for 4 seconds | effective control duration = 4 seconds | enemy gains 800 Resolve
  • 4 seconds later, player B stuns the same enemy for 4 seconds | effective control duration = existing 4s + new 4s = 8 seconds | enemy gains 800 Resolve
  • Enemy gains a total of 1600 Resolve for being controlled for 8 seconds
  • Resolve gain rate = 200 per second of stun

Consider those same examples under the old system:

ex A: Player A stuns the target for 4 seconds. 1 second after the stun is applied, player B stuns the same target for 4 seconds. The target is controlled for a total duration of 5 seconds.

  • Player A stuns the enemy for 4 seconds | effective control duration = 4 seconds | enemy gains 800 Resolve
  • 1 second later, player B stuns the same enemy for 4 seconds | effective control duration = existing 4s + new 1s = 5 seconds | enemy gains 800 Resolve
  • Enemy gains a total of 1600 Resolve for being controlled for 5 seconds
  • Resolve gain rate = 320 per second of stun

ex. B: Player A stuns the target for 4 seconds. 4 seconds after the stun is applied, player B stuns the same target for 4 seconds. The target is controlled for a total duration of 8 seconds.

  • Player A stuns the enemy for 4 seconds | effective control duration = 4 seconds | enemy gains 800 Resolve
  • 4 seconds later, player B stuns the same enemy for 4 seconds | effective control duration = existing 4s + new 4s = 8 seconds | enemy gains 800 Resolve
  • Enemy gains a total of 1600 Resolve for being controlled for 8 seconds
  • Resolve gain rate = 200 per second of stun

The only difference here is that the enemy is never treated to undue Resolve gains. Resolve gain always matches the amount of absolute control time. Two coordinated players can control a target as long as ever, but no longer than ever before.

So there you have it – what’s your take on the changes? They seem a nice improvement to me overall – do you agree?

SWTOR Patch Notes 1.3.7

The servers are back up after one of the longer maintenance periods I’ve seen, and standing amongst the smoke is a brand new patch.

It’s a fairly small one to boot, although the changes to the Group Finder will please a lot of people.

The patch notes in full::

 

1.3.7 Patch Notes

9/5/2012

Flashpoints and Operations

General

    • Players will no longer be prevented from traveling to their group’s in a Flashpoint or Operation due to the instance being full.

Group Finder

  • Group Finder now retains a character’s role selections when joining or leaving a group.

Items

General

    • Muse Vestments no longer clip incorrectly with character heads.
    • Helmets, circlets, masks, and visors now display correctly on Miralukan characters, hiding the Miralukan mask.

Legacy

  • Legacy names are no longer unique. New Legacies that are created are now able to use a name that is already in use on the server. All players will be able to rename their Legacies once, at no cost, in a future update.

UI

  • Made minor cosmetic changes to the Character Selection and Character Creation UI.

SWTOR: White Crystals Returning?

For those you liked using white crystals in-game, BioWare have provided some hope that they may be making a return.

In reply to a forum query, BioWare’s Allison Berryman has sourced some information on the issue:

I asked Jason Attard (Senior Game Balance Designer) about whether or not we intend to bring the white crystals back. He said that we do intend to make this crystal available again in the future, but we do want it to remain very rare even when we do.

So there you go – they won’t be easy to get but they may be back. What are your thoughts?

SWTOR: Terror From Beyond Story Mode – Gear Clarification

When we first ran our story on the new Terror from Beyond Operation, some readers asked what gear would be dropped in Story Mode.

BioWare have come up with an answer that’s pretty clear:

I asked Jesse Sky (Lead Flashpoints and Operations Designer) what kind of gear players should be in to attempt Story Mode and what kinds of rewards they’ll receive for doing so. He said that the gear requirements for Story Mode are similar to those for Story Mode Explosive Conflict. It’s balanced for Columi and drops Rakata, but will also speed up the acquisition of Black Hole gear. Hard Mode is balanced for players who have geared past Hard Mode Explosive Conflict.

So there you go!

Over to you: is that what you expected? It seems a fairly reasonable balance to me…

SWTOR: Maintenance Changed to Wednesday 5th Sept

After a week off maintenance, it’s back this week with a four-hour downtime on a different day. Due to the US Labor Day holiday, they’ve bumped the downtime back 24 hours to Wednesday evening. There’ll be a patch to download afterwards and we’ll post the patch notes once we have them.

Here’s the time conversions:

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

The full details from BioWare:

Hi everyone,

We wanted to inform you all that due to the Labor Day holiday on Monday, September 3rd, 2012, we will be moving next week’s scheduled maintenance to Wednesday, September 5th, 2012.

We will be performing scheduled maintenance for four hours on Wednesday, September 5th, 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 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, September 5th, 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™.

Star Wars Humour Round-Up

Some Stupendous Saturday Star Wars Satire for you, rounded up from all corners of the interwebs. Enjoy!

(Source)

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And finally:

SWTOR: More Info On Terror From Beyond

Mega Garden Slug Will Slime Your Ass!

BioWare have posted a developer update on the latest piece of end-game content coming in Game Update 1.4: Terror From Beyond.

Here’s a brief snippet:

This Operation introduces the next tier of progression in Star Wars: The Old Republic, including a new set of PvE gear. The hard difficulty mode for Terror From Beyond is balanced for players wearing a full set of Campaign gear, which can be acquired from Operation: Explosive Conflict. Augments will become increasingly more important the deeper you get into Terror from Beyond. Story mode will be available for players who just want to see the sights, but it’s no walk in the park.

Read the whole thing here. There’s no word as to when this will be on the PTS but be assured we’ll let you know when it is.

Over to you: is there anything in this info that has you interested in particular beyond the fact it’s new end-game content? Share your thoughts!

SWTOR: Grinding The Gears

There’s nothing so embarrassing as trying to go up a hill in the wrong gear. You can hear the engine struggle and have to endure the amused smiles from passengers in other cars as they bomb past you. Unless you are a complete idiot, you will change down gears.

This is clearly BioWare Austin’s revised philosophy as BioWare’s Executive Producer for Live Services, Jeff Hickman, has pointed out in a recent interview with Zam.com.  Lets face it, BW has become notorious for offering up big promises of things ‘coming soon’ but for the most part it’s been a bad case of over-promising and under-delivering. It look like this is changing – hopefully.

While his responses include the usual soft peddle and PR spin where he tries to paint the move of offering a F2P tier as a considered move that’s part of a larger strategy guided by keen observation of the market place (as opposed to the market pushing them towards a cliff), he also offers some interesting morsels that will appear to hint at better days to come for the struggling MMO.

The first thing to mention is that Jeff Hickman overall sounds like a man who wants to make things right. If that is reflective of the general attitude in Austin then good things might be about to happen. There had been fears expressed by some that EA/Bioware might just throw token resources at the game to keep it ticking over but not put any great effort into re-energising it. However it sounds, to me at least, that a shift in focus and attitude has occurred and with it some actual progress.

The six-week update schedule, if they stick to it, should be achievable especially since they’ve already got a significant amount of content mapped out and built ahead of time according to Daniel Erickson. DC Universe Online manages updates roughly every month, so lets consider this a likely eventuality.

Now, onto Space combat. While many are vocal about this being an irrelevant and seldom touched part of the game, recent figures indicate that it’s popular.  While Hickman confirmed that hard mode missions would be available, he was decidedly evasive about any other developments saying only that there was a dedicated space team working on ‘lots of interesting things’. Granted that smacks of ‘coming soon’ but in the overall context of the interview it sounds more substantial to me. Apropos of nothing? Maybe, but I’m going to go out on a limb and say I think this sounds promising.

Then of course we have the much derided Great Acquisition Race. While many found this frustrating and far too short-lived, Hickman said it was full of foreshadowing and hinted at where the story was headed. Again, this at least confirms that Makeb, as a class-generic zone isn’t all we have in store. There is more story to come and for many of us, that remains the main attraction of the game. Once again, it sounds hopeful.

Granted, there’s nothing rock-solid here and SWTOR has plummeted from keenly anticipated WoW killer to being written off as ‘a miss’ in the last EA earnings call. But this may be a blessing in disguise. Perhaps now that internal and external expectations have crashed, the game has a little breathing space to consolidate, reappraise and rebuild without the intense scrutiny and pressure. Perhaps there’s less need for the vague promises that gamers always assumed were directed at them but were merely coded messages to the stock market. Those messages caused most of us a lot of frustration and while I thought I was beyond believing or caring, this interview still leaves me oddly hopeful.

Even with so much else in the market right now, SWTOR can still turn things around. It will never have ten million subs but it can find its niche. SWTOR still has a lot to offer and under the right leadership there’s no reason it shouldn’t continue to develop and mature into a game with a substantial, stable player community. With luck it might even evolve into the game it was always intended to be before EA pushed it out of the womb prematurely.

[Image via Free Images Archive]

/gchat: Swings, Roundabouts and Blenders

/gchat is an ongoing column on guilds and the fun, conflicts, laughs and rage-quits they contain. If you have a topic you’d like covered, drop our guild guru Jemima Moore a line!

Raid Team Selection. Yep, I said it. It’s a dirty word. It’s an ugly word. Ok, it’s three words but I’m bringing them out of the closet and shining a light on the shabby, shameful, heart-wrenching world of raid team selection – no holds barred.

The oldest and arguably most maligned way to assemble a raid team is the Playground Panel.

It comes in many forms from “everyone be on at 7 and we’ll see who’s on” to “I’ll be picking teams based on class balance and gear” and is often characterised by a green wall of furtive questions around  7:15pm AEST: “Are we raiding tonight?” “What time is it starting?” “Have invites gone out yet?” It may seem harmless enough, but rest assured it’s all a euphemism for “I’m too lazy to care about anyone ‘cept me and mah boyz.”

It’s a bad system. Designed and perpetuated by a select few who want the maximum number of warm bodies to fill raid slots for the minimum effort. It promotes elitism, anxiety, dissent and disappointment as even the most seasoned raider can’t help feeling at least a momentary lump in the throat wondering whether they’ll get to go – and only the biggest narcissist will leave someone behind without at least a momentary twang of guilt. The best case scenario is you didn’t set aside an entire evening for nothing and the majority of the team made it through the selection process with enough confidence intact to actually perform.

Thankfully, this arcane system of selection has evolved and most guilds have moved on to more structured modes of selection. If yours hasn’t, I suggest you shop around.

The Rotating Roster with a Team Split Twist is the most common of these. Guilds divide their raiders into fixed, over-sized teams and schedule the extras on a rotating stand-by schedule.

It’s a much fairer method and provides a lot more flexibility in terms of attendance. Plus there’s an argument that sticking with the same people in the same roles makes progression easier and more efficient. There are some hidden drawbacks though.

Tanks and healers are typically not rotated as much as dps. If they are, it falls on a few members of the team to maintain two sets of gear and the skills to fill those roles on odd nights.

The counter-argument to easier and more efficient progression is reduced development of skills across the broader team which often makes the next fight harder. Plus, you’re back to wiping a few times on a boss you usually one-shot when that key taunter/runner/add collector isn’t around.

It sucks to have your standard rotation night come up just after you spent an entire evening wiping on a boss and know the team will kill him next raid without you. The only things that sucks worse is having it happen twice.

Unapologetic 1980’s reference foisted on this great post by the sentimental Editor

Then there’s the ‘guild killer’ that’s more insidious than cancer: the A-team / B-team split. One team due to subtle (or not so subtle) differences in make-up, happens to progress faster than the other. Maybe that team has an extra taunt, a speed boost or a min/maxing dps of a certain class that makes a hard boss just a little easier. The acquisition of gear and new skills they’re developing skyrocket them ahead of the other teams and A-grade egos develop in line with an A-team tag. As the gap in progression widens, so does the ability for players to interchange teams and, over time, the individual groups become insular and cliquey. A vicious circle ensues until one day someone wonders out loud why they’re tolerating the whiney/egotistical pack of QQers/l33t jerks on the other team at all. There’s usually casualties.

All too frequently, guilds with this make up can’t ride the ebbs and flows of raiding through multiple expansions and inevitably one team breaks away to form their own guild ready to start the cycle over again.

In order to overcome these problems, some guilds are now guaranteeing raid spots for players willing to commit to 100% attendance (or close to it) and are mixing raiders up from lock-out to lock-out. I call it “Will it Blend?” and Aftermath tried it this season. It’s not a perfect system by any stretch but it does engender whole-guild camaraderie, significantly reduces the drama surrounding kills and loot drops and that in turn develops both loyalty and pride in oneself and the guild. It also requires a team of skilled and committed raiders who show up every week ready to do anything but that’s kind of a chicken and egg thing. The downside is that without guilded raiders on stand-by, real life getting in the way becomes a huge issue. Assembling and balancing teams each week is no small issue and maintaining a wide and varied friends list to PUG from takes a lot of time.

As an aside, Murphy’s law holds true every time – a PuG will always win the /roll on set gear. And finally, when there’s no side door to nudge a lacklustre player to, it occasionally forces you to have conversations that are more honest than you’d like.

I can’t help but think there has to be a middle ground. On the one hand, it’s a game and requiring 100% attendance for a hobby is pretty hard core. On the other hand, less than 100% attendance when multiplied by the number of people in your raid team, means that somewhere between 7 and 24 people that set aside their evening are adversely affected to at least some degree every single raid.

In a good MMO, raids are hard enough that the individuals in the team need to work pretty hard on their class, their gear and their research to be there in the first place. Yet developers don’t allow any flexibility in raid size or balance for sickness, working late, someone’s 21st birthday, wife aggro or the Grand Final. Guilds and players are expected to somehow overcome real life and field a team of an exact size and class balance each and every week.  Working within these limited parameters, it’s hoped that Raid Leaders can minimise disappointment, inconvenience and drama while providing a fulfilling and satisfying group experience for a set of highly competitive and motivated individuals.

Anyone else think these mechanics are somewhat at odds?

What BioWare, as a developer, has done to help is make a point of supporting server communities.  On the Empire side of Dalborra end-game raiding guilds have embraced that. The GMs of Prophets of Agony, Tenacity, First Legion, Reach (now part of Violation) and Aftermath formed a network of guilds that “borrow” raiders from each other for the night or the week. We try and make sure all our raiders get a run through somewhere and we try our best to help each other out with any bodies we can muster when another team is short. There’s still a healthy dose of competition between the guilds, but there’s just as many woots and gratz in /1 Denova on Wednesday night.

Again, it’s not a perfect system but it is better than the sand-box shenanigans we suffered in primary school.

I’d love to hear your stories of the best and worse raid team selection techniques you’ve come across.

SWTOR: No Maintenance Tonight

In case you hadn’t heard, there’s no server downtime this Tuesday night.

Enjoy the extra play time – or show how truly dedicated you are to a loved one by still spending time with them anyway.

Or not.