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SV: Nyheter om SWTOR
« Svar #15 skrivet: 2012-03-05, 19:55:58 »
åååååh gief 1.2 naaw ploxx!!

fy fasen va smutt!

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« Svar #16 skrivet: 2012-03-06, 10:17:02 »
Japp...det låter super nice.
Här står mer om 1.2...... :D

http://pc.ign.com/articles/121/1219843p1.html

Pinka inte på dig nu Ceder.....

//Snow

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« Svar #17 skrivet: 2012-03-07, 09:24:42 »
SWTOR Facebook Q&A - 03/06/12
By raelimar 8 hours agoCATEGORY ICONSWTOR NEWS
Earlier today, BioWare hosted a Facebook Q&A with Principal Lead Systems Designer Damion Schubert. Topics of discussion included the newly announced Legacy system, as well as several upcoming changes to the crafting system. Hit the jump to see the full Q&A.

Tim Simmons: Cantinas are wonderful, big empty spaces - any plans to have the abilities to make music and dance (I don't mean entertainer classes per se, more a reason to "hang around" them - small buffs of something)... ?

Damion Schubert
We have some ideas, but nothing planned for the immediate future.
 

Paul Holding: Are there going to be more world bosses added? They're one of the best parts of the game

Damion Schubert
We will probably add these sporadically throughout the life of the game.  I can tell you there's at least one new one in 1.2.>
 

Luca Rio: How big are the expectations for patch 1.2? I mean, as a team, how much are you looking forward to it and how strong do you think it will affect the current gameplay?

Damion Schubert
That's a tough question to answer - the game was pretty strong before 1.2 came out.  That being said, this game update is an incredibly large and ambitious update, and has some definite key improvements to the game experience.  I think that in particular Legacy will offer an all-new dynamic for people to play around with, no matter what their play style is.
 

Chris Scott: What Space Combat and Starship changes can we expect? Will we see customizations and new upgrades?

Damion Schubert
The space team has several initiatives moving at once right now - I wish I could speak to them all.  Once these are more concrete, we'll be happy to tell you more about them.
 

Damiano Vitali: Is there any chance we could have target marks to be key-bindable in 1.2? Many tanks and RL would be pleased.

Damion Schubert
That will definitely go on the GUI backlog today.  I don't have an ETA for when this will get to you, as their top priority for 1.2 is being sure that GUI customization is clean and ready to go.
 

Stefan Viskovic: will we be able to tranfer the already discovered taxi/teleportation nodes through legacy from our mains to our alts?

Damion Schubert
Not at this time.
 

Nathan E-lie Pavely: Will you ever change it so characters aren't always right handed? Where's the love for lefties?

Damion Schubert
This is fairly non-trivial for our game, due to the choreographed combat and the in-game cinematics.  Sorry to say, we have no plans for this at this time.
 

Gabriel Santiago: Will assassins be able to use electrostaves without restricting moves? since carrying a glowing and humming weapon is not stealthy

Damion Schubert
I've passed this feedback on to the combat team.
 

Jeffrey Peck: With what sounds like a continued NERF to biochem reusables in the future, what are the plans to make it competitive with the rest of the crafting skills after they seem to all be getting boosts?

Damion Schubert
The balance team has no plans to make Biochem inferior to other classes at the endgame, but instead to bring a level of parity across all crafted items.  We think the changes in 1.2 should bring all the crafting skills to be much closer in line with each other.
 

Lee Mathe: Will we be able to crit craft exisiting orange schematics already in the game?

Damion Schubert
Our lead crafting designer says:  Yes!  All craftable orange (custom) gear can be crit crafted.
 

Matty Debilde: About the raid calendar, is there maybe also some consideration about recording loot from events on the calender, assigning it to people and maybe even assigning points to people, as in making it possible to use/create a dkp system ingame?

Damion Schubert
We've talked about this before and may examine it again in the future.  Part of the problem is that guilds use a wide variety of different DKP methods, and there's a wide swath of players who are hostile to any sort of DKP system at all, and who don't want to feel the game is forcing one down their throats.  Any solution we come up with needs to be general enough to take all of these play styles and considerations in mind.
 

Chris Welbourn: Currently you can preview the appearance of armour for your character and companions. Will it be possible to please view weapons, as well, in this fashion?

Damion Schubert
Someday.  No immediate ETA.
 

Oren Shed: I am not thrilled about creating multiple characters and like to stick to just one, as well as a lot of the other population in the game in sure. With the legacy system, would someone like me be losing out a lot of new skills/abilities now since I dont want to create other toons?

Damion Schubert
We are very sensitive to this, and want to be sure that we don't undermine your playstyle.  In particular, we want to be sure that the amount of alt-playing you have to do in order to take part in other activities you might like (warzones, operations) is limited at most.  This is why the unlockable 'Heroic Moment' abilities are limited in their usage, and why players can unlock some of the key buffs in the tree with credits instead of alt-playing.  Also, as is possible now, players can gain legacy levels and experience even when their normal level is at cap.  Yeah, you'll miss out on some cool toys, but for the most part, there will be ways for you to get everything that you need to get.
 

Rob Levi: Since we are under Legacy system, is there a way our alts can appear in a room either on our ships or the guild ships? It would be awesome to see our characters and maybe even exchange inventory with them on the ship

Damion Schubert
No on the 'seeing alts' thing (at this time).  We do have plans for the future to streamline inventory swapping between legacy characters, but for right now, you'll have to use mail.  Note: we are removing the faction limitations on sending mail to yourself to facilitate this.
 

James Brown: Is there going to be a way to change the appearance of our armor? Seeing the same old armor is getting quite old.

Damion Schubert
1.2 will have an increase in the amount of moddable gear, as well as improvements allowing for moddable gear to be used at the endgame.  Between that and the new color unify system going in, players should have a remarkable amount of freedom in customizing the look of their character's gearset.

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« Svar #18 skrivet: 2012-03-07, 09:42:37 »

The Guild Summit is officially over. The second half of day two was dedicated to play testing Game Update 1.2, and a feedback session. There really wasn’t much time to get a feel for everything coming in 1.2, but when asked how they generally felt about 1.2, everyone in the room exclaimed – ‘Excited!”
All-in-all a great time was had by everyone and most left with a very positive feeling about where this game is headed. Game Update 1.2 doesn’t solve every issue, but it is a giant step in the right direction. Here are some of the highlights from the feedback session.
Game Update 1.2 Feedback
The patch notes for 1.2 are still being worked on but there are a number of combat and class changes that have not been publicized yet. A player noticed the Agent ability Tactical Advantage stacking three times.
There will likely be free respecs coming in 1.2.
Explosive Conflict Nightmare mode won’t be released with 1.2. It also won’t be tested on the PTS by players before it’s released.
The number of bosses wasn’t revealed but is said to be on par with the current Operations. It was reiterated that hard mode would be harder and that the length of time it takes complete it might be higher than what exists for current Ops.
There was a clarification on Ilum PvP that it will still be there, however, it is intended that players would choose Warzones over Ilum in 1.2 while they go back to the drawing board with it.
Game Update 1.2 will be going to the PTS soon, however, character transfers will not be available. This feature is currently reserved for guilds that they have specifically chosen to test the new Flashpoint and Operation.
Everyone else can still create another character on the PTS and test the other content. When asked about providing premade level 50 characters they said that it requires the same technology as character transfers and they’d prefer players to just be able to transfer their characters over to the PTS rather than have premades.
The interface and options to modify the UI is very overwhelming. A blog and tutorial video is something that is being worked on. The ability to choose pre-set interfaces such as ‘Retro’ (i.e. – WoW), and export and share your UI should make customizing the UI much easier.
Other feedback on the UI customization included a request for additional toolbars as well as the ability to hide bars in and out of combat.
A snap-to feature for grouping and moving objects was also requested.
They mentioned that they would like to decrease the amount of time between releasing game updates. Their goal is for the release time between Game Update 1.2 and 1.3 to be shorter than the time it took to go from 1.1 to 1.2.

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« Svar #19 skrivet: 2012-03-09, 14:04:48 »
Lite högupplösta bilder från 1.2 videon.
http://www.darthhater.com/gallery/game-update-1-2-trailer-framegrabs

//Snow

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« Svar #20 skrivet: 2012-03-14, 12:35:13 »
1,2
Highlights

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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« Svar #21 skrivet: 2012-03-15, 10:41:13 »
Intervju med Daniel Ericson om guild träffen de hade.

http://www.darthhater.com/articles/swtor-news/19981-guild-summit-interview-with-daniel-erickson

"There were a few embarrassing moments. There were definitely some facepalm moments where people pointed out things that seemed really obvious. We took a ton of notes."

//Snow

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« Svar #22 skrivet: 2012-03-17, 18:37:56 »
1.2 uppe på test servern.  :banana
Två "2" sidor med patch notes........ :cartman

http://www.swtor.com/community/showthread.php?t=363056

Snacka om stor patch.... :wave

//Snow

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« Svar #23 skrivet: 2012-03-21, 09:59:36 »
Lite nytt om Crew Skills i 1.2

Since the launch of Star Wars™: The Old Republic™, the Crew Skill system has been incredibly popular. Every week in-game, 52 million items are produced or harvested, 4.5 million item mods are installed and more than 35 million items change hands. Players actively participating in the Crew Skill system are generally better geared and have more credits in the bank than pure consumers.

That said, we still believe the Crew Skills can be made better. Without further adieu, here are some of the things you can expect for your profession when Game Update 1.2: Legacy goes live.

Crafting Professions

Armormech

Characters with the Armormech profession will now be able to learn Aim, Cunning, Shield and Absorb augments schematics, which may be reverse engineered for a chance to research their prototype and artifact variants.

Armormech crafters may now reverse engineer almost any modifiable outfit into an empty custom (orange) shell of the same name and appearance, which may now gain an augment slot when crafted with critical success.

Armstech

Characters with the Armstech profession will now be able to learn Endurance, Surge, Critical, Accuracy and Power augment schematics, which may be reverse engineered for a chance to research their prototype and artifact variants.

We have also added new schematics to create custom (orange) ranged weapons to the profession and enabled the reverse engineering and researching of vibroknife and shotgun variations. As with Armormech, a critical success while creating a custom weapon may yield an additional augment slot.

Artifice

As alluded to in a previous blog post, color crystals are seeing some change in Game Update 1.2. We want players to be able to choose their weapon color without having to worry about stats. To this end, we are introducing top-end crystals for all available colors to the game.

Lack of schematics is one of the major concerns we've heard from the community. To address this, we are adding a large number of schematics to the game. This includes elder game crystals as powerful as those found currently found through the highest level of Operations, as well as +Power crystals of various colors.

We have also added mid-level and end game schematics for the creation of the prestigious magenta crystal to the game along with a new exploration activity chain for obtaining them. All magenta crystal schematics have been changed so they can be freely traded via the Galactic Trade Network.

Artifice is also the first profession to gain some dedicated PvP crafting. Players may earn crystal schematics of various colors via PvP, making it the only profession able to create items that offer a permanent expertise bonus at this time. The required materials for these crystals will also be obtained through PvP, creating a closed loop for those players that prefer to only engage in Player versus Player conflict.

Finally, Artificers are now able to create willpower based shields for Sith Assassin and Jedi Shadow tanks and, while crafting Enhancements, gain a bonus item on a successful critical.

Biochem

With BioChem being in a fairly good spot already, we are not making any major changes to the profession at this time. Some minor changes include producing an additional implant on a crafting critical, reclassifying 'Red Goo' as a Grade 6 Biochemical compound via Bioanalysis Missions and a new, special recipe for the creation of delicious Ice-Scrabbler Jerky...

Cybertech

If your character has the Cybertech profession, you will now be able to sell any of the vehicles you create on the Galactic Trade Network, as we have removed their binding restrictions from the game.

A critical success while crafting grenades now results in double the number of grenades (which also had their cooldown reduced to 3 minutes to allow more frequent use), and a critical success when creating item modifications now yields an additional mod for your efforts.

Synthweaving

Players with the Synthweaving profession can now learn schematics allowing the creation of Strength, Willpower, Defense, Alacrity and Presence augments, which may be reverse engineered and researched into their prototype and artifact level variants. As with Armormech, a critical success crafting custom (orange) outfits will add an additional augment slot to the resulting item.

We have also added a number of additional light armor schematics and tweaked the material requirements for some custom (orange) outfits for better balance.

Gathering professions

After reading about augment crafting above, you are probably wondering where these changes leave the Slicing gathering profession, which previously was the only (and very random) source of augments for the game.

With Game Update 1.2, we are changing Augment Slicing missions to become the source of Sliced Tech Parts - the main material component used in the creation of Augments by Synthweaving, Armstech and Armormech crafters. We anticipate these components to be in extremely high demand once the update goes live, and enterprising Slicers should see considerable windfall from selling their wares on the Galactic Trade Network.

Slicing missions completed with a critical success may now occasionally yield premium quality augment schematics.

A large number of additional tweaks have been made to all other gathering professions, including new mission rewards, addition of high end material nodes in end game daily areas and the removal of mission failure from one-time mission discoveries. For a full list of our changes in this area, please look forward to the detailed patch notes that will accompany Game Update 1.2 when it arrives on the Public Test Server.

Reverse engineering and Research

Reverse engineering has shown to be a surprisingly popular mechanic practiced by a large number of our players. With this update, the team has not only significantly increased the chances of successfully researching a new schematic through reverse engineering, but also improved the overall functionality of the reverse engineering system.

For example, you will now see a 'Research Available' indicator in item tooltips while in reverse engineering mode, indicating if a schematic can be researched from an item. The dreaded 'You already know this schematic' message when discovering an already known schematic is also a thing of the past. Instead, players now discover another available schematic in that case, leading to less frustrating and more predictable research advancement.

We have also added new content for both the leveling and end game:

Players with the appropriate professions are now able to reverse engineer random loot items and acquire materials from them - including Operations materials from end game items.
Reverse engineering and research is now available for tier 2 end game items (and will automatically happen if the player wins a 'disassemble' loot in a group).
Mods from tier 2 end game items may now be extracted and researched. However, Armorings that provide a set bonus can only be extracted. They do not yield research schematics.
 Modifiable weapons and armor can now be reverse engineered and researched into empty, custom (orange) shells with the same name and appearance, adding a wide variety of new outfits to the game.

Droids…

Finally, on the topic of everyone's favorite character, the C2-N2 Droid and its Imperial counterpart, the equally charming 2V-R8 Ship Maintenance Droid, I am pleased to publish the following statement from the Republic News Wire:

"The C2 Droid Corporation is proud to announce the development of a new series of Droid sensors for their most popular product, the C2-N2. These sensors may significantly improve the crew skill efficiency and critical success chances of this unit when operated under normal, non combat conditions.

Not the be outdone by their Republic competition, the 2V Droid Corporation has announced a series of sensor updates for their popular 2V-R8 line of Droids. The corporation categorically denies reports that these new sensors may cause increase vocal frequency in the upgraded units!

Both lines of Droids reportedly had their personality matrix updated with an experimental emotion response chip, allowing them to accept gifts and tokens as a show of appreciation from their currently selected master. Crew skill performance of these units will increase upon acceptance of these objects in a way carefully created to simulate the response often associated with the transfer of goods between organics.

In related news, Balmorra Microprocessor Corporation has announced the discovery of a critical engineering flaw in the 'appreciation' subroutine of their bestselling 'Droid Vocal Response Chip' used on almost all ship maintenance droids currently available. The flaw is said to cause excessive expression of appreciation towards owners entering the proximity sensors of their Droids and is likely to blame for the sharp increase in escape pod related incidents around the galaxy over the last two months. A repair and replacement plan for the affected units has been devised and is said to take effect in the immediate future."

The road ahead

The above should give a good idea of what to expect from Game Update 1.2 in regards to Crew Skills and the economy. This is definitely not a complete list of changes and it is by no means the end to our improvement efforts. Game Update 1.2. is just one more step on our continuing journey.

May the Force be with you!

Georg Zoeller
Principal Lead Combat Designer

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SV: Nyheter om SWTOR
« Svar #24 skrivet: 2012-03-21, 17:28:26 »
 :thumb

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« Svar #26 skrivet: 2012-04-11, 00:47:33 »
Nu.....

http://www.swtor.com/blog/scheduled-maintenance-game-update-1.2-april-12-2012

//Snow

Va, patchning mellan 0700-1500? Har någon på bioware knarkat, inte kan de väl uppdatera spelet när folk är på jobbet heller?

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« Svar #27 skrivet: 2012-04-12, 13:07:29 »
Nu går det att ladda ner patch 1.2.
Men servrarna är fortfarande inte uppe och det finns heller inga patch notes.

//Snow

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« Svar #28 skrivet: 2012-04-12, 13:52:56 »
Patch notes:

* All the shit is in
* Ranked PvP is out

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« Svar #29 skrivet: 2012-04-12, 14:27:09 »
Servrarna är uppe och så är även patch nots, som är alldeles för lång att posta.......

http://www.swtor.com/patchnotes

//Snow

 

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