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guest3469

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Nyheter om SWTOR
« skrivet: 2012-02-13, 10:51:35 »
En community blogg av Daniel Erickson.
Där han svarar på frågor om vad som kommer i 1.2 och längre fram.
http://www.swtor.com/blog/community-qa-feb-10th-2012

tex.
"DarthNhiilus: Are you going to implement housing and guild features (like guild banks, guild ships)?

Daniel Erickson: Guild banks are coming in Game Update 1.2 and like PvP, guild features are a priority for the development team with a strike team focused on nothing but top guild concerns and requests. Guild capital ships are a huge undertaking, though, so expect to see more quality of life style guild features roll out before you and your allies start building your destroyer...."

//Snow

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« Svar #1 skrivet: 2012-02-17, 13:18:15 »
På test servern nu!

Star Wars™: The Old Republic™ - 1.1.4 Patch Notes

Because development is ongoing during testing, it should be noted that all changes and updates listed in the patch notes should be considered incomplete and are subject to change or removal before release to the live servers. The Public Test Server patch notes will be provided in English. The final release notes will be provided in English, French, and German when the content is moved to live servers.

General
The key formerly bound to /bug can now be mapped to any action and no longer opens the /bug window. The command is no longer able to be bound to a quickslot, but player can still type /bug in chat to open a new bug report.
Classes and Combat

General
Using abilities with indirect targeting (such as area of effect abilities) will no longer cause players to be flagged for PvP if a PvP-flagged player from the opposing faction is within the ability’s range, and the ability will have no effect on the PvP-flagged player.

Imperial Agent

Operative
Medical Therapy: Kolto Probe and Recuperative nanotech will now properly benefit from this skill.
Bounty Hunter

Powertech
Carbonize: PvP armor for Combat Tech will no longer prevent this skill from stunning enemies.

Flashpoints and Operations

Operations

Eternity Vault
Casting Mind Trap will no longer cause Soa to lose threat against his primary target.

Karagga’s Palace
G4-B3 Heavy Fabricator now has fewer hit points in Normal Mode.

Items

Vendors
“Show Usable” now properly filters to only show equipable items.

Missions and NPCs

Missions

Republic
Unlikely Allies: Resetting no longer requires players to abandon and re-acquire the mission in order to complete it.

PvP

Warzones

General
Fixed a queue interface exploit that allowed players to bring additional players into a warzone. While imbalances can still happen under specific circumstances, the issue can no longer be intentionally triggered by players in this way. *UPDATED*

Alderaan Civil War
The Eastern Turret no longer fires twice under some circumstances when it is captured by the Imperials.

UI

General
Added a /version command.
Added several new preferences for cooldown appearance:
Show Ready Flash: Toggles a bright flash when an ability finishes cooldown.
Show Global Cooldown Ready Flash: Toggles a bright flash when an ability finishes global cooldown.
Cooldown Style: Changes the art style for the cooldown graphic.
Global Cooldown Style: Changes the art style for the global cooldown graphic.
Show Cooldown Timer: Toggles cooldown time text on top of the ability icon in the quickbar.

Bug Fixes
Sorting will now function properly in the Guild Window.
Items placed in a quickbar are no longer removed when training abilities.
Using Shift + Right Click to split a stack of usable items will no longer cause the item to be used.

Miscellaneous Bug Fixes
Players will no longer experience occasional disconnection when purchasing Crafting Materials from the GTN.

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« Svar #2 skrivet: 2012-02-18, 10:01:15 »
Give Character Transfers! :beg

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« Svar #3 skrivet: 2012-02-18, 18:08:27 »
Community > Community News
Community Q&A: Feb 17th 2012

It’s that time again! Last week we asked for your questions and this week we have some answers. Once again, we had planned on answering 10 questions but in the end, got 12 answered by various members of the team. Please note in some cases we’ve combined multiple questions into one, and we have edited some questions for clarity.

We have now opened an official thread for next week’s Q&A, which will stay open until 2pm CST on February 21st (8pm GMT/9pm CET). We welcome your questions in that thread and hope you enjoy the answers below. If you want to discuss any of the answers given, please use this Forum thread!

 

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

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

 

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

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

 

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

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

 

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

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

 

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

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

 

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

Damion Schubert: Let's just say that this has always been a dream of mine for crew skills - it's almost as if this design was created specifically with this in mind, doesn't it? Good news, sometimes dreams do come true! The bad news is that I have no ETA for you, though, as this is a significant technical endeavor.

 

Bobonar:  Will we be able to take the modifications out of our endgame pvp-sets and put them into a set that we like better (design-wise) and keep the bonuses?

Emmanuel Lusinchi: Yes, the set bonus will be carried by Armoring mods that work just like regular mods except that they only fit into specific types of items, such as chest items or boots items. So, for example, the set bonus from a chest piece can be moved to another chest piece, and the set bonus from a helmet can be moved to another helmet.

 

HollowPoint: There has been a large push in the community for chat bubbles, especially with a toggle option for those who don't want them. Is a chat bubble system in the works? If so, when can we expect it to be implemented?

Damion Schubert: They're definitely on the list. We’ve got many active roleplayers in the dev team and chat bubbles have always been important to us. We actually had chat bubbles in beta, but there was unfortunately some serious performance issues that our implementation caused that, for example, made things really suck in warzones and the fleet. They’ll be coming soon, but in priority, the GUI team is focused first on GUI customization. I'll have a better idea of timing once we get past that. And yes, for people who hate them, whenever we do them, they'll be toggleable.

 

RuQu: Can you provide some details on Healer class design philosophy? Commando/Scoundrel AoE does not scale with group size due to player caps. Are they not intended to fill the raid-healer role? Scoundrels can be highly efficient, but have no tools for doing a short burst of healing.

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

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

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

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

Finally, the perception of a specific class being not desirable can also be affected by the desirability of other classes. For example, Sage/Inquisitor healers are currently able to exceed our intended healing performance at times by affecting multiple heals with the same Conveyance/Force Bending buff. Game Update 1.2 will remove the ability to do so.

 

Fu-bear: Can you please confirm the exact mechanics behind Taunts? The tooltips purely state that it forces a mob to attack for X seconds, yet I've read reports that the skill appears to equalise threat like a traditional taunt. Can you clarify this?

Georg Zoeller: Taunts work in two ways. First, they instantly put you on top of the target’s threat list. Then, they place a short duration effect on the taunted target forcing them to attack you. Assuming that you then lose threat (say, you just stand there) the NPC will be forced to attack you for the duration of the Taunt. Afterwards, the AI will resume attacking targets based on threat order. If another Taunt is applied after yours, the most recently applied Taunt takes precedence.

Please note this is assuming regular threat rules – there are certain situations in the game, especially unique boss fights, which may cause NPCs to specifically ignore targets. In these cases, an ignored target will not be able to gain threat even with a taunt. In general, these situations are messaged to the player through effects on their buff bar – something we’re looking to make more visible in the future.

 

Gladoss, titdiscus, Leoran: What do you plan to against Warzones’ AFK, more particularly about players who leave Warzones ? Will there be sanctions for this type of behavior?

Gabe Amatangelo: It is not sanctioned behavior. In Game Update 1.2 we will be making changes to the Warzone rewards system, which will de-incentivize this type of behavior. This will include the removal of the interim bag/quest system, the introduction of the direct purchase of gear from Warzone and Ranked Warzone commendations, 14 new objective-based medals and participation scaling the rewards. Additionally, players will have the option to vote kick idlers. Kicked players will not be able to re-queue for several minutes.

 

Lexiekaboom: 16 man Operations are much harder than 8 man Operations (to the point where most guilds can easily clear hard mode 8 man before being able to clear 16 man easy mode) but there is no loot difference at all to doing them. It's better to send your 16 man raid force to clear two 8 man instances .Is this oversight or design? What will be done to offset this in the future?

Gabe Amatangelo: This is not per design.  The teams have been addressing this in the weekly patches to some degree and more so in Game Update 1.2.  It is intended that 16 player mode is slightly easier than 8 player mode due to the fact that getting and coordinating 16 players is a larger hurdle in and of itself.

 

Thanks for all of your questions, and thanks to the team for answering them. If you’d like to put forward a question for next week’s Q&A, please visit this Forums thread!

 

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« Svar #4 skrivet: 2012-02-18, 19:39:35 »
Sage/Sorc helningsnerf i 1.2. Måste säga att det var väntat (och välförtjänt) och då spelar jag själv Sage.

Från den positiva sidan kommer det att innebära att min lilla Bounty Huntard kommer att få en buff :)

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« Svar #5 skrivet: 2012-02-18, 22:11:32 »
awsome...
WoW Officer Outland AK
Zachim / Kemo / Thingol

Argent Dawn
Curul / Sarakiel

/Tobias Emdebrant

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« Svar #6 skrivet: 2012-02-21, 10:40:13 »
Hmm, taget från en Q&A session med bioware:

"Bobonar:  Will we be able to take the modifications out of our endgame pvp-sets and put them into a set that we like better (design-wise) and keep the bonuses?

Emmanuel Lusinchi: Yes, the set bonus will be carried by Armoring mods that work just like regular mods except that they only fit into specific types of items, such as chest items or boots items. So, for example, the set bonus from a chest piece can be moved to another chest piece, and the set bonus from a helmet can be moved to another helmet."

Länk till hela: http://www.swtor.com/blog/community-qa-feb-17th-2012
/Buz
-----------------------------------------------
404 Not found

guest3469

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« Svar #7 skrivet: 2012-02-27, 14:07:11 »
Community Q&A 2/24/2012
By Infamous 2 days agoCATEGORY ICONSWTOR NEWS
BioWare released their weekly Community Q&A today with a look at some feature coming in patch 1.2 and beyond. Questions range from big such as streamlining travel in game, to small such as adding new player emotes. If you'd like to ask a question for next week's Q&A session, visit the official thread here. The thread will close on February 28 at 2pm CST (8pm GMT/9pm CET). Hit the jump to see this week's Q&A in full.

Chyp: Can we expect to see any animation/damage timing consistency changes between factions?

Georg Zoeller
Yes. The animation team has been working on a new set of animations for abilities like the Trooper's Mortar Volley to provide closer matching of animation timings and improved combat responsiveness. We expect to roll these changes out with Game Update 1.2.
 

Zennis: Has there been any discussion to streamlining the Space Port process? Perhaps allowing speeders in the Space Ports besides the Fleet?

Brian Audette
We've absolutely heard what the fans are saying and have been exploring options to address these issues. While we are still investigating allowing speeder use in Space Ports, we've also been looking for other ways to get people from point A to point B with greater haste. One such feature will specifically affect planets that have Orbital Stations instead of Space Ports such as: Tython, Korriban, Hoth, and Belsavis. We'll be adding an option for players to go directly to their ships from the surface shuttles as opposed to having them run through the Orbital Station to their airlocks. This feature and some additional tweaks will start showing up in Game Update 1.2.
 

deusBAAL: Will you be providing a LFG tool? What will be its features? How will it be intended to work and when can we expect it to go live?

Daniel Erickson
We are hard at work on a much more robust LFG functionality that will quickly help put groups together while still offering the flexibility to decide how you group and what sort of people you want to be grouped with. We’ll release more details as we get closer to release.
 

LthalSavy: Will there be any way to implement a quick travel to your ship?

Georg Zoeller
Not in the short term, but it's something we've been discussing on and off. Currently, given how easily available fleet travel passes are on the Security Vendor, we don't think adding this is necessary.
 

IsACoolGuy: Will any new emotes be added to the game? The Jedi/Sith meditation thing that NPCs do looks pretty cool, will emotes of that nature become available to players?

Damion Schubert
We do have some new emotes planned. Even cooler, we now have tech that allows us to grant emotes as rewards for various game systems. In Game Update 1.2, we have several emotes planned as unlocked rewards of the Legacy System. My favorite is the special dance that is so inspiring that your companion feels the urge to boogie down with you.
 

TrueDND: Currently, the incentive to choose other Crew Crafting Skills outside of Biochem is minimal due to the fact that, once you reach max level, all gear that is acquired through PvE and PvP is better than all crafted equipment and mods (mostly through the Commendation and token vendors). Is this being looked in to?

Georg Zoeller
Absolutely. With the upcoming Game Update 1.2, we are adding endgame crafting for all professions. This includes augment crafting, the ability to crit-craft custom (orange) gear with augment slots, new endgame schematics, new color crystals, expanded and improved research and reverse engineering and much more (we're up to 4 pages of crew skill related patch notes in 1.2. alone)

Combined with new features such as the ability to extract base-mods from purple items (including the set bonus) and the improved color matching feature, crafters of all professions will find themselves in a lot of demand once the update hits.
 

Toxin_Polaris: Do you plan to have mini-games like swoop races or pazaak? And if so what is the priority for this? Can we expect them this year?

Damion Schubert
We love mini-games, especially the ones that speak to the heritage of KOTOR. When would something like pazaak make its way to you? Hard to say - it's not on our immediate horizon, and we'd most likely do it at a point where we want to make a large splash.
 

Twaggy: I find it troublesome to compare mods/enhancements/armoring/hilts/crystals that are installed in my armor or lightsaber. Will you be implementing something that lets you see the stats of what you have (like the comparability you can do of the boots - boots or jacket - jacket)?

Georg Zoeller
This is a convenience feature on our list of things to look at once the higher priority UI features and community requests have been addressed. We definitely think it’s a good idea, but where it falls in terms of prioritization makes it impossible to give you an ETA at this point.
 

TheJestersHat: What is BioWare planning to do about performance issues that people get with Warzone, open world PVP, and general FPS issues?

Damion Schubert
We have an internal strike team that is fully devoted to ensuring that the game runs better and faster, especially on low end machines, and we consider this team's work to be a crucial internal initiative. You should see evidence of this work as soon as Patch 1.1.5, when we will be introducing a new 'very low' setting to shader quality, which should drastically increase the number of mid-to-low machines the game can run well on, especially in Warzones and Operations.
 

Frung: Have you considered adding a "companion" loot roll option?

Damion Schubert
We've discussed it and have a design for it - when we do this, we will make it so you can only roll 'need' on items that your advanced class is meant to use in one of its specs. I do not currently have an ETA on this feature.
 

Belthazaar: I like my ships but, I was wondering if or when we will be able to purchase, make, or steal a new and different ship beyond the one that we currently get from our class quest?

Damion Schubert
Unfortunately, the nature of our ships as central story areas for all of our class content, and all of the associated triggers and cinematics that must therefore be done on the ships, means that giving players new ship models, particularly interiors, is very, very hard for us. We will probably look at addressing this instead by providing a greater sense of ship customization at some point well in the future. But it’s someplace we definitely want to go!

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« Svar #8 skrivet: 2012-02-27, 14:08:54 »
Patch notes for the upcoming 1.1.5 patch are now available. Keep in mind that these notes are from the Public Test Servers and may not reflect the final official client patch that players will see when BioWare releases it to the live servers. For the patch notes in full, hit the jump.

UPDATED: New vendor-purchasable color crystals added to our DarthHaterDB Test Server database.

Patch Notes

Because development is ongoing during testing, it should be noted that all changes and updates listed in the patch notes should be considered incomplete and are subject to change or removal before release to the live servers. The Public Test Server patch notes will be provided in English. The final release notes will be provided in English, French, and German when the content is moved to live servers.

General

Players can now use the command /roll or /random to generate a random number between 1 and 100. This command will also accept a range (example: /roll 20-40) or a die value (example: 2d6).

Classes and Combat


 Sith Warrior (Forum / Talent Calculator / Abilities)

The French version of the "Darth" title is now correct.

Flashpoints and Operations


Operations


General

Bosses in Operations now drop the correct amount of loot when the group is using the Master Looter loot distribution setting.

Eternity Vault

The "Duel of the Fates" and "Penalty of Destiny" effects are now properly removed when the Infernal Council encounter resets.

Items


General

New high-level black-yellow color crystals can now be purchased from the Pre-Order Vendors on the Imperial and Republic Fleets.
Several high end speeder models have been temporarily reduced in price until Game Update 1.2.
A vendor that sells a variety of previously unavailable endgame crystals has been added temporarily to the Imperial and Republic Fleets until Game Update 1.2.
The Portable Holo Dancer once again displays the correct visual effect.
Dark/Light requirements present on some color crystals have been removed.

Missions and NPCs


Missions


Republic

Chaos and Harmony: Corrected an issue that caused Children of the Emperor to disappear and reappear during the final boss fight, making the encounter more difficult that intended.

PvP


World PvP


Ilum

To improve Ilum performance, the two large defense turrets outside each base on the Western Shelf no longer fire lasers into the air.

UI


General

The Shader Complexity preference now supports a "Very Low" option.

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« Svar #9 skrivet: 2012-02-27, 19:51:22 »

Classes and Combat


 Sith Warrior (Forum / Talent Calculator / Abilities)

The French version of the "Darth" title is now correct.

Skönt att de har rätt prioriteringar, kan verkligen förstå att fransktalande hade enorma problem med detta och är glada att de fick detta åtgärdat snarare än att få ett fungerande crafting system, fungerande missions m.m.

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« Svar #10 skrivet: 2012-03-01, 08:23:15 »
Vad heter Darth på franska då? "Le Darth"?

Edit: Eller är det någon på Bioware som kommit på att Darth betyder venusberg på Marseille-street-slang?
« Senast ändrad: 2012-03-01, 08:37:39 by DaddyLongLeg »

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« Svar #11 skrivet: 2012-03-01, 09:01:41 »
Vad heter Darth på franska då? "Le Darth"?

Edit: Eller är det någon på Bioware som kommit på att Darth betyder venusberg på Marseille-street-slang?

 :lolabove

Har för mig det betydde Välhängd  :D


BattleTag: Bascha#2493

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« Svar #12 skrivet: 2012-03-02, 08:32:40 »
Lite smått och gott från 1.1.5 som rullar på PTS nu.. Kan säkert ändras men de saker man kan säga på en gång är dessa : de stora speedrarna blir billigare, ingen dark/light restriction på color crystals, nya schematics, speederskills 1+2 blir billigare, speeders blir dyrare och vita och rosa color crystals kommer finnas att köpa..

http://www.swtor.com/blog/economic-changes-patch-1.1.5
« Senast ändrad: 2012-03-02, 08:43:10 by Ceder »

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« Svar #13 skrivet: 2012-03-02, 09:32:01 »
DevTracker Highlights For The Week of March 1, 2012
By Infamous 9 hours agoCATEGORY ICONSWTOR NEWS


It’s been a quiet few weeks, but this week’s DevTracker Highlights dives into upcoming features for patch 1.2 and next week’s Guild Summit in Austin. Principal Lead Combat Designer Georg Zoeller details open world PvP activity, Cover mechanics, Crew Skills, the Collector’s Edition vendor, and topics to be discussed at next week’s Guild Summit. Senior Online Community Manager Stephen Reid adds to the Guild Summit topics and explains why Asian Pacific server transfers won’t be available until late April. Hit the jump to see all the highlights.

Georg Zoeller assures players that despite perception, activity in open world PvP is increasing.

Georg Zoeller
We're seeing an increase in Open World PvP on many servers lately.

That's not too surprising as free form, ad hoc open world pvp tends to attract players who have achieved their immediate endgame goals (e.g. achieving Battlemaster).
Georg Zoeller maintains that a system to change legacy names is coming, though gives no timeline for when it might become available.

Georg Zoeller
We're definitely working on this (it's a much requested feature) but we have not made any statements regarding when this will be available.
Georg Zoeller explains the difference between the Crouch and Take Cover abilities.

RudeDog
What is the difference between Crouch and Take Cover. Doesn't both Crouch and Take Cover either drop you into the shield cover or move you behind real cover?
Georg Zoeller
Take Cover is slightly slower than Crouch as it does several things in series

(1) Validate your selected hard cover spot with the server.
(2) Roll you into any selected spot / slide into selected spot if close if that fails
(3) Crouch
So, at the minimum, Take Cover will add client server latency on top of your personal reaction time and default ability activation latency.

Both abilities offer the same benefit: If an object interrupts line of sight between you and an enemy, you gain cover benefits against the enemy.

For PvP specifically, where you need precise control of your character, I really recommend using Crouch (default: shift-f) over Take Cover. There's definitely cases where Take Cover is very useful (you can bridge large distances by rolling into cover), but when faced with fast moving enemies that know how to play line of sight or obstacles like The Pit's fires, you're better off and faster using Crouch. It may take a little bit to get used to using both effectively, but it definitely helps.

In addition to other crew skills, Georg Zoeller confirms Synthweaving will see updates in the next major patch.

Georg Zoeller
Hey, Synthweaving is getting a significant update in the upcoming Game Update 1.2.
Georg Zoeller discusses how ranged defense ties into the benefits of both Cover and line of sight.

Frigidman
This is something I've always wondered with the cover screen that Gunslinger/Snipers get. When I drop straight into cover screen/crouch on the spot... people like to try and run around 'behind me'. Like it makes some sort of difference. Which from everything I have seen in taking damage, survivability, and dishing damage... it does not.

Even though the 'graphic' is in front of you, it seems to still give you all the benefits of cover even to enemies who are attacking you from behind. However taking hard cover (behind an object) it DOES make a difference if an enemy comes around behind you or not.

As a side note, when you drop to cover screen, they cannot break Line of Sight by simply running to behind you (you turn and shoot them either way).

Be curious to get any sort of official word on "Does cover screen still protect you from rear enemies?"
Georg Zoeller
Hey,

I'll gladly clear this up for you. The official word would be this:

There are two major benefits from cover (in addition to various skills on the Gunslinger/Sniper that make cover an integral part of their gameplay).

(1) People cannot hit you with most ranged attacks while you have cover against them (as in: you are crouched behind an object that breaks line of sight). It does not matter if you used 'Take Cover' or 'Crouch' to get behind the object, the net result is the same. This benefit is available to both the Sniper/Gunslinger and the Scoundrel/Operative and players that remember to take advantage of it can avoid a lot of incoming damage, at least against ranged classes.

(2) Cover screen and Hold Position on the Sniper/Gunslinger Advanced class.

This is a passive ability granted at level 10 upon choosing this advanced class. It creates that small energy shield in front of the player and gives them a 20% ranged defense boost against attacks from any direction.

Ranged defense is used to determine if a target can hit you with a ranged weapon. The higher your ranged defense, the higher the attacker's accuracy must be to compensate. The bigger the difference in your favor, the more likely enemies will miss. (It's a common misconception that 100% accuracy means you hit 100% of the time.) Other factors such as level difference, etc. also come into play of course, but that's it in a nutshell.

Additionally, hold position makes the character immune to interrupts and ability pushback (i.e. activation time increasing when taking damage).

Benefit (1) can be cancelled by simply walking around the target and shooting them in the back (or using melee attacks)

Benefit (2) is active 360 degrees around the target and requires your target to knock you out of cover to be cancelled.

Hope that clears it up.

-- Georg
Georg Zoeller mentions more information about the combat log will be discussed at the upcoming Guild Summit next week.

Georg Zoeller
We're going to give an update on this topic at the Guild Summit
Georg Zoeller hints at Artifice becoming a major benefit to players at endgame in patch 1.2

FalmeseReb
until 1.2, which I'm guessing will make artifice worthwhile in a big way.
Georg Zoeller
You are correct, this is temporary and includes mostly new items not seen before.

There's also some goodies in there for people with Artifice, but nothing major. The major stuff is in Game Update 1.2 and it will make Artifice a worthwhile endgame profession.
Georg drops hints that more crafted items will be tradable in patch 1.2, possibly to boost player economies on most servers.

DarthBloodloss
Will artifice and other crafted items eventually require "Artifice 400" etc in the way biochem items do?
Georg Zoeller
No. We're actually moving away from that. Most crafted items in the upcoming Game Update 1.2 will be freely tradeable.
Georg Zoeller notes that more items are planned to come to the Collector’s Edition vendor in the future.

belizar
Will the collectors edition ever get updated with more items ? as it stands now the security key vendor offers more/better in some cases.
Georg Zoeller
Yes.
Stephen Reid adds that more information about possible cross-server or single-server looking for groups systems will be discussed at next week’s Guild Summit.

Touchbass
In the dev. Q&A on Feb 10th Dual Spec got confirmed and now an interview with Stephen Reid has just confirmed they are looking into a cross server flash point finder which is huge considering they said they didn't like the notion originally.
Stephen Reid
It's been discussed, it's gone back and forth from cross-server to single-server. We'll be talking about this more during the Guild Summit next week.
Stephen Reid confirms that despite Asian Pacific servers launching on March 1, transfers to those servers won’t become available until sometime in late April.

Stephen Reid
Hello everyone. I can absolutely understand the frustrations expressed here, and I appreciate that for the most part, you're being constructive in your comments. Here's a little more insight into the situation.

The character transfer system is being actively worked on by the development team. It's a large, complex project, made more complicated by the Legacy System - and it has to work perfectly. As always, it is not the only task the team as a whole is undertaking, but it's a priority. It has not been deliberately delayed, nor is it being 'held back' for any reason. As you know, the first stage of the system will be a one-off, optional transfer for those who are based in the regions defined in our FAQ. At some point after that, we'll bring a more fully-featured character transfer system online for all to use.

I can understand the frustration of those of you who have been playing on the US servers and waiting for transfers. We know your enthusiasm and excitement for the game - you wouldn't have taken the steps you did to get the game earlier than the official launch if you weren't enthusiastic. We're working as hard as we can to get the system in place. If we could have brought it online earlier, we would have. However, priorities post-launch had to be directed towards the game itself. The team's been working flat-out to improve the game, including bug fixes and additional content.

When we announced our launch territories last year we knew many more fans were excited to play The Old Republic. That's why we moved quickly to launch in Australia, New Zealand, Hong Kong and Singapore, with more territories being lined up for future launches. Our primary focus when launching in any new territory has to be to reach more players. Ultimately, that's best for the continuing success of the game. We want everyone who wishes to play on the new servers to be able to do so, hence character transfer being offered. With that said, in this case we felt it was important to get the game into the hands of new players as soon as possible. That, combined with our post-launch development priorities, meant that character transfer did not make our launch date for these territories.

The development team remains committed to delivering a robust character transfer system for all, with our first priority being for Asia-Pacific players. If we can bring the system to you earlier than expected, we will, but for now we’re aiming towards late April.

//Snow

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« Svar #14 skrivet: 2012-03-05, 18:42:28 »
Trevliga godsaker som kommer i 1.2 :)

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

 

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