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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

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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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« 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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« 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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« Svar #30 skrivet: 2012-04-12, 15:33:02 »
Hur ska jag bygga min Marauder nu då?
Scouterna gör unga redo för livet genom äventyr och utmaningar som får dem att växa som individer. Våra värderingar genomsyrar allt vi gör - vi är schyssta kompisar!

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« Svar #31 skrivet: 2012-04-12, 16:15:12 »
Hur ska jag bygga min Marauder nu då?

Jag kommer att fortsätta med Carnage. Tror att med de buffar carnage har fått så blir den nog riktigt trevlig. Jag funderar dock mest på hur man ska customisera UI'n så man får en bra överblick av de 9 knappar jag måste ha koll på (+ CD's) för att kunna göra ordentligt med DPS.
Har märkt att den rotation jag använder i PvE inte funkar alls i PvP. Vilket gör att man mest springer och hackar på folk lite då och då :)

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« Svar #32 skrivet: 2012-04-12, 16:16:41 »
Gillar verkligen hur de implementerat combatloggen :thumb

ACT plugin borde finnas snart

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« Svar #33 skrivet: 2012-04-12, 16:29:05 »
Hur stor var patchen? Får jag patcha hela natten, patcha hela dan? Patcha hela natten, SKRÄMMA SLAG PÅ HALVA STAN!?

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« Svar #34 skrivet: 2012-04-12, 16:30:51 »
nä tog nog kanske 5 min.. runt 1gb eller så tror jag de nämnde.. dock kan det säkert bli mer folk ikväll så det kan nog gå lite segare

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« Svar #35 skrivet: 2012-04-12, 18:51:31 »
Tog någon timme för mig. Sitter på Telia 24.
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« Svar #36 skrivet: 2012-05-12, 12:27:17 »
http://www.darthhater.com/articles/feature/20349-guide-update-1-3-primer


With Game Update 1.3 looming on the horizon, players of Star Wars: The Old Republic can once again expect to see numerous changes and additions made to various game systems. Though it is not likely to be a content-heavy patch, there are many significant upgrades coming to Crew Skills, Augmentation functionality and much more. While the Group Finder tool is potentially the most anticipated feature of this patch, there are sure to be a lot of other changes to enjoy, including many quality-of-life improvements. For our complete coverage of what to expect from Update 1.3, read on past the jump.

Note: Updates to this article will come as BioWare announces changes and additions to Update 1.3. This article only serves as a small glimpse of content coming in the patch.

Group Finder

The new Group Finder system will allow players to find and join a party for a Flashpoint, Story Mode Operation, or mission content on a particular planet.
Players will have the ability to choose between finding a group for random (“Operation”) or specific (“Denova”) content.
There will be an incentive for completing a daily random Flashpoint, details of which are currently unknown.
Players will be able to select in advance which combat role (DPS, Healer, Tank) they are willing to fulfill.
Damion Schubert
It is fairly simple and basically what we want to do is to give you a really simple front end that you can use as well as those give you the ability to fine tune your choices a little more so the really simple approach is you open a group finder you choose what role – tank, heal or DPS – that you are willing to fulfill and you can choose multiple if your class can fill multiple and then you choose what kind of content that you want to do and that content is going to be flashpoints, heroic flashpoints, operations although story mode operations only for now and then world content, the planetary content where you basically say I want a quest on Belsavis.

Then if you hit select from there, then it will try to find people who want to do that stuff. Now if there is a particular dungeon or particular planet that you want to do by default what it does it gets you to the level of appropriate flashpoints for you. If you really want to the quest in the Mandalorian Raiders flashpoint for example you can go and unselect everything else and just say, “Hey, I just want to sign up for that.” And the group finder will try to find other people who are looking for that content as well so that is a great way for you to target certain quests that you want to accomplish. We felt that was important in our game because of where the game is right now where people are trying to clear out their quest logs and accomplish certain goals in certain places.

However, if you play the random game, especially for flashpoints and heroic flashpoints, and you just set yourself purely random then like yeah we are going to throw a cookie at you. We are going to give you, I forgot what the itemization guys ended up offering, but you are going to want to try to do a random dungeon day I believe.
 

Legacy

The Legacy system will see another major expansion in Patch 1.3. Some of the most exciting additions focus on providing alternate ways to level, with players being given the opportunity to to unlock bonus experiences gains in Flashpoints, PvP Warzones or Space Combat.
Daniel Erickson
You are also getting the next part of Legacy, which we had a little in-game advert going for that beforehand, which are your character perks, which is that is all about the uniqueness of your character how you want to play each individual character. Hey, you know what I want to actually get my speeder early. I want to get more XP from PvP. I want to really sort of shape how I am going to play this guy. I have already played another character maybe I want to see different content but I want to be able to just mostly do that content and still get my character up at the same rate which brings a lot of exciting stuff and although Legacy will keep going after that and we will continue to expand it, those are really the two biggest thematic concepts that will be there for the players.
The additions will also add numerous new convenience options. Increasing the run speed granted by sprint, allowing a respec of player skill trees in the field and enhancing the affection gained by player companions are just a handful of the possibilities that may be made available to make player life easier.
Players will also be given the opportunity to purchase upgrades that will increase their companions’ chance to critically succeed on missions or while crafting items.
All of these unlocks are currently preview-able in-game by opening your Legacy panel (by default, the “Y” key) and selecting “Coming Soon” on the left-hand side. Please note that as with any “Coming Soon” announcement, this list is subject to change and is by no means all-inclusive or final.
Also worth noting is that these additions to the Legacy system will differ from previous Legacy unlocks, in that they will only be unlocked on a per-character basis.
 

Augmentation

Players will finally be able to add Augment slots to crafted items in 1.3. Adding an Augment slot will require both credits and an Augment kit, which will be crafted by players. The required materials to construct Augment kits will be harvested from reverse-engineering crafted gear. It appears adding Augment slots will require utilizing one of the previously defunct General Enhancement Stations (currently being referred to variously by the developers as “augment tables” or “item modification tables”) found throughout the game world.
David Hunt
Adding an augment to an item through the augment table will require an augment kit and credits. The kits can be traded and are created by crafters. RE’ing crafted items gives you the materials required to create augment kits.
The schematics for Augment kits will be obtained from the appropriate Crew Skills trainer. The kits themselves will be limited in usage to a specific tier of gear: for example, a particular kit may only be usable on gear within a given level range.
David Hunt
From a Crew Skill trainer.
David Hunt
Augment kits are tiered.
Making one Augment kit will require you to Reverse Engineer approximately 10 pieces of crafted gear in order to acquire the necessary components. This is subject to change.
David Hunt
It’s currently set to 10, so that’s what you can expect to see when it first hits Public Test. As with anything that’s not live, this is subject to change.

I expect that many people will not use those 10 crafts on the item they want. Instead, they’ll make one copy of the item, then if it does not crit they’ll make 10 cheap items that fall into the same range and provide the necessary component.
The materials necessary to craft Augment kits will not replace, but be in addition to, any other materials recovered from the Reverse Engineering process.
David Hunt
Not quite. Augment material drops from reverse engineering are not random. They are, however, in addition to the standard return you see now.
 

Crew Skills

Schematics for crafting Custom (Orange) waist and wrist slot items will now be acquirable via Underworld Trading.
David Hunt
There’s a major update to Underworld Trading schematics in 1.3 – it’s possible that the upcoming crew skill change was actually referring to that, the gradual introduction of more orange armor sets or other steps being taken to opening up more armor to be viable in 1.2 and 1.3. We’ve added a whole bunch of orange waist and wrist schematics to Underworld Trading in 1.3 We’ve wanted to open this up to players for awhile, especially because some outfits really need the belt in order to look right.
 

Itemization

The “adaptive gearing” mechanic will finally make its way into the game. This will allow all Social Gear to scale automatically to a character’s armor class, allowing for a new range of options for custom appearances.
Alongside the ability to add Augment slots, adaptive gearing will enable the viability of nearly any vanity armor set at end-game.
Daniel Erickson
Yes, adaptable social gear that automatically changes to your character’s gear type is coming in Game Update 1.3.
 

Space Combat

Though BioWare has previously hinted that it has big plans for Space Combat, it appears that Space Combat will remain unchanged in Patch 1.3. However, the coming expansions to the Legacy rewards system should provide an unlockable experience boost for completing space missions.
Warzones

The exact launch date for ranked Warzones remains uncertain, but they are slated to be implemented soon. It is still possible that they will be rolled-out prior to Update 1.3.
Daniel Erickson
Ranked Warzones are coming back and they are coming back soon and they are coming back in a design that has been vetted and tested and that we feel really good about it.
 

It appears that no additional Warzone content is planned for Patch 1.3.
 
Operations and Flashpoints:

Although no new Operation or Flashpoint content is currently slated to be released with this patch, the addition of the Group Finder should make it easier to find groups for existing instances.
 
UI

No substantial UI changes to report.
 
Guilds

No substantial Guild mechanics changes to report.
 
Overall Patch Impact

As described by BioWare, this patch will be “content-light” but “features-heavy.” It will have substantial quality-of-life improvements that will make it easier for you to play the way you want and to look the way you want while doing it. You will likely see the time needed to find a group for a Flashpoint or story-mode Operation decrease. In addition, if the incentive for completing a random Flashpoint is attractive enough, you can expect to see a wider pool of players available, further decreasing overall wait time.

Augments, as well as aesthetically-attractive Custom gear, will likely increase in demand and consequently in cost in the weeks before 1.3. Expect to see rising prices for all Custom gear, Augments, and Augment components. Since the materials to make the Augment kits come from Reverse Engineering crafted gear, there may be a serious lack of non-augmented crafted gear on the GTN immediately following the patch as crafters opt to RE it rather than sell it. Additionally, expect to see prices on augmented (crit-crafted) Custom items drop substantially as players dig old gear out of their banks and apply Augment slots to them.

Since the credit costs of the new Legacy unlocks are currently unknown, it is difficult to say how expensive it will be to choose an alternate leveling path. To make sure you can unlock the options you most want, it would be wise to head into the patch with some spare credits on hand.


//Snow

 

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