Wednesday, 29 February 2012

Another Update on Patch 1.2!




Based on this week's Q&A, I've revamped the 1.2 post to include the updates. Enjoy!


Confirmed to be in Patch 1.2 so far (confirmation from this week's Community Q&A in bold):
  • Option to bypass orbital station and go straight to your ship
  • Crafting skill revamp for all crafting professions
  • Fixes to ability timings (mortar volley cited as an example)
  • The ability to extract base mods from purple gear (including set bonus)
  • Balance changes to healing classes (specifics unknown)
  • Force Bending/Conveyance fix for Sages/Sorcerers
  • Balance changes for 16-person Operations 
  • Warzone reward system revamp (bag system removed,  14 new objective-based medals)
  • Warzone deserter debuff added
  • Guild Banks
  • First Implementation of Legacy System 
  • UI Customization and Target of Target Frames
  • New and improved "Match Color to Chest" option (missing since beta)
  • A brand new warzone, and pre-season ranked warzones

Confirmed for the future, but not for Patch 1.2:
  • Companion loot roll system
  • Enhanced LFG functionality
  • Mod comparison system
  • Hide/Display Hood option
  • Hide/Display Companion headgear option
  • Mobile app for companion crafting/mission skills
  • Dual Specialization
  • Cross-server Warzones and the ability to queue for specific Warzones
  • Character Transfers between servers
  • More rare items and treasure hunts (like the magenta adegan crystal)

Wednesday, 22 February 2012

What we know about Patch 1.2 from another Community Q&A



Last week's community Q&A has confirmed yet more features for patch 1.2 as well as some features to be implemented in the future. I've decided to format it as in my last patch 1.2 post, and then at the end of each post I'll add everything together to keep a running tally.

Confirmed to be in Patch 1.2 so far (additions from this week's Community Q&A in bold):
  • Balance changes to healing classes (specifics unknown)
  • Force Bending/Conveyance fix for Sages/Sorcerers
  • Balance changes for 16-person Operations 
  • Warzone reward system revamp (bag system removed,  14 new objective-based medals)
  • Warzone deserter debuff added
  • Guild Banks
  • First Implementation of Legacy System
  • UI Customization and Target of Target Frames
  • New and improved "Match Color to Chest" option (missing since beta)
  • A brand new warzone, and pre-season ranked warzones

Confirmed for the future, but not for Patch 1.2:
  • Hide/Display Hood option
  • Hide/Display Companion headgear option
  • Mobile app for companion crafting/mission skills
  • Dual Specialization
  • Cross-server Warzones and the ability to queue for specific Warzones
  • Character Transfers between servers
  • More rare items and treasure hunts (like the magenta adegan crystal)

Friday, 17 February 2012

Why Patch 1.1.4 looks promising

Patch 1.1.4 is currently on the Public Test Server. There are numerous bug fixes, but a couple specific additions excite me greatly.

Firstly, we will be able to adjust how our cooldowns look. For a more in-depth look you can head over to the official SWTOR blog or to Ayane at Moon Over Endor. Specifically, I am looking forward to the "Show Cooldown Text" option, which will have the actual cooldown time remaining for cooldown listed on the hotbar icon. With the UI enhancements to be added in the not-too-distant future with Patch 1.2, this should bring the UI up to a standard of quality that the average MMO player is more familiar with.

Most importantly, however, is that the warzone intentional team stacking bug is fixed. Anyone who has done some PvP has probably seen a match where one team had more than 8 players. Some clever players discovered how to do this reliably. This caused matches which were unbalanced and, quite honestly, not any fun. The patch notes seem to indicate that this may happen still, but it won't be because of player intervention if it does.

You can find the full patch notes for 1.1.4 on the Public Test Server forums.



Drew Karpyshyn leaves Bioware


For years, Drew Karpyshyn's writing  has been inextricably linked with Bioware's RPGs. That era appears to be coming to a close.

Yesterday, Karpyshyn announced that he would no longer be working with Bioware, but that the parting was his decision and was on amicable terms. He will be using his time to work more on his book series. Thankfully, it appears that he will not be leaving the Star Wars universe entirely, as he is still going to be completing another novel set in the Star Wars: The Old Republic period.

Simply put though, those are some big shoes to fill for future releases and for future SWTOR content.

If you haven't read any of Karpyshyn's written work, I highly recommend it. His Darth Bane series remains, in my mind, one of the best pieces of Star Wars Expanded Universe fiction that has been written to date. Karpyshyn gets the Dark Side right. He draws attention to the differences in Sith ideology (between Bane and the Brotherhood of Darkness, for example) in a way that makes you realize that the Dark Side is far less uniform than we see in the films and in a lot of the Expanded Universe. He also manages to create a character that, while undoubtedly evil, you want to cheer for.

Karpyshyn's contributions to Star Wars and to RPGs are substantial and will not soon be forgotten. I wish him the best and hope to read his original novel, Children of Fire, as soon as he has it completed.

Tuesday, 14 February 2012

Statement: Optimize your gear, meatbags.

HK-47 loves efficiency - something he has in common with Mr. Robot.

Good news for meatbags everywhere: Mr. Robot will be applying his unique talents to help us analyze our gear in Star Wars: The Old Republic.

During my long time in World of Warcraft, Mr. Robot was by far the easiest tool to use to critique my gear. In addition, it let me indulge my curiosity by allowing me to swap out particular items of gear to see how it would affect my stats.

The crew over at Mr. Robot has also said that even more features will be available for the SWTOR version of their site, including a character builder. Unfortunately, it is currently in Alpha, though it looks like a Beta isn't far off.

They've also put out a call to SWTOR bloggers to interview Mr. Robot. He seems like a pleasant automaton, so I may just take him up on that.

Monday, 13 February 2012

Community Q&A News

The SWTOR Community Q&A was posted on Friday, and included some interesting confirmation regarding future updates, including patch 1.2. Confirmed for patch 1.2 are:

  • Guild Banks
  • First implementation of the legacy system
  • UI Customization and Target of Target frames
  • New and improved "Match Color to Chest" option
  • A brand new warzone, and pre-season ranked warzones
I also expect there will be some new PvE content.

As for the future, these features were confirmed, but were not said to be part of patch 1.2:
  • Dual specialization
  • Cross-server warzones and the ability to queue for specific warzones
  • Character transfers between servers
  • More rare items and treasure hunts, like the Magenta Adegan Crystal
Looks like we have a lot to look forward to! There is another Q&A to be posted this Friday, so if you have any questions, be sure to submit them at this link.

Thursday, 9 February 2012

Recent Developments

It's been a while since my Juggernaut has hit 50, but my guild is leveling more slowly than I did, so I've been leveling alts while I wait for them to catch up. Those who have hit 50 with me rerolled other characters, for the most part. I'm leveling an Assassin tank for the moment, so that I can compare the Juggernaut to it. I've done a few hard mode flashpoints in the interim, but mostly PvP.

Speaking of PvP, there is a good post over on the official forums regarding the fact that most of our avoidance/mitigation is useless in PvP. Here's a summary of the argument, by poster Avison:

THE PROBLEM

I'll be quick and dirty here. Armor doesn't protect you from internal or elemental damage, shields and your defense rating only affect weapon damage for the most part. Most classes have a spec that involves using these two damage types. You can't dodge almost every single ability in pvp.

Now shields only activate on attacks that qualify. Shields inherently only activate a small percentage of the time and only mitigate a small percentage of the damage. It is possible, with relics and the right armor, to get your shields to 50/50. Which is a 50% chance to occur and they absorb 50% of the damage when they trigger. That's a 25% damage reduction. This is unfeasable but possible. 

Now, since only weapon damage triggers shields (sniper attacks, unload, basic attacks) shields only be able to activate on roughly 10% of the incomming damage you'll be recieving in pvp. 25% damage reduction is respectable, 2.5% (25/10) is not. Now that 25% is the maximum possible if shields worked the way advertised and that is the stat cap for both those stats, at 50%. You can't even get those stats normally much less sustain them in combat. It requires using a relic. I'd also like to mention using a columi relic increase the operatives dps by 25%+ or any player using crits which fully negates the power of shields even at there best.



 I've been PvPing as Rage as a result, and find it very entertaining. You can find my spec here.

The basic idea behind Rage is that your Force Charge and Obliterate (a smaller range charge you get from speccing Rage) cause your next Smash to be an automatic critical hit. You also can increase Smash's damage using the Shockwave talent, which causes your Force Crush and Force Choke ticks to stack a 25% damage increase to smash up to 4 times.

The result? An automatic crit Smash dealing 100% extra damage. Ouch.

Needless to say the spec requires proper timing to play effectively, otherwise the combination could be wasted.  If you'd like an example of it in action, you can check out this PvP video on Youtube.

I'd also like to give a shout-out to Ayane over at Moon Over Endor (which you should check out, by the way) for reaching the level cap of 50.