Thursday, 5 April 2012

A Quick Look at UI Customization

BioWare released a new video titled "A Quick Look at UI Customization", looking at the new UI customization in Game Update 1.2:

Game Update 1.2: Legacy for Star Wars™: The Old Republic™ introduces several new systems to the game, including the option for you to customize your User Interface. You’ll be able to alter the placement and size of each UI element to suit your own personal preference.

In this new video, Lead Interface Artist Michael Voigt shows us how it all works.

User Interface customization is just one of the new gameplay systems that will be coming to Star Wars: The Old Republic in Game Update 1.2. You can learn about another of Game Update 1.2’s features by watching our Developer Dispatch on the Legacy System, and you can see a preview all of the new content coming up in this Game Update by checking out the New Features video.

My first thought on seeing it? "Wow, that actually looks really good". I honestly expected it to be limited to just being able to move some key elements around and maybe some scaling. But it's actually quite extensive. Best of all, in my opinion, is the ability to save layout and share them with others. It wouldn't surprise me if someone would set up a repository online for people to share their UI layouts. Though I think I'll stick to making the changes myself (probably just tweaking the current UI a bit here and there).

I'm sure that it's not news to those already playing around with the system on the Test server, but as someone who hasn't seen it in action yet I must say that I'm impressed and looking forward to 1.2 going live so that I can play around with it.

Monday, 2 April 2012

Your Legacy Begins

I'm running a bit late (again) with my updates. Doesn't help that BioWare had a whole bunch of them. We've got two official blog posts, a Q&A, a new podcast (yes) and a lot of developer quotes. So let's get started.

First the important news though; as of last weekend I'm playing TOR again. After getting my Agent to level 50 and finishing the class story (as well as some things in my personal life) I'd pretty much stopped playing TOR for a number of weeks. The intention was to start a new class (a Consular) and play with a friend (playing a Knight), but that didn't materialize so instead of wasting my subscription fee I decided to just play solo. If it happens after all I think I'll just play a (healing) Trooper; getting through those first ten levels should be quick enough.

Two things I've noticed over the last weekend. First, it's incredibly easy getting a group as a healer to the point of people coming to you to ask you to group with them. Though I've played healers in the past it was always with someone so I didn't really look for grouping up with others. Second thing; healing in a group is incredibly easy and somewhat boring. I've got a full skill bar, yet am limited to using just three of them (at level 15) more or less. That was while playing Hammer Station (during which we did wipe once because of a mistake I made). I don't mind it that much though; I kind of like focusing on keeping my group healthy instead of killing enemies. And I'm sure things will pick up at higher level. Overall I'm enjoying my Consular so far; quite enjoying the somewhat slower, more mystical pace of the story.

Anyway, enough about me; on to the official news.

First is a blog post by Senior Game Designer William Wallace called "Your Legacy Begins". Here's an excerpt:

You may have already started your Legacy by picking a Legacy Name. This happens when you finish Chapter 1 with your first character. From this point, all of your characters on that server are now considered part of your Legacy, regardless of faction. This means that any existing characters which have not been played past Chapter 1 will gain a Legacy Name, and any newly created characters will also have their Legacy Name available from character creation.

From Game Update 1.2: Legacy, unlocking your Legacy grants you access to a newly expanded Legacy Panel (accessed, by default, by pressing the ‘Y’ key) where you can modify your family tree, and see what Legacy Rewards you have unlocked.

I'm probably sounding a bit like a broken record on this by now, but I still wonder what the point of the family tree is. It doesn't really do anything for roleplayers as it doesn't give them anything that they couldn't already do and is more restricting than liberating (I can't help but come up with some complex family trees that this legacy system probably can't represent such as half-siblings, incestuous relationships in the tree, double relationships such as your brother also being your rival, etc, etc; but then I haven't tried it on the test server so maybe it can do all of that and more). It just seems like a lot of effort to implement something for fairly little return. It would help if other people could see your family tree (even if it's 'just' somewhere on the website). The only thing that I can think of is that they did it to re-enforce the notion of this being a 'family legacy' as that really doesn't exist anywhere other than in this family tree despite how hard BioWare is saying that familial bonds are a cornerstone of Star Wars. It doesn't do anything for any of their four pillars.

Beyond the tree the rest of the Legacy system is reasonably nice though. Though I'm not entirely sure about the whole Heroic Moment requirement for class unlocks, considering that I can count the number of times I actually used the heroic moment with my Agent on one hand. Considering the requirements (Heroic Moment, companion character, long cooldown, etc) it all seems a bit too restrictive. Not to mention that the Agent's unlock, Orbital Bombardment as I understand it, has a long cast time; I felt that it was only really useful as an opening move when facing a group of weaker mobs. As such I somehow seriously doubt that my Consular will ever make use of Legacy Orbital Bombardment. But it's the thought that counts.

There's a few surprises in there as well. I didn't know about the extra customization options for some species, let alone that those would be unlocked too. I didn't know of the alignment milestones (though it doesn't affect grey alignment just yet; see below). I didn't know of the companion unlocks, class emotes or class buffs. And I didn't know of the Rocket Boost. So overall a nice system.

Read on after the break for the PvP blog article, the Community Q&A, the announcement of the new official podcast and the developer quotes.

Live the Ship Droid Experience!

Yesterday was April Fools' Day and most of the Internet went crazy with various kinds of pranks, fake news, silly updates, etc. BioWare too got in on the act by posting an announcement for a new feature in Game Update 1.2: the chance to play the life of your ship's droid. Here's an excerpt:

Jedi Knights, Smugglers, Bounty Hunters and the other class characters may be the heroes in the wider galaxy, but on board the starship, the Ship Droids are the heroes. That’s why, as part of Game Update 1.2, you will soon be able to assume direct control over your Droid’s actions with Ship Droid™, a brand new mini-game coming to The Old Republic!

Features of this mini-game include cleaning the cockpit windows, calibrating the ship’s food processors, and several other exciting maintenance duties:

It's a nice April Fools' joke and got a few chuckles out of me. Though I also think it's a bit of a missed opportunity to make fun of some of the controversy around TOR. Maybe poke a bit of fun at the PvP problems the game has/had, or have a laugh at the same-sex controversy some elements raised. It almost gets there and I quite liked the scene with SCORPIO, but it would've been even better had it been with T7-O1.

Nice, but definitely not the best April Fools' joke yesterday. Read on after the break as I highlight a few of the (non-TOR-related) April Fools' jokes.

Monday, 26 March 2012

Community Q&A: March 23rd 2012

Last Friday BioWare published another Community Q&A. In it they first announce that next week will be a special Q&A focusing on existing questions regarding Game Update 1.2 before going on to the questions themselves. Here's one of those questions and answers:

Niktika: Can you please explain some of the reasoning behind the healing nerfs? It almost seems like every healer is up in arms regardless of their class.

Georg: Sometimes it's hard to hear this, but the change to healers you're referring to was, quite simply, a result of them being too good. When one healer is close to target performance and the others aren't, it's natural to think that the logical course is to buff the underperformer and leave the over-performers alone. I want to dispel that notion and explain why it isn't always possible.

All specs for all roles have a target performance. This is what drives the balance of the game: soloing, Heroics, PvP, Flashpoints, Operations... everything. When those targets aren't hit, we can't just ‘bring everyone up’ to the highest performer without negatively impacting the balance of the game and creating unsustainable inflation in our combat system. Frankly, it's also a lot more work to change all end game content in the game to compensate for an over-performing role than to bring the role back in line. The hard but simple truth is that Sorcerers and Sages had better Force management than we intended (e.g. a well-played Sage was almost incapable of running out of Force) and Mercenaries and Commandos were significantly over target in their healing performance.

After considerable testing, we're more confident than ever that all healing roles are both closer to target performance and closer to one another than ever before, leading to a much tighter balance on end game content. The community will be able to confirm this using the new combat logging feature in Game Update 1.2.

I know trying to ‘sell’ a downwards adjustment (AKA nerf) to anyone affected is like selling the need for a tax increase to people. When you are on the receiving end of it, you're not going to be happy about it. It may appear massive to you, even if the overall impact is limited. You likely won't care that it's 'for the greater good of the game' and, if you decide to disagree with our action, there's little we can do to sway you.

Based on the feedback brought to us so far from testers playing on PTS along with metrics and combat logs gathered from our guild testers, we are going to make additional adjustments before Game Update 1.2 is promoted to the live servers. For example, we reopened the internal debate about having an in-combat resurrect ability for Mercenaries/Commandos based on PTS feedback regarding the new Operations, in light of the higher utility value this ability brings to the table in 1.2. We're listening to your feedback, too, and rebalancing some of the changes made to healing based on data gathered from PTS. Look out for a future update to PTS for more details.

After the break the developer quotes.

Thursday, 22 March 2012

Developer Dispatch: The Legacy System

BioWare just posted a new video on their website detailing the Legacy system, comping with Game Update 1.2. Here's the full news:

The Legacy System is coming in Game Update 1.2, and with it, a new dimension to The Old Republic™ experience. Like the Skywalkers, you’ll build your own family tree in the Star Wars™ galaxy, linking your characters on the same server together. Your achievements will open up new species options, new abilities for all the characters in your Legacy, and that’s only the beginning…

Watch the new Developer Dispatch video to learn how to start your Legacy and hear from the Developers about the ideas and efforts that went into the system’s design.

I'm still puzzled as to what the point is of the family tree (does it do anything other that have a personal organization of characters). Maybe it restricts what characters can get what legacy benefits (which would be stupid). Maybe it's something that other players can see (which there's no word of). Maybe there's something else with it. But right now it just sounds like a fairly pointless organization of character portraits that has no actual effect at all. I don't get it.

The rest of the legacy system seems nice though. Most interesting was the legacy items (items that bind to your legacy, but can be traded freely between characters within that legacy). Hopefully they'll make all BoP/BoE items shareable within your legacy, but somehow I doubt that they will (even so makes me wonder whether I should get a white crystal on my Imperial Agent on the off-chance that it may become shareable with my Consular at some point in the future... seems like a lot of credits for just a chance).

Ah well, enjoy the video either way.

Wednesday, 21 March 2012

Crew Skills in Game Update 1.2

BioWare, particularly Principal Lead Combat Designer Georg Zoeller, posted a new Community Blog entry about Crew Skills in Update 1.2. Here's an excerpt:

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.

Sounding good.

Also, though I won't quote it, BioWare announced this weekend will be another Weekend Pass Free Trial for those who didn't participate in the first one.

Tuesday, 20 March 2012

Your Saga Continues

I'll be honest. I'm finding myself having a hard time bringing up any enthusiasm for TOR and haven't played in weeks. Though I'm eager to start playing my Consular, I'm waiting on a friend who I was supposed to play her together with (and that friend is likely deep into Mass Effect 3 right now; it's getting to the point where I'm just considering playing alone as I'm wasting my subscription fee like this).

But anyway, that lack of enthusiasm extends to keeping the blog updated, which in turn means I've got a rather big backlog. Particularly since last week a fair number of details from the Guild Summit were released across various sites. Add about half-a-dozen official BioWare updates and a truckload of dev tracker notes and it's a lot to get through.

So let's get to it. To start with last Friday BioWare's writer Charles Boyd posted a BioWare Community blog entry titled "Your Saga Continues: Story in Game Update 1.2". Here's an excerpt:

First, you will be called upon to return to the embattled world of Corellia, joining their faction’s forces to carry out missions in an all-new district known as the Black Hole. Refineries in the Black Hole process a rare and unstable starship fuel called hypermatter that’s necessary for all starship travel, and a critical component of fleet operations for the Republic and the Empire. Hoping to play both sides for maximum profits, a corrupt Corellian councilor has seized control of the entire district, hiring the toughest mercenaries and deadliest criminal scum available to lock down his holdings, effectively enslaving the refinery workers, and brutalizing anyone who tries to stand against him. Whether the councilor’s new regime stands will be up to you.

Read on after the break for... well a whole lot of stuff.