Showing posts with label 1.3 release date. Show all posts
Showing posts with label 1.3 release date. Show all posts

Tuesday, 3 July 2012

SWTOR: Scoundrel PvP Montage #2!

Hey guys, a fast update,


I've just uploaded a new Scoundrel PvP Montage video.


Check it out!



Thursday, 21 June 2012

The Art of Trolling #3!!!

Hey guys, as I wait for 1.3 I play as more WZs as I get. Having free time and frapsing almost all of my matches. I have some interesting footage and I decided to do another addition to the The Art of Trolling series. I hope you enjoy this! :D



Monday, 18 June 2012

Imperial Tier 3 Preview!

During E3, Bioware showed some new gear set and probably, this is the 3rd tier for the Imperial classes.


Tier 3

Sunday, 17 June 2012

2 New Videos!

I have 2 new videos to share with you guys.


The first of all is a "romancing a companion" video and shows what happens if you try to romance 2 of your companions at the same time.


The second one is a Scoundrel PvP montage, the first of the series. Even it would not be the best PvP you'll ever seen, I hope you'll enjoy it!


See you around!



Wednesday, 13 June 2012

Additional Servers for Transfers! 06/13 UPDATE!


UPDATE 10:00AM CDT June 13th, 2012


Origin Server --> Destination Server 


NA Server
The Defenestrator --> Jedi Covenant 
Krayiss Obelisk --> Canderous Ordo 
Shien --> The Ebon Hawk 
Rwookrrorro --> The Fatman 
Ajunta Pall --> Jung Ma
Krath --> The Harbinger 
Darth Xedrix --> Drooga's Pleasure Barge 
Vrook Lamar --> Begeren Colony 
Nadd's Sarcophagus --> The Bastion
Sedyn Kyne --> Jedi Covenant
Whitebeam Run --> Canderous Ordo
Sanctum of the Exalted --> The Ebon Hawk
Cho Mai --> The Fatman
Empress Teta --> The Harbinger
Perlemian Trade Route --> Drooga's Pleasure Barge
The Crucible Pits --> The Bastion 


European Server (German)
Handmaidens of Atris --> The Jedi Tower
Cassus Fett --> Vanjervalis Chain
Gnawer's Roost --> Jar'Kai Sword
Dreypa's Oubliette --> The Jedi Tower
The Krath Enchanter --> Jar'Kai Sword


European Server (English)
Ludo Kressh --> The Red Eclipse
Trask Ulgo --> The Progenitor
Senator Contispex --> Tomb of Freedon Nadd
Goluud Corridor --> The Red Eclipse
The Kumumgah --> Tomb of Freedon Nadd


European Server (French)
Kissai Caste --> Mantle of the Force
Dol Grenn --> Darth Nihilus
Vodo-Siosk Baas --> Mantle of the Force
Princess Galia --> Darth Nihilus

Tuesday, 12 June 2012

More Server Pairings for the Transfers!





AS FOR NOW, 06/13


East


Keller’s Void -----> Jedi Covenant (PVE) 
Hedarr Soongh -----> The Fatman (PVP)
The Courageous  -----> Canderous Ordo (PVE) 
Kath Hound  -----> The Ebon Hawk (RP-PVE) 
Ven Zallow  -----> Jung Ma (RP-PVP) 




West


Soresu  ----->  The Harbinger (PVE) 
Rakata Mind Prison  ----->  The Bastion (PVP) 
Fa'athra  -----> Drooga's Pleasure Barge (PVE)
Lord Ieldis  -----> Begeren Colony (RP-PVE)





English


Eye of Ashlanae -----> The Red Eclipse (PVE)
The Shadow Runner  -----> Tomb of Freedon Nadd (PVP)
Shaltin Tunnels  -----> The Progenitor (RP-PVE)
French


Mecrosa Order ----->  Darth Nihilus (PVP)
Phateem Halls of Knowledge  ----->  Mantle of the Force (PVE)
Kessel Run  ----->  Battle Meditation (RP-PVE)
German


Stereb Cities  ----->  The Jedi Tower (PVE)
The Restoration Zone  ----->  Jar’Kai Sword (PVP)
Zayne Carrick  ----->  Vanjervalis Chain (RP-PVE)




MORE SERVER PAIRINGS WILL COME TOMORROW. A BRIEF MAINTENANCE TONIGHT!

Server Transfer List!!!

Character transfers are final here! This is the list for the eligible server transfers.



Certain transfers are complimentary at this time:


Between the following servers:

The Shadow Runner to Tomb of Freedon Nadd

Stereb Cities to The Jedi Tower 


The Restoration Zone to Jar'Kai Sword

Phateem Halls of Knowledge to Mantle of the Force 


Mecrosa Order to Darth Nihilus 


Rakata Mind Prison to The Bastion 


Hedarr Soongh to The Fatman 


Eye of Ashlanae to The Red Eclipse 


Keller's Void to Jedi Covenant 


Soresu to The Harbinger 

Sunday, 10 June 2012

Group Finder Preview and Scoundrel PvP Video!

A new video, a Scoundrel PvP Video as I talk about Group Finder


ENJOY! :)


1.3 Group Finder, Details, Feedback and Bugs.

PREVIEW

Group Finder is a new tool that would help you find a group to do most of your PvE activities. You can queue for Story Mode Operations, Heroic FP, Normal FP and Planet Heroic Quests. You can select your role: Tank, Healer, Damage Dealer and when your group is assembled you'll be teleported to the field. Daily Quests would award Black Hole Commendations and to be honest, this tool will make gearing up a piece of cake.


QUEUEING, LOSING A PLAYER, VOTE TO KICK AND FINDING A REPLACEMENT
To begin with, queueing in a group is bugged. Even 3 people in a group cannot find a fourth member to do a run. This a highly disappointing. Right now, if you lose a player during a run QQ. Even though you are supposed to find a replacement if you requeue. this feature is hardly ever working. I know that some people say that it work for them but I have seen it work once, when we were at the begining of a FP and we hadn't killed a mob or a boss. Vote to kick is something that is needed in a group finder but right now, there is no protection to undergeared/new players. There is no restriction to kicks and I can see it being abused. A solution would be if BW makes it as to not be able to begin a vote for the first 10 minute in the run and only allow a kick 2-3 times per run, with this limit being raised after a couple of wipes. I don't want to be unabled to kick when I'm at the final boss boss of Lost Island and my healer for example is underperforming. Also, Make it so that people that are overusing it, that they use it too many times in a row be prevented to start a vote for the next 30 minutes for example. Finally, 2 or more people would group up and would start kicking people mostly because they are trolling. That's why people in an original group should not be able to kick by themselves an extra player.


LOOTING AND LOCKOUTS


Need before Greed looting system for FP is fine. Things should change for Operations. Right now there are no restriction on looting. A Juggernaut can need an Agent item etc. Either make a restriction to class loots or make system closer to the original looting system from the begging of the game. If you are eligible to loot that boss, you'll all get a bag that would have commendations and either a piece of the boss' loot table or some credits, adrenals or stims. That way they'll be no whining about other people wining an item over you and we won't have people grouping together to win rolls for their friends. It would be like a slot machine, where after killing a boss all 8 people could win something or only 1 or 2 gets some loot. Finally, remove the lockouts from Story Mode Ops, even if you can only loot each boss once, it allows those who couldn't complete a raid due to group disband, still have the chance to play from the start, and doesn't punish those who join you because you already killed off some of the bosses.


That's my thoughts about this feature,
See you around, PEACE!

1.3 Loot Changes: Better Loot from Flashpoints!

Apparently, with the introduction of Group Finder, FP runs would be more common and Bioware decided to change the loot that each FP drops, mostly to lure people to play them.
Early today, 06/10 I did a fast run of Heroic Black Talon and I found out that most bosses drop far better loot than the current live patch.




First boss (We kill the droid) dropped a random TIONESE headgear when it used to drop tionese belt. Second boss, Commander Ghuli dropped a random COLUMNI ear piece when he used to drop energized legs. The final boss dropped the same loot than live, a token for COLUMNI bracers.








Obviously this is a rather welcome change, as people would gear up easier and faster. With Black Hole commendations as daily rewards, people would have lot's of reasons to run HM Flashpoints. Finally people would easier participate on Story Mode Operations and experience more of the end game content, faster and without the painful grind. If they manage to introduce more content in a faster pace, subscribers would always have something to do, something that would make this game bounce back.

Group Finder Level Recommendation for Normal Flashpoints!

Black Talon/The Esseles: 10-12
Hammer Station: 15-21
Athiss: 19-25
Mandalorian Raiders: 23-29
Cademimu: 27-33
Boarding Paty/Taral V: 31-37
Foundry/Maelstrom Prison: 35-42
Colicoid War Game: 39-45
The Red Reaper: 43-48
Directive 7: 47-50
The Battle for Ilum: 48-50
The False Emperor: 48-50
Kaon Under Siege: 50
Lost Island: 50


This doesn't mean that you are forced to that level range as those are recommendations for each normal mode flashpoint. For example, my level 47 character on the PTR was allowed to queue for Colicoid War Games, The Read Reaper and Directive 7. The daily reward for Normal FP is 5 Daily Commendations.

Wednesday, 6 June 2012

Server transfers starting on June 12th! Details!

FINALLY! Server transfers are coming on June 12th! A lot of people are waiting for this (myself including) and today we learnt some new informations about this service.


First of all. Server transfer would be TARGETED! That means that transfers would be allowed from a selected number of servers to selected servers! Servers would be chosen and would have a specific destination that would be allowed to transfer a character. By the time, more options would be available and when the free server transfers would be about to end, we will be informed beforehand. In the future, server transfer would allow more options in the choice of server destination and would require a transfer fee. 


That way, Bioware will try to create servers that would be highly populated and balanced, than having one or two overpopulated servers (like Fatman or Tomb of Freedon Nadd). More informations would come in a upcoming FAQ so stay tuned!

Friday, 25 May 2012

Ranked Warzones are coming at 1.3!

Good news everyone! Rated Warzones are officially announced for 1.3!




Mindspore: Any update on Ranked Warzones in 1.3?

Daniel: Ranked Warzones is on track for 1.3. All the heavy lifting (ratings, group persistence exiting warzones, etc) is done and right now we are working through some emergent conflicts with Group Finder and the process of queuing for multiple activities at once with multiple temporary groups.

Thursday, 24 May 2012

1.3 Group Finder Rewards

To recap the details we know so far for group finder (SERVER ONLY):


You can queue for:
-Normal and Heroic Flashpoints
-Story Mode Operations
-Planet's Heroic Quests


You can select the role you can fill. The roles are limited from you Advance Class.


It would teleport you to the Flashpoint when your group is assembled.


You can select the specific content you want to do or you can select a random queue.


DAILY REWARDS FOR RANDOM QUEUES:



Mode
Rewards
Normal Flashpoints
5 Daily Commendations
HM Tier 1 Flashpoints
5 Black Hole Commendations
HM Tier 2 Flashpoints
5 Black Hole Commendations
Story Mode Operations
5 Black Hole Commendations

Monday, 21 May 2012

Preview of group finder for 1.3!

Here we got a preview of the group finder UI that would be introduced on patch 1.3.

As you can see, on the left side are the role that you can fill and on the right the different modes that you can experience. The most interesting part is that the list of the HM Flashpoints that you'll get a group for are, is different from what is now on Live. You can only play Lost Island, The Battle of Ilum, The False Emperor, Directive 7, Kaon Under Siege. As they are only 5 HM Flashpoints that you can queue for, I wouldn't be surprised if the change the loots that you'll obtain from the final bosses and just give a different set piece from each one. Finally we can see that only Denova Story Mode would be on the LFG.
1.3 is going to hit the PTS servers soon, so stay tuned for more infos and insights for the upcoming patch.



Friday, 18 May 2012

Server transfers next week?

In twitter, Stephen Reid the Community Manager of SWTOR answered a question from a player and said that server transfers are coming BEFORE 1.3 and would expect more news next week. I would probably been expecting an update to the transfers like details about the procedure and even applies for a server transfer.

Tuesday, 15 May 2012

SWTOR's James Ohlen shares the formula behind PvP nerfs


Massively: A forum post states that the expertise stat is now a lot more valuable in PvP than it used to be. The slope on the diminishing returns appears to be less steep now, and PvPers definitely seem to like that concept a lot more than when they would mix other armor types together in order to level out their stats. Can you explain the reason behind the changes, and specifically, what that means to players stepping into PvP with a fresh level 50?


James Ohlen: One of the functions expertise serves is to divide our PvP gear and PvE gear. For example, we don't want a situation where you want to play the PvE operations endgame, but the best way to do that is to spend several weeks playing warzones in order to get a PvP gear set. Thus, a PvP set will have significantly lower raw stats than a PvE set of the same level and will receive a budget of expertise to compensate. The bonuses you get from that expertise in PvP should effectively reverse the situation, so a player in a PvE set will be at an equivalent disadvantage if he jumps into PvP without earning the lower-level PvP gear set first.


What we found prior to patch 1.2 is that because the PvP endgame was much more accessible than the PvE endgame, many PvE guilds were using warzones to get endgame gear instead of playing through the flashpoints and normal-mode operations. In addition, the original PvP gear only had expertise on the armoring, hilt, and barrel, which made the modifications and enhancements in that gear more effective than intended in PvE.


To address these issues in patch 1.2, we increased the gap between PvE and PvP on the new War Hero gear, sacrificing a greater percentage of stats and giving more expertise in return. We also extended this to the modification and enhancement item mods, introducing expertise there and further increasing the total expertise budget. In fact, the final expertise budget on War Hero was so high that we had to retroactively add some "bonus" expertise to the existing PvP gear in order to avoid creating too much of a gap between the top and bottom end PvP players.


Unfortunately, this also meant that players stepping into PvP with a fresh level 50 who has no expertise will be destroyed by players with expertise, leading to a very frustrating experience (and this experience was already pretty rough prior to patch 1.2). To address this, we introduced a relatively cheap "recruit" set of PvP gear designed to give them enough expertise to get into the PvP game and allow them to starting earning the good stuff. As PvP gear continues to advance in future seasons, new "recruit" sets will be introduced to ensure fresh 50s always start at a reasonable point.




Prior to 1.2, the stat bonuses to damage, damage reduction, and healing from expertise were fairly even across the board. Now we are seeing pretty significant differences between those three bonuses. I understand the expertise stat is designed so that changes like that can be made fairly easily without disrupting the PvE game. What were you seeing prior to 1.2 that prompted that type of significant change?


Expertise was designed so that the damage bonus and the damage reduction effectively cancel out for two players with the same amount of expertise, and this should remain true in patch 1.2 as well. However, the way the damage bonus and damage reduction are applied changed in patch 1.2, and this resulted in the two values no longer being the same on the character
sheet.


Prior to patch 1.2, these values were additive, like so: Damage * (1 + Attacker_Exp – Target_Exp)


This system was simple and worked for players with similar amounts of expertise but breaks down for large differences in expertise values. For example, consider player A with 50% expertise fighting player B with 0% Expertise. When A attacks B, he does 150% damage, and when B attacks A, he does 50% damage. This means Player A gets a 50% damage boost as intended, but that 50% DR boost means he gained 100% survivability (player B is doing 50% damage, so he now must deal twice as much damage to kill player A).


In patch 1.2, this formula was changed so that these values are now multiplicative, like so: Damage * (1 + Attacker_Exp) / (1 + Target_Exp)


So using our 50% expertise example again: When A attacks B, he still does 150% damage, but now when B attacks A, he does 1 / (1 + 0.5) ~= 67% damage. On player A's character sheet, this shows up as 50.00% damage boost and 33.33% damage reduction, which are inverses of each other (player A deals 50% more damage to player B, and player B must deal 50% more damage to order to kill player A). Note that they'll still cancel out for two people with the same Expertise value, just as they did pre-patch 1.2.


Healing is on a completely separate balance axis, where we use expertise vs. trauma to get the healing rate we want in PvP. We were pretty happy with the healing rates before patch 1.2, but the expertise budgets on the PvP items increased dramatically, and that in turn increased the healing bonus to unacceptable levels. We considered increasing trauma to compensate but didn't like how much this penalized healers without expertise, so instead we decided to reduce the percentage of healing boost per point of expertise. The goal was that a player in full Battlemaster should end up with approximately the same percentage of healing boost before and after patch 1.2, despite the increased amount of expertise on his gear.




Sorcerers and Sages were hit pretty hard in the update. Some players have said, "Good, they needed to be nerfed," because there have been instances of Operatives and Mercenaries being passed up for flashpoints and operations because Sorcerers could "do a better job." However -- and I'm sure you've heard it -- Sorcs and Sages are complaining that their viability in PvP has been greatly reduced because when they face, for instance, a Sentinel, he can literally prevent them from ever being able to drop their major heal. Did this change accomplish what you'd hoped, and why do you think players are having these reactions?


We've actually answered this question publicly several times, but it seems when players don't like the answer, they keep asking hoping it will change. The fact is, Sorcerer and Sage healers were in a position where they could completely bypass resource management, which is intended to be a large factor of successful healing gameplay. In PvE, they're right where we want them. In PvP, there are ways to counter the health hit you take in managing your resources, and short of telling players what to do and when to do it, we're comfortable with how things are playing right now. That's not to say that we're "done," and things won't change again. But healers are actually closer to target than they've ever been in the past.


In PvP specifically, I think it would be a fine argument to make that we've increased the minimum skill required to play a Sorcerer or Sage healer, but currently we're not buying that they are ineffective or have less potential than other healers. What I am concerned about and have my eyes on, specifically, is that this skill requirement is too high for comfort. The difficulty in addressing this issue comes from finding just the right way to improve ease of use and accessibility without affecting throughput and resource management. Again, we're never "done," and it's likely that future changes to Sorcerer and Sage healers will aim at addressing this specific issue, but it's extremely unlikely that we'll go "whoops, we went too far" and undo what we've already done. So don't keep asking if that's what you're hoping to hear.




The post says, "We will likely take some minor to moderate action about the overall DPS being higher in the near future by adjustments to the magnitude and duration of offensive relics." Can you elaborate on what some of those changes are going to be?


In PvP, we've found that the combination of relics, adrenals, and powerful, short-duration buff abilities have led to more burst damage and shorter kill times than we originally intended. However, we are happy with the amount of sustained damage the relics offer, and our PvE content has been balanced around those values. Our current plan is to reduce the magnitude of the relic buffs but increase the duration. So they'll contribute less burst damage to a short PvP fight, but their damage contribution to a flashpoint or operation boss fight will remain approximately the same. However, this plan has not been finalized yet, and we are looking at other ways to reduce burst damage as well. So this plan may differ significantly from what eventually goes live.


Also, the post mentioned an issue with stacking debuffs. Do we have an update for that yet?


We're actually in the midst of finalizing and verifying the code that prevents like debuffs from stacking with one another. If we like what we see, we'll have this fix live "soon."


I love the overall vision for PvP in general, and it's been said that SWTOR has some of the most balanced PvP in MMOs. Where do you feel you sit with that balance currently? And what provisions have you taken to help maintain that balance or improve on it?


Balance is hard to quantify on paper but relatively easy to qualify with first-hand play experience. That means that everyone has an opinion, but those opinions are very difficult to validate. Like I've said before, all of our math comes with a great big coefficient in front of it called "assumptions," and it has a massive effect on the end result of that math. Such a massive effect, in fact, that so far whenever we find an imbalance, it's our assumptions that change and our formulas that stay the same.


Currently, we're "happy" with where we sit balance-wise in a global aspect of the game, but all that really means is that we're not up all hours of the night pulling out our hair screaming, "How do we fix this?!" Instead, we're coming in to work each day calmly asking, "How do we fix this?" That's the job, after all.


Balance going forward just means keeping up our vigilance and staying aware of current issues and coming up with valid ways to address them. Everyone has an opinion on ways to address the various balance issues that surface, but the truth is we spend the vast majority of our time finding and addressing issues that we hope to never allow to surface. The rest of the job is figuring out which fix works for the game and doesn't mess anything else up. I'm not sure it's possible to install balancing provisions (at least not any players would welcome), but we are being as proactive as possible.


Thanks, James for speaking with us. We'll talk again soon!

Thursday, 10 May 2012

1.3 patch and what is coming

A small list as to what we should expect for 1.3.




SERVER ONLY GROUP FINDER for:


1) Flashpoints
2) Heroic Flashpoints
3) Operations (Story Mode only)
4) Planet Content (Group Quests)


LEGACY PERKS


The legacy perks that can be already found on the Future tab of Legacy


ADAPTIVE GEAR


Social gear would adapt to the armor type of user. Bikini tanks!


AUGMENT TABLES


Augment tables would be added to the game where players would be able to add an augment slot to any piece of wearable gear armor. No more need of crit crafting. All of end game gear would be finally equivalent.

Tuesday, 8 May 2012

Group Finder for Operations coming in 1.3!

Amazing news for all of you that liked the LFR in WoW and wanted that feature on SWTOR. In the latest official podcast, Damion Schubert said that in the upcoming 1.3, group finder would be used for Flaspoints, Heroic Mode Flashpoints, Group Missions and STORY MODE OPERATIONS!




Expect 1.3 to hit really really soon the live servers and let's hope that Bioware will continue to give more alpha quality content!