GW2 Beta Weekend April 27-29

The first beta weekend event for GW2 will take place April 27-29, if you have pre-ordered GW2, you will be eligible for the beta event.

Guild Wars 2® Announces First Beta Weekend Event April 27-29

Today, NCsoft and ArenaNet, the developers of Guild Wars 2, are excited to announce the first public Beta Weekend Event for Guild Wars 2, the most anticipated game launching this year. From April 27-29, hundreds of thousands of fans that have pre-purchasedGuild Wars 2 will get their first chance to explore the world of Tyria. Players will discover next weekend that Guild Wars 2doesn’t follow tired, outdated MMO conventions, but it offers them a true online world rich with persistent, dynamic and social experiences like nothing they’ve ever played.

The only way players can guarantee access to Guild Wars 2 Beta Weekend Events is to pre-purchase the Guild Wars 2 Collector’s, Digital Deluxe, or Standard/Digital Editions. In addition to access to our Beta Weekend Events, players will receive three-day Headstart Access prior to launch and the exclusive Hero’s Band in-game item. Pre-Purchase is available at buy.guildwars2.comor select retailers in North America and Europe.

Eligible players should look for an email coming from NCsoft with additional information on how to download the client and additional account registration information. For information on the type of content players will experience in the Beta Weekend Event and exact timing, please look for an upcoming article on the ArenaNet blog at www.arena.net/blog.

Pre-order your GW2 copy at the GW2 official site here.

https://buy.guildwars2.com/

Rakghoul Pandemic Dynamic Event Guide–Updated Daily

Hey everyone, this is Dulfy from dulfy.net. Most of you are probably well informed of the Rakghoul event by now, but for those who are just doing it for a first time, this is a good starting place! The Rakghoul Pandemic a new dynamic event that started on April 15 on the planet of Tatooine. It involves a series of time limited quests about the Rakghoul plague! The rewards you obtain from this event are a title (Containment Officer prefix), 9 Codex entries, 2 Rakghoul vanity pets (Pale and Crimson) a full set of Containment Officer armor set (light armor), special Black Green color crystal, and infected Companion customizations!

This event is not restricted to 50s only. All of the quest mobs do scale to your level but beware that if you are too low to enter Tatooine, you might have a bit trouble with the local residents.

You might need to wait a day to pick up the new dailies if you did not do the dailies since day 1 of the event.

April 16 – New Daily – Passenger List, picked up the same place as the Stardream wreck.

April 17 – New Daily – Hybrid Strain, picked up when you killed Infected Sandpeople in the same area as [AREA DAILY] Outbreak and [DAILY] Blood Sample.

April 18 – New Daily – Pure Virus Sample, picked up in the same location as the Wreck of the Stardream in Dune Sea when you click on a Shipping Manifest.

April 19 – New Daily – Newly Infected, picked up in the same location as [AREA DAILY] Outbreak on a datapad.

Continue reading

The definitive word on end game itemization in 1.2

Hi,
There have been quite a few threads where you have voiced confusion regarding the end game itemization in 1.2 and I want to take the opportunity to clarify what you are going to see in the game when Game Update 1.2 goes live on Thursday.

One of the issues we are dealing with on the PTS Forums is that we are not only introducing changes from the current state of the game (1.1.5x), but also several changes a week. Without wiping our Forums weekly, it is inevitable that these updates cause significant confusion about what it is in the game, what is intended to be in the game, etc.
So, without further ado….

PvE

Tionese / Columi / Rakata Gear
These sets are not changing. Their stats have not changed from their pre 1.2 state and they are acquired in the same way as they were before 1.2, except for the following changes:
- The drop rate for Tionese commendations has been increased from all the existing sources.
- Columi can now be acquired, in addition to the existing sources, from the new Lost Island Flashpoint (Hard Mode) and their distribution rate has been slightly increased, mostly through weekly quests.
- Rakata can now be acquired, in addition to existing sources, from the final Boss of the new Lost Island Flashpoint (Hard Mode) and the story mode of Operation: Explosive Conflict on Denova.

A temporary change on PTS that modified some existing rakata gear has not been taken into the final version 1.2 based on testing feedback.

“Campaign” and “Black Hole” Gear

Campaign gear is the new tier of PvE set items we are rolling out with the Explosive Conflict Operation. It shares the set bonus with Rakata, allowing seamless equipment upgrades and is acquired through tokens acquired in Hard Mode of Operation: Explosive Conflict and the new World Boss on Belsavis.

All Campaign gear can also be reverse engineered for a chance to learn the associated schematic. For armor, this means a chance to learn the custom (orange) appearance of item, for implants, earpieces, mods, etc. This means learning to craft the item itself. All of these may be crafted critical for an additional augment slot or, in case of a mods, additional resulting items.

Campaign gear uses a different stat distribution from previous sets with greater variety of available stats and better base stats.

Unlike Rakata, Columi and Tionese gear, Campaign gear carries it’s set bonus on the armoring of every piece. This means that players may transfer all mods and armoring out of campaign gear into any custom (orange) appearance available without losing the benefit of the set bonus. Please note that moving an armoring with a set bonus into a pre 1.2. item shell with a set bonus (e.g. a Rakata Shell) will be resolved with the armoring taking precedence (Sorry, no stacking here )

As mentioned previously, all armoring found in endgame gear now ‘binds to slot’ upon extraction – Armoring removed from a pair of gloves will only fit into another set of gloves. However, there is the possibility to acquire ‘universal’ armorings that fit into any slot through direct drops (e.g. not contained in an item). Those however will never carry a set bonus.

Black Hole Gear is similar to Campaign gear, but lacks the set bonus. It does however offer additional stat distribution options not available on Campaign gear. It also cannot be reverse engineered into appearances (although mods / earpieces, etc. can be learned).
Black Hole gear, unlike Campaign items, is acquired from trading in Black Hole Commendations found through weekly quests in the new Corellia area as well as the weekly quest for the Rise of the Rakghoul flashpoints (Kaon/Lost Island). It also drops on bosses in Operation: Explosive Conflict on all difficulties.

Two new color crystal variations may be found as part of the random drops in the new Operation: Black Core Purple and Black Core Orange. These colors are introduced separately from the weapons, which now come by default with more traditional colors available. It is worth noting that we are not extending the stat progression on crystals, meaning the existing +41 crystals found in 1.1.5 continue to be the top end of the crystal progression.

PvP

Centurion and Champion
Centurion and Champion gear, as of 1.2, has not changed, but will no longer be available for purchase. Existing gear on characters of course stays in the game.

Recruit Gear
Recruit gear is the new, blue entry level PvP gear available from the new PvP Recruit vendor on the fleet. It is acquired directly through credits without any Valor requirement and serves as a bootstrap to enable players coming straight out of the leveling game to participate in endgame PvP in the 50+ bracket. Power wise, it sits between Centurion and Champion, but lacks the set bonus and cannot be modified.

Battlemaster Gear
Battlemaster Gear, as of 1.2, no longer requires a 60 Valor rating and is acquired straight through Warzone commendations at the Battlemaster PvP vendor on the fleet.
As of 1.2, Battlemaster gear features an increased budget of expertise and an update stat distribution on a small subset of items on some classes.

These changes to the stat distribution are a result of issues fixed with the original Battlemaster set of mods. As mentioned before, we will automatically update your Battlemaster items to the new version when you log into the game the first time after 1.2 has been deployed, provided that the items still contain their original mods. Reinserting these mods into the existing gear will suffice for this purpose.

War Hero Gear
War Hero gear is the new tier of PvP items introduced with patch 1.2. It is acquired through trade in of ‘ranked warzone commendations’ and the corresponding Battlemaster Shell (empty appearance, mods may be extracted before trade-in). Some items do not require a Battlemaster trade-in but instead can be acquired by warzone commendations. War Hero gear does not require a valor rating.

I found this community created image to be a nice visual summary of the situation (although prices may still change as we put finishing touches onto the patch).
Just as with Campaign gear, War Hero items carry their set bonus on the armoring and all mods, including the armoring which may be extracted and moved into any custom (orange) shell in the game.

An additional upgrade option exists for players who wish to benefit from an additional augment slot but retain their Battlemaster or War Hero appearance: It is possible for crafters to obtain the schematics to create orange (and potentially augmented) version of the armor through ‘schematic boxes’ on the PvP vendor and sell the resulting items to players via the GTN.

It is worth noting that these crafted appearances will require the player to have Valor Rank 60 (Battlemaster) or 70 (War Hero) to equip.

As a side note, we will allow trading of Warzone commendations into ranked Warzone commendations at a ratio of 3:1.

All in all, PvP gear in 1.2 features a much stronger focus on Expertise in itemization and the diminishing returns cap for this stat has been modified to account for that change.
Color crystal wise, we’ve added Expertise crystals of various colors for direct purchase via warzone / ranked commendations, as well as crafted PvP expertise crystals of several colors.

Any more questions? I’ll be monitoring this thread for a while and try to clarify what I can.
– Georg

Georg “Observer” Zoeller
Principal Lead Combat Designer

PaxEast 2012 Day 3 Q&A

Hey everyone, this is Dulfy from dulfy.net. Here is a transcript of the PaxEast 2012 SWTOR panel day 3 Q&A. The original audio and highlights can be found on DarthHater. This Q&A touched on some tough questions – class balance, operation itemizaton & difficulty, and Jawa 2015.

Transcripts for day 1 and day 2 Q&A can be found here and here respectively.

Pre-answered questions

  • When is 1.2? The answer soon, very soon. Isn’t that right James? I (James) thought I said within a week? Ha, just kidding! He (James) had being hit in the head before he said that. He is going to get hit in the head again if he says it again. So 1.2 is coming very soon, I hope that we will have more news to share on that next week.
  • Character transfers: It is coming, very high priority for the development team. Asia-Pacific transfer is the first step, that is going to happen right after 1.2 goes live. After that we will be implentating a larger and more robust system for character transfer that will include character copy for the PTS. When the next big patch comes out, you should be able to copy your character over at your will and test it without going through the manual process we been using now.

Present: Emmanuel Lusinchi (Technical Design Director), James Ohlen (Game Director), Damion Schubert (Lead Systems Designer), Cory Butler (Live Producer), Stephen Reid (Community Manger), Cameron Winston (Combat Designer).

Q: Soa fight in Eternity Vault. Why did you guys choose to make the Soa Lighting Balls have a DoT effect? Cuz every fricken time our raid members are running into those things, they don’t just explode and do damage, they tick for a few times and do damage. It is really annoying. I wish you guys would have a line or something from the ball to show whose lightning ball it is. Cuz it is really confusing in the heat of the moment.

A: Obviously this fight is going to have a few issues that we are working hard to address. Greater visibility of operation mechanics is something we constantly striving to achieve. Certain effects that are set up as DoT (Damage over Time) effects vs instant effects is part of the difficulty of the encounter. The operation designers take these into account when they are designing the difficulty of the encounters so I guess the first answer to your question is that it was DoT cuz the designers thought it was the best solution for the challenge level of the encounter and the 2nd thing why it is hard to see who the ball is attacking – that is something we like to improve visibility on and we will definitely make some improvements to the Soa fight in the future.

(Emmanuel): So to your question exactly, we did rescript the lighting ball mechanics. Not only are people able to test it on the test server, but we gave ourselves more time to take into account the bugs in the final test server and fix it before we push it out. So that is one of the reasons why we are taking more time for the patch but we are relying on you guys testing, transferring your characters, and testing operations to make sure they are as perfectly as possible.

Q: Is there any intention to have group ship combat? Multiple people in one instance?

A: We are not talking about ship combat this time. We have a whole team dedicated to the space experience. You will hear announcements in the future – this year. Don’t we have a secret project you like to talk about? Yes, there is a secret project.

Q: 1.2 KP Nightmare is going to drop Black Hole Commendations. Is EV nightmare also going to drop Black Hole?

A: That is a great question. We don’t have the itemization team here but we can tell you that the itemization in 1.2 has pretty much gone a through revamp in order to make the various difficulties map correctly to the rewards you get for them. We will reiterate on that and get better on that as we release the next few patches as well.

Q: What time should we expect the nightmare mode of the new operation to come into the game?

A: We are aiming that for the next game update, we cannot announce the time of that at this moment or Stephen Reid will really kill me. 1.3 is the week after 1.2.

That was a joke.

I also want to point out that even though nightmare is not launching with 1.2 for the new operation, the hardmode is plenty hard. I don’t know we might had one guild clear it so far on 8m Hard and very few guilds cleared on story. So it is definitely a more significant challenge this time.

(Emmanuel): Nightmare mode when it comes, won’t be just a title and a pat in the back. It will come with its own itemization so there will be a real reason to do nightmare.

Q: Are you working on a fix for the Integrator boss for Directive 7?

A: Yes (audience laughs)

Q: Out of all the classes, sith warrior is the most undertoned. Like the tank out of the 3 tanks: powertech, and assassin, no one wants to take those into ops. And compared to the other DPS classes like mercenary & sniper, we don’t want marauders in our ops. Are you guys doing anything to make the class less undertoned than it is now.

A: Well my question to you is why do you think that they are undertoned right now?

(They just have, in my opinion, they die more because they have less defensive capabilities even though they have things like force cameo.  They just don’t put enough DPS. I swap a mercenary out for a sith warrior, and we will down something. Whereas I have a sith warrior in my ops, and I don’t have a mercenary, we are not going to kill anything).

That is a rather complicated question.. First off I don’t necessarily agree that sith warrior is undertoned. We find that all of our classes are performing very close to each other as far as what our expectations are and we don’t change our expectations from patch to patch, which is something I read on the forums. We are very committed to making sure that every class in desirable in all kinds of content and it is my hope that with 1.2, when you guys get combat logs, you going to see that some of these classes that have being traditionally viewed as underperforming are actually probably doing more DPS than people expect. Obviously, if that isn’t the case, we start to see some combat logs, parses coming in that don’t really validate these assumptions, then we are always willing to go back and visit these kind of questions.

As of right now, based on all of our internal testing, our sustained DPS test, our burst DPS test, our survability test, and the many hours the class designers and myself are put into playing 1vs1, group content, in operations, flashpoints, we are very happy where the classes are performing in relation to each other.

Q: First off, I think maybe you are playing with the wrong kind of marauder. I have a marauder in my guild and he goes above and beyond the call and he never dies unless he is being stupid about it. As a Jedi guardian tank, I find that well I rock and I never die because I have a great consular healer. But the big thing that I want to ask is that, you know, you guys are doing a great job and just keep up the good work with fixing the bugs. Soa on nightmare is just still ridiculous because we get on to the 2nd phase and the floor is gone on some of those attempts. Other attempts lighting balls are tripling the damage. It is just too much. Hopefully you won’t take out the infernal title either because  I am kinda sick of people saying oh you just a noob. I am like no its just buggy – we have great dps and great tanks.

A: Where was the question?

Q: Well, will Soa be fixed for the most part in patch 1.2?

A: Well Emmanuel right here has been actually working on EV for several works in a row. It has being his major focus and he can talk about that and if it is not up to par you can blame him.

(Emmanuel) So a few points. Yes, you right, it was buggy. It was buggy many patches in a row and sometimes we fix something and the problem is still there. We have no report of bugs on the test server, which is great. And then again for the next patch you will be able go in and test it for yourself. We fixed a lot of issues, and we are trying to bring it down to 0 bugs. Don’t take my words for it, try it again once 1.2 comes out, which is very soon apparently. One thing I want to say is that everytime we see on the forums a clear indication of a problem, a description of what happened, and especially if there is video, usually we find the bug extremely rapidly. The community has being key for us to find issues. We fixed every single one we know about and there are no known bugs in 1.2 but you guys will tell us. I won’t put in the patch notes that Soa is fixed until there are no more reports of bugs.

Q: I Play a Vanguard tank and I can’t hold threat for some reason. I run out of ammo way too quickly. I hit everything as much as I can, ammo regen is just horrible. People with equal gear as me are instantly ripping off with one crit. It is really annoying. Half time they are taking the abuse while I wait for taunts for come up because only way I can get any aggro is with my taunts. TLDR: Can you fix vanguard threat?

A: I think what you are experiencing is a two –fold problem.  The first is we have a lot of mechanics in our flashpoints and operations which have threat modifications which currently aren’t being telegraphed very well to you guys and we are trying to do a better job of letting you know so you can kind of compensate for it.

The second thing, running out of ammo, in 1.2 your energy shot, the top of the tanking tree, is going to be off global cooldown and it is going to be another energy management tool for you. So not only it is going to be a free shot that does damage and you get more threat out of it, it is also just gonna give you energy or ammo back. It will both help you with your threat and with your energy management. It is my hope that you will use that tool and the new combat logs in 1.2 to help analyze your rotation to see where you are spending a bit too much energy and you can move into other things to help increase your overall threat generation and better energy management.

Q: In 1.2 the backstab cooldown was increased to 12 seconds from 9 seconds. That affects acid blade, which is a top tier talent in the concealment tree. I was just wondering if they are going to buff acid blade damage to make up for that? Cuz right now it seems to make that talent useless.

A: I disagree that it makes the talent useless. The concealement/scapper tree overall has being restructured abit in 1.2. All of our tests, both stained, burst, PvP, PvE tests for the concealment/scapper trees have shown they are very very close to all the other DPS specs in the game. We are actually very confident the 1.2 scapper/concealment operative/scoundrel are going to be able to do competitive DPS desired for operations and PvP groups. I am hoping with the new combat log you will be able to validate these claims yourself.

Specifically, a lot of the changes in that tree, with the cooldowns and rotations, it was sort of, like you said, shuffled around. Ultimately, we feel the end result is going to be very comparable what we have before – it has come down a little bit, but again comparatively to other specs within the same role so we are very happy.

Q: I really enjoyed the flashpoint slike Black Talon and the Foundry. Is that something we could see in big patches or is that something we have to look for in the next expansion?

A: So you are talking about flashpoints with more of a story focus? No you don’t have to wait until the expansion, when you play the Rise of the Rakghouls, that is very much story focused. We are going to be alternating between flashpoints that are very story heavy and ones that are a bit story light.

Q: There are clearly some characters that have a complex rotations in battle and there are some characters that are easy to play from a DPS standpoint. Is that an actual design decision or is that just how it came out?

A: Yes they are designed. The goal with different specs is to give different players who have different desires in their playstyle different ways to express both their star wars fantasy and the way they like to do damage. So some people just love using the tracer missile in the arsenal tree, other people are going to appreciate the kind of gameplay a watchman brings to their combat rotation. So the answer is yes, we do design different DPS experience for every class, a different tank experience, and that is just to make gameplay more live and make your choices matter more cuz you know choices are very important to us.

It is also important to us that we have rotations that are complex for the players that really crave that level of complexity and we also have some classes/rotations that are a little simpler and easier for people to get a handle on.

Q: As a guild leader, it is really hard to recruit the realm forums –the recruitment post is jumbled with other people’s from other realms. Are there plans to make realm forums or is that something you guys are happy with how it works now?

A: So we made the decision to go with what we call server forums after a lot of research into other MMOs who had done server specific forums. It was a combination of two factors, one was basically forums being very empty – pretty much having no activity. Forums, in particular, PvP forums, becomes pretty much an assortment of insults, screaming and basically tandems. Unlike some other MMOs, we have a fully active forum moderation team who are on call 24/7 and when faced with  200+ individual forums they would have to moderate, it was basically going to be a little bit too much for us to do. So we felt that these two factors meant that server forums would be something we like to try out. We would really like to improve the experience and you can come chat with me after you like to really try and improve the experience.

To be honest, generally speaking we think it has being relatively successful for us and has achieved the aims that we have- to keep the amount of moderation we have now and also to keep the forums generally busy.

One of the things that is actually nice about the server forums that I discovered after we launch them is that when create a post you have to create a prefix which shows your server. The advantage is that with search on the forums, you can choose that prefix and it will just show you a list of threads on that server. So we are trying to work out with that so if you are looking for a guild/recruiting for a guild, you can just do that search and see every thread that is just relevant for your server. It is an easy way of having a server specific page to look at.

Q: I am wondering, are you going to make any smaller types of races like maybe Ewoks for the Republic or Jawa for the Empire maybe available through the legacy system or something.

A: Well, any player races that we ever add will need to speak human so right there Ewoks and Jawas are probably out but maybe in the far future it might get a little crazier. LIke I talked about on friday, it would be really cool if you could play a droid but you won’t see that anytime soon. Maybe allow a player to play a Jawa in 2015 – I am just kidding

(JAWA 2015)

Q: In warzones right now, sentinels/marauders and tanks, the force stun/choke doesn’t activate the resolve bar so basically you could have your full resolve and then they will force stun/choke you and you still go off in the air and have that happening to you. Is that suppose to happen or is that just class specific?

A: That is the 2nd time I have kind of heard that question over this weekend and it is definitely something I am going to have to look at when we get back to Austin. I can tell you the design intention is that stuns, sleep effects, and knockback effects are not suppose to impair your character’s movement when you have a full resolve bar. If that is happening then it is a bug.

If this is actually happening we can investigate it certainly and stop it from happening. However, I just want to point out that immobilize effects, and slow effects definitely still affect you when you have full resolve bar. You may find yourself unable to move with a full resolve bar because you have a root effect on you.

Q: I think it was last week’s PTS notes or it might have being the week before but you guys were saying you were changing the loot distribution in hardmode flashpoints. Could someone talk about that? Does that also apply for ops?

A: I don’t think there is anybody on this stage to talk about with great authority. The matter of fact is we went through a rework of our itemization in order to make the rewards more robust. I think we removed destined loot (this was the idea that we would drop loot only designed for you and that even if there is someone else that could use it you would be the only one that can take it). We still like that idea, we might come back to it in the future but clearly the implementation we did right now is causing more problems than it was solving. So that is the biggest change you are going to see. That and the change to the tokenization of various dungeons.

Q: For combat design on the guardians/juggernauts, they have one 12 seconds cooldown that is an AoE, when you have 4-5 troopers in your raids that can drop 10 AoEs in 5 seconds, you lose aggro and its not even a competition. Are juggernauts/guardians meant to be single target or is there going to be anything that helps with AoE threat?

A: We definitely don’t mean a tank to be a single target tank or AoE tank, that is not part of the design. We want tanks to be successful in all situations. We are constantly exploring and evaluating how tank threats stack up against each other. From our internal testings right now we are happy with the threat issues. You are getting more threat generation on your top tier talent at the end of your tree. Also, there is a little bit of love going into the sweeping slashes, and smash stuff like that. It may require a different approach like maybe you see a group spread out, maybe you gotta force charge a guy, push him into the other group, you put your smash down. Ultimately what I want you to know is that we are contantly re-evaluating the tank balance, threat, survability. It is a never ending process. If we find that juggernauts/guardians are falling behind in the AoE threat we will definitely address that. It is not a design to make them bad one type of tanking.

Q: Are there plans for additional Huttball arenas?

A: Yes we have being discussing basically doing some reskin of Huttball like putting it on a different planet, keeping the game mechanics very similar – like you have a different stadium somewhere else. It is something we have discussed but there is no timeline for that right now.

Q: I heard a rumor that Lucusfilm didn’t want same sex relationships between your companions. As a female IA, I really want to bang Kaliyo really bad (audience laughs), I am disappointed that it wasn’t in there. So, is there plans to implement that? Can I retro-actively romance Kaliyo when it is put in or is it even going to be put in?

A: First of all Lucusarts does not have that position at all. They very much care about the community and in terms of when we are going to be adding same-sex romance, we actually have some it already written. I can’t say when it is coming in but it is something that Bioware is known for and it is something we are putting in. We have the full support of Lucusarts to do it so you will be seeing it soon. We are not going to be retroactively changing characters  – so it is going to be on new characters.

Q: With flashpoints, the way they are, and the loot in operations, I find that very very quickly our characters don’t do flashpoints anymore. So, nightmare flashpoints?

A: I don’t think we have plans for nightmare flashpoints right now. One of the things that we made a mistake in the itemization was pretty much making the rewards, especially normal mode flashpoints, not good enough over the greens and blues that you were finishing the game with. So a lot of people were just skipping them over. 1.2 in general is a lot better on the itemization – we learned a lot from the launch of the game and we are going to continue to tweak that philosophy.

Q: Flashpoints seems a bit weird for the Star Wars universe, maybe in the future we are going to get an ops where we assembles our raid as  strike team going on say say a capital warship on the opposite faction and taking down their generals or something?

A: We definitely talked about that. We want to push the Star Wars experience as much as possible. One of the things about all of the end-game content is that we are struck by this balance where we want to be sure we can push the wars as much we can but at the same time it is really important that the challenges we present to the two sides and the itemization presented to the two sides are roughly equal. So especially for right now in the immediate future we are focusing on 3rd parties that both sides can hit on. But do we want to get to a place where you are doing a bit of direct conflict? Yea. Do I have an ETA for you? No. But I will say we have big plans.

Q: There was one spot in Mandolorian riders flashpoints where you actually get a NPC versions of the Imperial troops that come in and is like another party that you are fighting against. Is there like we would have a PvP version where you have a quest on top of fighting people? Is there anything like that you guys are thinking about it?

A: That is a good question for Gabe, who is not here right now. We are going to be doing a lot of experimentations with flashpoints and operations in the future. Eventually we want to have that operation that replicates the end of return of the Jedi where you have a space mission mixed with the Death Star mission mixed with fighting with Ewoks (except we won’t have fighting with Ewoks) – kind of multistage operation. Ya you are going to be seeing PvP in a flashpoint/operation, I think that would be a great experiment. I don’t know if we are going to be able to do that but you know we are considering all sorts of different and original ways of presenting operations and flashpoints.

PAXEast SWTOR Panel Q &A

DarthHater had some great coverage of the of the PaxEast 2012 SWTOR panels. Two panels of interest tonight are the Q & A panel where the dev answered many pressing questions, including cross server transfers. There is also the MMORPG.com panel where James Ohlen chatted with other devs from other games.

With the audio provided by DarthHater, we have the full written transcript of the Q & A panel as well :)

Community Q & A for April 6

This week’s Q&A continues on from last week where we answered a number of questions about Game Update 1.2. We had so many questions we broke the Q&A into two parts! Next week we’ll return to answering more general questions you might have. We’ll open a Forum thread for you to contribute as normal.

As a reminder, two weeks ago we suggested a shift in focus in your questions. As development plans are always subject to change, questions about future features will often get vague answers which can be repetitive and sometimes annoying. With that in mind, the development team is more interested in questions about current in-game features or systems, or questions about why development decisions were made. You’re still welcome to ask questions about future features and we’ll continue to answer them where appropriate – just expect the occasional ‘soon.’

We have now opened an official threadfor next week’s Q&A, which will stay open until 2pm CDT on April 10th (7pm GMT/8pm CET). We welcome your questions in that thread and hope you enjoy the answers below. As always some questions have been edited for clarity and brevity.

Thangunis: Soon I will hit level 50 and was wondering what to do with my commendations. If I understand correctly the new Recruit gear set is more PVP oriented and has less PvE stats? Is the old gear worth buying or should I wait for the new Recruit? I would like to buy Battlemaster directly with commendations but I can only have 1000 commendations, right?

David Hunt (Sr. Systems Designer):PvP gear going forward has more Expertise than the initial PvP gear, which includes the Recruit set. The Recruit set is also purchased for credits. You have a few options for handling your existing commendations, but what you should do depends on what types of commendations you have.

Centurion, Champion, and Battlemaster Commendations: These currencies are getting deprecated in Game Update 1.2. There are a few miscellaneous things you can purchase in Game Update 1.2 that are currently on the vendors on PTS. Most players will be best served by spending any of these commendations that they have now before 1.2 goes live.

Warzone Commendations: The cap on Warzone Commendations is increasing in Game Update 1.2, and they buy many more valuable items. Characters that do not have Battlemaster gear will probably benefit the most by spending Warzone Commendations to stay below the cap, but should try to keep 1,000 commendations for 1.2 to spend them on Battlemaster gear.

Unassembled PvP Tokens: These currencies are deprecated and have no value in Game Update 1.2.

Giolon: I read in patch notes that sniper rifles will no longer drop for Republic players – what about Risha and Zenith? These companions use sniper rifles. How are we supposed to gear them up if sniper rifles no longer drop for Republic players?

David Hunt:There are still several ways to get sniper rifles for Republic players – this change primarily removed them from boss drops. Sniper rifles can still be crafted, purchased from vendors, and modded. And with Game Update 1.2, weapons that drop more frequently on one side can always be mailed across from the other side with legacy characters.

CamoCladn: If I reverse engineer orange items, will I be able to obtain the schematics for them in Game Update 1.2? It would be great if I can get schematics to attempt to get augment slots as this would grant the ability to look just like I want.

Patrick Malott (Systems Designer):While in reverse engineering mode, items that can provide research variations will display a ‘Chance to Research a Schematic: x%’ tooltip. Otherwise, the tooltip will read “No Research Available.” Reverse Engineering to get Armormech Schematics pertains to the new endgame tier of Operation items and PvP Battlemaster/War Hero items.

Ironcleaver: I was under the assumption that the three crafting classes would gain the new augment schematics through their trainers… but seeing what’s listed under Slicing, does this mean the schematics are only gained as critical rewards through Slicing?

Patrick Malott:Correct. Augment schematics are not learned via the crafting trainers. They are acquired as Sliced Tech Part mission critical rewards through Slicing.

Shaynae: According to the patch notes: The chance of researching schematics via reverse engineering has been significantly increased. However I’m not seeing this on the stuff I’m trying, in fact I am getting purples from blues much less often than on the live servers. Yes, I do understand that some of it is luck. I found the Tier one stuff came pretty easier, but now the Tier three stuff I’m having either a really long run of bad luck or there is something wrong.

Patrick Malott: As stated earlier, while reverse engineering, items that can provide research variation will display a ‘Chance to Research a Schematic: x%’ tooltip. This chance will currently either be 20% or 10%. Pre-Game Update 1.2, Artifact items (Purples) had as low as a 4% chance for research. In addition, the “You already know that schematic” bug we fixed for this patch was preventing some research variations from being learned. Research chances overall should be significantly higher in 1.2.

Babouine: Will you guys add new stuff to the VIP area on the Fleets?

Daniel Erickson (Lead Game Designer):We will definitely be adding new items to the VIP areas on the fleets in the future, but we can’t give you an exact estimate on when just yet.

Xsmspiffs: Could we get an option to allow others to see the Guild Ledger, and show the Guildmaster on it?

Damion Schubert (Principal Lead Systems Designer): The Guildmaster not showing will be corrected in Game Update 1.2. We will eventually allow the Guildmaster to set who can see the guild ledger via permissions – this will not make 1.2, but is definitely coming in a future update.

Alexbeav: I love the new Smart Camera toggle option! However, I have one observation to make: when you move (with smart cam off), the camera does not rotate, but when you use an ability, the camera resets back behind the player. The same thing happens when traveling by taxi. Is this an oversight or is it intended?

Damion: That’s a bug – good catch! I’ll get a bug into the system, and hopefully we’ll get a fix either in Game Update 1.2 or a patch shortly afterwards.

Mysquine: Whilst trying to do “/who x” (x being level) or “/who x-x” it does not return anything, if you type “/who x [planet]” then it will return the appropriate results. Is this intended?

Damion: That’s not intended. I will investigate.

Leonalis: When will we get the titles promised for playing on PTS? Will it be for all my characters?

Stephen Reid (Senior Community Manager): Short answer: after Game Update 1.2 goes live and yes! There are two in-game titles that will be granted to anyone who created a new character on the Public Test Server. Both titles will be placed after your character’s name. The first title is given for attaining Level 10 with any new character on PTS, and it is ‘First Line of Defense’. The second title is given for finishing Chapter 1 with any new character on PTS, and it is ‘The Cutting Edge’.

We’ll be granting these titles soon after Game Update 1.2 goes live, and you’ll receive the titles across your account for all characters, both existing and new. You’ll get the titles via in-game mail, similar to the Founder’s Medal, so keep an eye on your mailbox. In addition, these titles will still be available to be gained from playing on PTS in the future.

Daezihang: Are Mortar Volley and Death from Above actually functioning the same now? How much faster does MV start its damage?

Austin Peckenpaugh(Senior Designer): Yes, this was the motivation for the change. Mortar Volley and Death From Above now fire projectiles at the same time and those projectiles travel at the same speed, dealing the same damage. As for how much faster MV starts its damage – the answer is “much faster.”

Rystet: I have done extensive testing on the Training Dummies and I have spent over 2 hours beating on the Operation Training Target. I have not had any attack Dodged or Parried. Is this a bug?

Austin:Training dummies currently do not parry/dodge as intended. We are working on a fix for this.

PerfectDuke: Are you really removing the giggle/laugh for scoundrels when Upper Hand procs in Game Update 1.2? As a healer, having the audio cue is great for focusing on… well, healing. Especially if the proc comes off of my hot, slow-release medpac.

Austin:The change was intended to prevent sound fatigue when lots of these procs were going off in a small area (especially in operations). We are looking into ways of making this proc more visible going forward.

Zilvra: I have a level 32 Scoundrel Scrapper. I am already having problems killing my on level bosses due to the 1.1 nerfs. What will the 1.2 nerfs do to me in PVE? It seems really unfair to the purely PVE players when the nerfs hit?

Austin: Many of the class story bosses are intentionally very difficult. This is something that all classes face and is not unique to Smugglers. The fact of the matter is that Scrapper DPS is closer to target in 1.2. Understandably, if you were already struggling with an encounter, you may view this as an undesired change. For clarity, we don’t agree that this is “unfair” for “pure PVE” players as the changes are not meant to (despite popular perception) specifically target PVP over PVE.

First ever gameplay trailer for Defiance released!

Defiance, the upcoming MMOFPS from Trion Worlds (Maker of Rift and End of Nations) has revealed its first ever gameplay trailer at PaxEast tonight! Defiance is a scifi MMOFPS that combines both MMO gameplay and TV Show, with the potential for both and the TV show to influence each other and evolve over time.

You can watch it here!

More information on Defiance can be found here: http://www.defiance.com/en/

PTS patch notes for April 6


Star Wars™: The Old Republic™ Game Update 1.2 PTS Patch Notes

These notes detail changes made to the PTS server on 4/6/2012. These changes ONLY apply to the PTS server.
Classes and Combat

Imperial Agent

  • Adrenaline Probe’s sound effect no longer repeats itself.

Crew Skills

Crafting Skills

  • Crafted PvP (Battlemaster, War Hero, and Rated War Hero) gear now correctly binds on equip (instead of on pickup).

Flashpoints and Operations

Operations

Eternity Vault

  • Cover classes can now take cover on platforms when fighting Gharj.
  • The reliability of Soa’s Ball Lightnings has been improved, and an issue that could cause them to deal damage twice has been addressed.

Explosive Conflict

  • Turrets at the start of the minefield no longer deal damage outside of their intended range.
  • Kephess’ Savage Wound debuff now has a tooltip.

Items

General

  • Three mainhand War Hero weapons that required offhand weapons for purchase now correctly require the appropriate mainhand weapon.

Vendors

  • Items to purchase with Unassembled Rakata Implants have been added to the Rakata vendors on the Fleets.

Legacy

  • The Operations Training dummy no longer spawns the Warzone Training Dummy.

PvP

General

  • A button that appeared erroneously in the Warzone queuing UI has been removed.
  • Warzones no longer end early due to differing team populations.
  • Corrected an issue that could prevent players from being added to the Operation Group in Warzones.

Warzones

Alderaan Civil War

  • The speeder bikes that transport players to the East and West turrets have been resinstated.

Novare Coast

  • Players now receive an appropriate message when they defend an objective.
  • Defending the East turret now grants objective points.

Space Combat

General

  • Corrected an issue that prevented non-repeatable Space Combat Missions from awarding Fleet Commendations.

UI

General

  • Adding a level range argument to the /who command now correctly returns filtered results.
  • Corrected the icons for Imperial Agent Advanced Class selection.

Guild Bank

  • The record of Guild Bank activity is now maintained in the ledger for players that have left the guild.
  • Leaving and re-joining a guild no longer resets weekly Guild Bank limits.

Groups and Targeting

  • The Assassin and Sorcerer class icons are now associated with the correct Advanced Class.

Miscellaneous Bug Fixes

  • Some minor text and localization errors have been corrected.
  • An issue that prevented players from modifying equipped companion gear has been addressed.
  • Corrected an issue that caused area loot and autoloot options to occasionally cease functioning upon area transition.