Community Q&A: June 29th, 2012
We’re back with a selection of answers to your community questions! Please note that in some cases we’ve combined multiple questions into one, and we that have edited some questions for clarity.
As a reminder, we previously 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 thread for next week’s Q&A, which will stay open until 2pm CDT on July 2nd, 2012 (12pm PDT/3pm EDT/8pm BST/9pm CEST/5am AEST). We welcome your questions in that thread and hope you enjoy the answers below.
If you want to discuss any of the answers given, please use this Forum thread!
Daniel Erickson (Lead Game Designer): As we come to the end of our big must-have features (like Group Finder), updates are driven more and more by the community. Expect to see far more of the smaller quality of life requested features (color matching for companions, chat bubbles, etc.) start to get real traction under them in the near future.
Daniel: Like all of our ongoing content updates, we’ll release Cathar into the wild and see how they perform. If new species are clearly popular we’ll keep them coming!
Rob Hinkle (Senior PvP Designer): Excellent question! We've actually gone through a series of adjustments to improve this very system. As of 1.3, here is how a winner is determined in Voidstar: There are 6 checkpoints inside the Warzone - the 3 sets of blast doors, the bridge in the reactor room, the forcefields in the cargo room, and the datacore itself. The team that gets the furthest wins the Warzone. If both teams get to the same checkpoint, then whichever team gets to that point the quickest wins.
When the Warzone figures out that one team has already won the match (since they are the 2nd team on the attack and have exceeded their opponents’ progress, or have gotten to the same spot faster), the match will end immediately instead of playing out the rest of the game to a known ending.
Unrelated to the tiebreaker changes (but also exciting), we've made a change to the Hangar inside Voidstar to help prevent stalemates inside the first room. We've added a broken fence down a portion of the middle of the room, which obstructs movement but not vision. The intended result is that the defenders have to commit to defend one side or the other, and can't float between both doors quite so easily.
Tomisu: How does Expertise affect healing in PvE environments, like Operations for instance? If all players are flagged for PvP, will the heals they receive get the Expertise bonus? If not, what prevents it?
Austin Peckenpaugh (Senior Designer): Expertise counters the negative effects of "PVP Trauma," the debuff applied when engaging in combat with enemy players. It is not in any way associated with flag status.
Austin: This is definitely a feature we hope to provide in the future, but we don't have any details to share at this time (including an ETA).
Thanks for all of your questions, and thanks to the team for answering them. If you’d like to put forward a question for the next Q&A, please visit this Forum thread!