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Developer Tracker

Star Wars: The Old Republic > English > Developer Tracker


CourtneyWoods
State of the Galaxy | 04.07.2014, 08:15 AM
FROM: The Shroud
TO: All Assets (Level 25 Encoding Active)
SUBJECT: State of the Galaxy


Open Transmission


ServerDroid
Scheduled Maintenance: April 8th, 2014 | 04.04.2014, 02:32 PM
On April 8th, all game servers, SWTOR.com, and the launcher will be unavailable while we perform scheduled maintenance. Game Update 2.7: Invasion will be implemented during this downtime. Details are as follows:

Date: Tuesday April 8th, 2014
Duration: 5 hours
Time: 1AM PDT (8AM GMT) - 6AM PDT (1PM GMT)

During maintenance, all updates and additional information will be posted on our Twitter account.

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.


AlexModny
Have an idea for a Warzone? Share it with a Dev! | 04.04.2014, 10:19 AM
Quote: Originally Posted by orangefishboy View Post
Maybe in order to make VIP something fun to do, the character selected as VIP has their abilities and gear switched out to a specific set, with fun to use abilities that are standardized? There might still be a difference with the player's experience level, but that would always be an issue. Maybe make them a special assault soldier who gets a huge rocket launcher to shoot at people and has to destroy something at the end of the escort?
While switching out the abilities would be a more involved engineering task it would be really fun! A set of abilities only the VIP had. Should the abilities be more powerful than normal abilities so the VIP is a force to be reckoned with? Or should the VIPs be more support/less DPS focused and rely on their teammates for survival?


MDondelinger
Favorite Cartel Market Toy | 04.04.2014, 09:15 AM
Morning,

The team would like to know what is your favorite Cartel Market Toy?

Do you like having a dance party with the Music Therapy Probe or do you prefer spreading cheer with Jawagrams?

Let us know your favorite.


MDondelinger
Magnusheart's redone compedium of misc ideas. | 04.04.2014, 09:07 AM
Great thread Magnusheart!

Loving all the great ideas, keep them coming.


MDondelinger
The Dye Wishlist Thread | 04.04.2014, 09:05 AM
Thanks for the great suggestions!

We will keep an eye on this thread so keep the ideas coming.


TaitWatson
Hourly deals on the CM this friday? | 04.04.2014, 08:10 AM
Quote: Originally Posted by Jerba View Post
I think they messed up the time again...
Correct! It has started (as of like...9 minutes ago). We're getting the times updated. Thanks!

-tw


AlexModny
Have an idea for a Warzone? Share it with a Dev! | 04.04.2014, 07:20 AM
Quote: Originally Posted by panoukla View Post
Some probably have proposed this, but I don't have the time to read through all the pages at work
Also, english is not my native langauge so please excuse any weird and non-sense making phrases.

First off all, I think this is a great move by BW and the developers and a great chance for us.

My idea would be something like a Rakghoul Apocalypse:

1 player starts off as a Rakghoul. His goal is to kill the 7 other not infected players.
Now you might say :" Great idea you nublet ! You just condemned that poor guy into a life full of faceplants!! WTG!!!"

That's why he will have help. An ever growing army of rakghoul NPC's will help him achieve this goal. The longer the fight goes on the more waves and harder mobs come will spawn and to his help.

If one of the 7 Players dies, he respawns as a rakghoul too and will fight the remaining not infected players.

The fight is over if either all players have become rakhgouls or managed to survive 15 minutes without being defeated.
Beware: at least one non infected Player has to stand in the main fighting area or the rakghouls will overrun that place and will win!
This mechanic is intended to prevent the non-infected players to run away so they don't die.
To make things easier for the Non-Rakghoul Players manable turrets that do increased damage can be used at a certain point between fights. Those turrets can of course be destroyed and have a cooldown.
That would be a lot of fun, especially if the map was very labyrinth-esc! How would the winners and losers be determined? How would the rewards be determined? The player that infected the most amount of healthy players? The player that survived longest?


TaitWatson
Hey Tait - What about the vanity pets bug? | 04.03.2014, 02:43 PM
I'll check into this and see what I can find out!


TaitWatson
OperationMusco - Not tomorrow :/ | 04.03.2014, 12:50 PM
Quote: Originally Posted by LegoUniverseBC View Post
Tait > Musco.
Truer words have never been spoken. Except the other times the same words have been spoken. By me. To Musco. Every day.


TaitWatson
The Star Wars: The Old Republic Community Cantina Tour Arrives in Vancouver, British Columbia! | 04.03.2014, 12:38 PM
We’re happy to announce that the next stop in the Star Wars™: The Old Republic™ Community Cantina Tour will be happening on Friday, May 16th, in Vancouver!

Read More


EricMusco
Our Next Double XP Weekend (Make Good) and KDY XP | 04.03.2014, 12:34 PM
Quote: Originally Posted by SaberBladeUK View Post
I just a ran KDY as a level 51. Major Experience bonus, no character perks (none at all for anything), 10% guild bonus and rested. It would seem that even as a level 51, I was not getting the same amount as the Devs, who were getting more at level 50. A weird thing I noticed was randomly getting different experience for kills. It was a very small different which I am unable to explain why. The different experience started popping half way through the second instance and the exp then being gained in brackets.

Weak: 327 (330)
Normal: 547 (546)
Strong: 1653 (1651)
Elite: 4153 (4137)
Champ: 8275. Load Lifter both times
Boss: 16,551

Kill Bonus: 3060 (on each of the two random instances).
Crates bonus: 6799
Completion: 47,890
Daily Group Finder: 34,212.

Total exp earned: 284,315.
Levels of other players: 18, 43, 53.

Makes me wonder if the level of other players is having an effect on how much experience is gained, like it would do in quests and standard flashpoints.
This is all great information and I am making the devs and QA aware of the thread to follow information like this.

Thanks!

-eric


TaitWatson
OperationMusco - Not tomorrow :/ | 04.03.2014, 12:32 PM
Quote: Originally Posted by ericmusco View Post
but taiters will be manning the stream.
Muahahahahahahaha


EricMusco
OperationMusco - Not tomorrow :/ | 04.03.2014, 12:24 PM
Hey folks,

I just wanted to let you know that last week on the stream when I said to tune in this week, I was a liar. I forgot that there is a company event at that time and I wont be available to do the stream. The stream will return in full force next week though. I won't be on it as I will be in Boston but Taiters will be manning the stream.

Thanks everyone.

-eric


TaitWatson
death field healing effect bug | 04.03.2014, 10:19 AM
Yep! I'll speak with the combat team about it!


EricMusco
Our Next Double XP Weekend (Make Good) and KDY XP | 04.03.2014, 10:02 AM
Hey folks!

You may remember back when we ran our last double XP weekend that there were a lot of forum reports around that Kuat Drive Yards was not issuing double XP. Once we realized that, as a “make good” to the issue, we would do another double XP weekend so you can all reap that sweet, sweet double XP in KDY. Well I am here to give you some good news, our “make good” double XP weekend will be next weekend, from April 11th – April 13th.

Now, let’s talk a little bit about KDY. After the bug was reported we sent our QA folks deep into the double XP – KDY world to find the issue so that we could get it repaired and back to you. They ran into a strange issue, they couldn’t find a problem. In every piece of testing they did, they were always being awarded double XP in KDY. Now at this point there are two possible scenarios:
  1. KDY is actually awarding double XP and there is some confusion around how much XP players should be receiving.
  2. KDY is experiencing issues when awarding double XP, but for some unknown reason it is only manifesting on the live servers (outside our testing areas).

Let’s talk about number one. First off, there are two issues which did impact experience completely that were fixed after the last double XP weekend in 2.6.2. Both of these issues would cause a player to receive no experience at all and have since been fixed:
  • Resolved an issue that prevented Flashpoint group members from getting experience if grouped with someone outside of the listed level range of the Flashpoint. Now, defeating level-appropriate enemies will grant experience regardless of group.
  • Resolved an issue where enemy levels were being incorrectly colored as green instead of grey, to indicate that no XP would be gained from killing them.

Next, I thought it would be good to explain a bit about experience gains during double XP. If a player is playing a flashpoint when they have rested experience, they will be earning double experience from all mob kills. Meaning if you play mainly within rested XP, a double XP weekend may not appear to have any affect at all. Here are some examples of experience gains at levels 15, 30, and 50 in KDY.

It is a little long so hit the spoiler tag to see the full math. This list assumes you are not in a guild:

Spoiler

That should give you a pretty good idea of what experience numbers will look like when you are playing next weekend! Now, onto number two. Every now and again we can see issues manifest in very strange ways. It is possible that double XP is in fact completely borked in KDY, but only on our live servers when we run the event.

So, no matter if it is 1, or 2, there is only one solution… more double XP! Please jump on next weekend, and let us know your results, we will be looking at it as well. If it seems that KDY is functioning correctly, then may many experience points rain down upon thee. If it ends up that there is an issue and things are not working, we will hit that drawing board again and get to the bottom of it.

Thank you all for your patience, I am looking forward to seeing you all in game. Let’s get some levels, friends.

-eric


CourtneyWoods
Twitch Stream Thursday 4/3/2014 | 04.03.2014, 09:49 AM
Hey everyone!

We will be doing our normal Thursday stream today. Designer Toby McCall will be joining us on The Shadowlands to play through the Czerka Core Meltdown Flashpoint. Stream starts at 1:30PM PT / 8:30PM GMT.

If you have any questions about the Czerka flashpoints or tactical flashpoints in general, go ahead and ask them in this thread so that we can have some of these questions prepared and ready to answer on the stream!


EricMusco
Commando/Mercenary Top 3 Answers | 04.03.2014, 09:21 AM
Hey folks,

Here are your top 3 answers, returned from the Combat Team!

-------
PvE: Overall, Commando is in a pretty good place in PvE right now, and is at least viable at most levels of content. However, Gunnery is under performing in comparison to the other turret-based ranged DPS classes by a significant, but not enormous, margin. Testing on PTS has shown that this performance gap will still exist even after the changes to Gunnery in 2.7.

Most often, I see the developers hold up Commando's ability to off-heal as some kind of reasoning as to why it might possible have lower output. The idea of this is absurd, as using global cooldowns on healing abilities rather than DPS in PvE is only going to further reduce DPS output, at the cost of a marginal-at-best benefit to the group. If a class is lacking in its primary role, it will be ruled out in most cases, regardless of what its secondary strengths might be.

It is the community's belief that this lack of DPS in Gunnery spec is likely tied to the ammo cost of High Impact Bolt. Several ideas were brainstormed, but it is widely believed that returning HIB to the 0 ammo cost it possessed pre-2.0 would allow Gunnery to compete against the other ranged turret DPS classes. Are the devs aware that Gunnery is lagging behind other ranged turret DPS specs, and have they considered the possible methods of bringing Gunnery up to a place where it is competitive with the other ranged turret DPS specs?
We are aware that Gunnery/Arsenal is lagging a bit behind some of the other “ranged turret”, damage-dealing skill trees and bringing its sustained damage up to match that of Assault Specialist/Pyrotech Commandos/Mercenaries is on our “to-do” list. That said, giving Vanguards/Powertechs and Shadows/Assassins at least one skill tree each to provide competitive sustained damage in Operations is currently much higher on our “to-do” list, because Commandos/Mercenaries already have one skill tree that puts out excellent sustained damage in Operations.

We are slowly developing away from the idea that off-healing capabilities should lower the sustained damage output of skill trees that focus on dealing damage. For example, you can currently observe that Scrapper/Concealment Scoundrels/Operatives and Assault Specialist/Pyrotech Commandos/Mercenaries put out some of the best sustained damage in the game, and as you already know, both of these classes can heal. This also goes for classes that can off-tank as well, and an example of that can be seen in the improvements given to Vigilance/Vengeance Guardians/Juggernauts not too long ago.

We will not guarantee that High Impact Bolt/Rail Shot will become free for Gunnery/Arsenal Commandos/Mercenaries (but we might further reduce its cost – possibly to the point of making it free or nearly free). Please feel free to make other suggestions for how you might like to see this gain in Gunnery/Arsenal sustained damage implemented – we will be reading and considering your suggestions.
PvP: There are many people that believe that Commando is in a terrible place for PvP, especially at a higher level. While I believe that the situation is not nearly as bad as that, it is far from ideal. One of the reasons for this belief is Commando's lack of any real "OH S**T"/"get out of dodge" defensive ability. The recent changes to Sniper/Slinger defensive cooldowns prompted this response from one of the devs:

Quote:
Gang,

One of the changes that has generated the most vocal feedback is the change to the Sniper and 'Slingers defensive cooldown, Evasion/Dodge. We firmly believe that these Classes are lacking in a distinct emergency survive button, something that each other Advanced Class has (either via escapes like a Vanish, or more brute force mans like an Undying Rage)
It is clear that the design intent is to provide particularly vulnerable classes with means to either quickly extricate themselves from dangerous situations, or to straight up mitigate a crap-ton of damage for a few precious seconds. With this statement in mind, Commando has no such ability. Heavy Armor does not provide anywhere near as significant as an advantage as past devs have claimed, and Commando has a very limited set of tools to escape from sustained pressure. Hold the Line appears to make an attempt to fill that role, but it fails to provide the ability to quickly out-distance opponents who are in hot pursuit.

Based on this, it is my belief that Commando would benefit from a 'disengage' type ability. Similar to Gunslinger's 'High Tail It', the idea would be to quickly create distance between the Commando and his/her opponents. A tool such as a disengage would round out Commando's set of survival-based utility nicely, and would provide the class with the "OH S**T" button that it is in clear need of. If you take a look at the PvP leaderboards, it is easy to see that Commando is one of the more difficult Advanced Classes to find success with in a competitive environment.

Are the devs aware that Commando is in need of some kind of emergency defensive/disengage ability, and are they planning on addressing that need in the near future?
Internally, we constantly debate things like this, and as you may have noticed by now, we actually reverted the upcoming 2.7 change to Evasion/Dodge for Snipers/Gunslingers. In general, we are aware that Commandos/Mercenaries have not performed as well as many of the other classes have in the ranked PvP setting. We are committed to addressing these issues for all classes to which they apply, because our ultimate goal is for every advanced class to be competitive in ranked PvP.

As far as getting a new ability is concerned, that is not likely to happen outside of an expansion to the game. However, we may consider improving the existing defensive capabilities for Commandos/Mercenaries in some way that yields the desired boost to their performance in PvP. Our first step is to observe how Commandos/Mercenaries perform after they receive the changes coming in the 2.7 update. After analyzing this future data, we may find it necessary to take actions that further improve the Commando’s/Mercenary’s defensive capabilities.

Again, we welcome the community’s feedback here. Specifically, which existing defensive cooldown(s) would you like to see improved for Commandos/Mercenaries, and what would the improvement(s) be?
Wildcard: Assault spec is one of my favorite DPS specs to play, but it has been faced with several issues on the Commando side of things since 2.0 was released. First, it lacks any real semblance of group based utility outside of a weak slow. Assault Commando would benefit significantly from the addition of a ranged root. This would go a long way to improving the spec's ability to kite (which it cannot do quite effectively with such a poor slow, and the spec is lacking in non-Resolve-building forms of CC). Just to offer some ideas, I think that Sticky Grenade would be a prime candidate for the addition of this effect. 3s root, breaks on damage after 2s.

There is also some pretty weak synergy with several of the class's baseline abilities, particularly Hail of Bolts and Plasma Grenade:
- Plasma Grenade, the only baseline non-proc fire DoT that Commando possesses, gains absolutely no benefit at all from any talents within the Assault tree (a fire based DoT tree).
- Hail of Bolts has a 9% damage increase from hitting a burning target, but outside of Plasma Grenade and tab-dotting (incredibly inefficient way of dealing damage) there is no way to maintain DoTs on multiple targets.

In addition, there is also a kind of phantom-internal-cooldown on the ability to proc the Plasma Cell DoT using ranged-based attacks. If you have already proc'd said DoT, you cannot proc it with a ranged-based damage ability for 6s (duration of the DoT). This did not exist pre 2.0, and it currently makes it very difficult to effectively switch targets (you are forced to spend ammo on either Incendiary Round or Explosive Rounds in order to apply a new DoT within that 6s window).

The alacrity talents within the class also do not make much sense. Taking any alacrity will disrupt the flow of the internal cooldown on Ionic Accelerator (procs HIB reset). It was mentioned in the Powertech responses that the alacrity in Rapid Recharge will be exchanged for a crit chance increase.

Are the devs aware of these issues? Since 2.0 Assault has been lacking in terms of baseline synergy and group-oriented utility. What are the dev's plans to address each of these issues?
There are many different issues mentioned in this question, so we will knock out each one briefly with a bullet-pointed answer:
  • We might consider increasing the duration of the slow from Sweltering Heat, but with the number of immobilizing effects already in the game, adding yet another one to another skill tree is less than ideal.
  • Not every ability in the game receives synergistic bonuses from the skill trees. Assault Specialist/Pyrotech was not originally designed to specialize in area attacks, thus you will currently notice few boosts to area attacks within the skill tree. That said, our goal to give all skill trees better area attack options (but not so much better that you want to use your area attacks in single-target situations) allows for some improvement to Plasma Grenade/Fusion Missile. We can probably tack it onto a few of the skills in the Assault Specialist/Pyrotech skill tree. Hail of Bolts/Sweeping Blasters might also benefit from this treatment.
  • There is a 6-second rate-limit on applying the Plasma Cell/Combustible Gas Cylinder burn with ranged weapon damage. This rate-limit is not an error, but the tooltip for Plasma Cell/Combustible Gas Cylinder needs to be updated to reflect this rate-limit. It is intended that your first attack on an enemy target be Incendiary Round/Missile (should you want to ensure that your target has a burn before “going to town on them” with other abilities) – the cost of Incendiary Round/Missile was lowered post-2.0 to help with this.
  • Regarding alacrity, we want it to be a useful stat – *especially* for classes that use many abilities with activation times, like the Commando/Mercenary. One of the things we would like for alacrity to do in the future is reduce rate-limits. While we research that possibility, we will make up that sustained damage loss elsewhere for the classes that have many abilities with activation times.
------

That'll do it for the Commando/Mercenary answers. Thanks everyone.

-eric


TaitWatson
Tait Watson - Known Issues | 04.03.2014, 08:16 AM
The Community team (Myself, Courtney, Eric) are the group that escalate bugs to QA/the development team, not Customer Service, which is why the Bug Report forums aren't a subforum of CS. The Customer Service forums exist for the CS reps to provide technical support and help with non-bug related issues (outside of saying that what you're experiencing is a bug), but they do not escalate new issues like we do.

I did miss updating the Known Issues in the CS forum yesterday, and am doing that right now!


AlexModny
Have an idea for a Warzone? Share it with a Dev! | 04.03.2014, 06:57 AM
Quote: Originally Posted by Saito_Hiraga View Post
I remember now about a topic I made some months ago about a special Warzone Event:

I'll share it here



You can find the original thread here:
http://www.swtor.com/community/showthread.php?t=713109

I'll keep sharing my Warzone ideas here ^^

I feel really happy contributing to this game...
Hah! That sounds like a lot of fun! I would like to give the spectators something to do though, more than just watch. Maybe they could set off traps to disrupt the 2 players battling it out? Maybe they could get rewards based on if they did damage or otherwise had an impact on the match so they have a reason/goal to stick around after they lost? Glad you enjoy contributing, I enjoy reading all these great ideas!
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