Jump to content

GabeAmatangelo

BioWare
  • Posts

    4
  • Joined

Reputation

10 Good
  1. The cost of Champion and Centurion items are NOT changing. The chance for a Battlemaster Commendation to be in a Battlemaster Bag is NOT changing. It is still 25%. To reiterate the mention in my previous post, we will be changing Battlemaster Commendation drops in a future patch toward the same 'steady' progession goal without changing the overall average time to gear up.
  2. It's obvious from comments here that the patch note is not specific enough, so we'll get it updated before the patch goes to the live servers. Here are some specifics: Champion Bags now always contain 15 Centurion Commendations AND 7 Champion Commendations. Battlemaster Bags now always contain 15 Champion Commendations. So Centurion gearing up progression for new level 50s is increased significantly and Champion gearing up progression will be steady. We do still intend on adding more intro level 50 PvP items as well as change how Battlemaster Commendations operate toward the same 'steady' goal. It's just the scope of that change was more than could be done in a weekly patch as it included vendor changes, conversions to existing commendations on players already, etc. That being said, the current interim 'gearing up' system will change significantly when we introduce Ranked Warzones (aiming for Game Update 1.2). Stay tuned for more details on that. - Gabe
  3. Hello everyone; I wanted to update you on the issues we’ve been seeing today on the live servers, specifically within the Open World PvP area on Ilum. We’re aware that on some servers, either Republic or Empire groups have been capturing the Ilum control points, entering the enemy’s base and ‘camping’ the medcenters, preventing the opposite faction from leaving their base to recapture control points. This is not a fair or balanced gameplay experience and can also severely affect client performance, so we’re taking steps to address this. Our intended design for Ilum Open World PvP is that players are instantly killed when entering the enemy’s base safe area, just like in Warzones, and that the defending faction can take taxis to other points within the zone. In Game Update 1.1, this is not working as intended. We have found the issue preventing this from happening under server load and will be publishing a patch to address the issue. We’re aiming to have this patch published early tomorrow morning (January 19th, 5 AM US CST). [Note, please check the launcher and the main thread for the latest information on patch deployment timing -JG] In addition to these changes, we’ll be reducing the population cap on Ilum. This should help increase performance by requiring your client to render fewer characters on-screen at once. Regarding Valor gains, with the 1.1 update, players now receive a base reward of 20 Valor per unique enemy player defeated in a short time, and this base reward is modified by the number of objectives that the player’s faction owns. The gains are rate limited per player killed, encouraging players to attack unique players, not to pursue vendettas. The Valor gains players can see over time will vary greatly depending on the activity level in the zone. This is expected. To dispel a couple of rumors that have been seen today – there is no Valor gain from destroying turrets within enemy bases, and none from killing NPCs. We encourage players to avoid Ilum until our patch is deployed. As a temporary measure we will be disabling taxi services which would normally take players into the Open World PvP area. However, players will still be able to taxi out of the area. We will continue to monitor Ilum across all servers and will make further changes to gameplay if required. We welcome your feedback here on the Forums, but please ensure your feedback is constructive and specific. Feedback based on rumor does not help us isolate potential issues. Update: Please see Associate Community Manager Joveth Gonzalez's update below:
  4. Hello all, Quick addendum to Georg's post. PvP overcharge consumable was meant to share a cooldown with adrenals and not stack with the power ups you can run over to pick up in Warzone maps. So players stacking all three were reaching combat numbers higher than intended, which is why we will be changing that in 1.1. Additionally, we will continue to monitor and tune crafting professions to ensure they are in line with combat targets and toward the goal of keeping them viable in end game but not mandatory for participation. Currently there are several Armormech, Armstech, Synthweaving and Artifice recipes that can be found in end game content. We will be adding more in future updates. -Gabe
×
×
  • Create New...