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The Making of Mek-Sha

First BioWare Post First BioWare Post

DanielSteed's Avatar

08.23.2019 , 02:25 PM | #1 This is the last staff post in this thread.  
Hello everyone!

Since we did a behind-the-scenes styled interview to talk about the making of Onderon recently, it's only fair we did the same for Mek-Sha! We sat down with both our Art Director, Carrie Meade, and our Creative Director, Charles Boyd, to talk about what went into creating Mek-Sha. You can find the full article here!
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Tsillah's Avatar

08.23.2019 , 04:18 PM | #2
I'm very glad we're getting explorably planets again. As much as I liked the areas of Copero and Nathema for example, I didn't like that they were only Flash Points. It feels more restrictive as there is a single path with a clear start and finish point. I like that for the main story but not for new planets. I also hope they don't do the same thing as with SoR where FPs were also made part of the main story which definitely decreased the replay value of the story for me. It's a different flow, dynamic if you will.

Ossus was great in that respect. I beautiful place with stuff to do. Ok, it was lame that you could easily get better gear there than in NiM Ops for example but I'm hopeful that 6.0 will reward difficult content again.

Currently what I do with new alts is that I play them through their vanilla class story and then I skip straight to Ossus.
Makeb you can still do.
SoR though interesting by itself is killed for my by all those FPs you have to chore your way through.
KotFE/ET, well it's not for me.
Iokath is annoying particularly from how the map is built up and the mob density. Also dailies can be a chore and buggy.
Umbara is just a buggy FP that's not really that fun in the end. I especially love not being able to leave the FP because I'm still in combat with something.
Copero and Nathema are much more enjoyable but should've been explorable but skipping them story wise is no problem once I've gone through it once. I can still do the FPs after all.

I am hopeful that 6.0 will do these things better and from what I'm reading it looks promising. Looking forward to it, but above you've got an idea what not to do

So yeah, although it's certainly not all bad, I have various reasons that make it better for me to skip straight from vanilla to Ossus.
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Darthanimus's Avatar

08.23.2019 , 04:59 PM | #3
The more I read these interviews the more hyped I get, just when you thought you couldn't get any more excited, you read another.
Scorpio finds the starforge, becomes an immortal AI god, and gets worshiped by Ewoks.

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MikeCobalt's Avatar

08.23.2019 , 06:29 PM | #4
I read that about Mek-Sha, it looks really good. I'm sure my GunSlinger and company will have a great time there.

Celise's Avatar

08.24.2019 , 02:38 AM | #5
Got one or two characters who are going to be concerned if the forcefield will blink . Only having that to protect everyone from the cold hard vacuum of space is got to be a frightening experience. The livestream showed a demonstration of Mek-sha as a work in progress and there were Republic Thranta corvettes in the background. i'm sort of wondering if a stray turbolaser shot will hit one of the shield points that help cover the hollowed out living area if a fight develops between the republic and pirates or the empire?

xmarcusprimex's Avatar

08.24.2019 , 06:33 AM | #6
I really really really want a Mek-sha stronghold. Come on, you have the assets.. make it happen swtor.

FlameYOL's Avatar

08.24.2019 , 06:35 AM | #7
Mek-Sha looks beautiful! I love the concept art and the lore around it. A hallowed out asteroid? SIGN ME UP! Seriously though the city looks beautiful and I'm glad you guys are always thinking of new ways of implementing new types of planet, Iokath and now Mek-Sha. Its good to see new stuff.
A man can have anything...If he's willing to sacrifice everything

Mirarei's Avatar

08.24.2019 , 08:18 AM | #8
Aww, now I'm really excited.

Lhancelot's Avatar

08.24.2019 , 09:40 AM | #9
Quote: Originally Posted by DanielSteed View Post
Hello everyone!

Since we did a behind-the-scenes styled interview to talk about the making of Onderon recently, it's only fair we did the same for Mek-Sha! We sat down with both our Art Director, Carrie Meade, and our Creative Director, Charles Boyd, to talk about what went into creating Mek-Sha. You can find the full article here!
It looks really nice, Dan. surprised, albeit happily that you guys are putting together a new planet for the game! With this comes the possibility of new features!

I am curious if you guys are considering anything like a new class or new sub-class to add to the game, or perhaps some new companions?

Regarding a new class or sub-class, some people came up with some great ideas on how to incorporate a new class or sub-class in this thread here;

A couple posts I thought were pretty ingenius on how to make it work are here:

Quote: Originally Posted by sharkfishman View Post
There's no reason it would have to be an entirely new class.

It could easily be an added sub-class to one of the other classes.

Heck, this idea could even be just a single added discipline (though I like the idea of a new sub-class better).

For example, within the Sith Warrior Class, we already have the Juggernaut (DPS and Tank) and Marauder (DPS only). The OP's idea would fit n as either

A. a new sub-class called the Intimidator or Terror,
B. a new Mara healing discipline

Personally, I think adding 4 new sub-classes or disciplines is the way to go.

Warriors would get a melee healer
Inquisitors would have a pet-based (abilities only, not a companion) tank/dps.
BHs would get a turret dps class
Agents would get a hybrid controller/tank with delayed damage abilities and AoE pulls/stuns.

Quote: Originally Posted by SiegePro View Post
The ONLY way a new class could possibly work is if it was a third advanced class for an existing one. That way they could reuse all the existing story content and just develop the mechanics.

To make it manageable, just do one advanced class and mirror at a time. You don't actually need all four at once, you just need both factions to have the additional option.

My thoughts would be base the classes off a niche that isn't already there. So, for examples...

1) Trooper (Ranger) / Bounty Hunter (Assassin): a class with three damage disciplines, a stealth generator and an HK-style assassinate talent. The weapon for both is a sniper rifle with an offhand vibroblade for in close attacks.

2) Jedi Knight (Warden) / Sith Warrior (Conqueror): a class with a heal spec in the form of instilling their allies with the Force as you lead them in battle. Your weapon would be the double-bladed lightsaber.

3) Jedi Consular (TBD) / Sith Inquistor (TBD): another all damage class focused on being a true gish (i.e. basically a 10m damage class that uses a mix of saber and force attacks... kinda like the shadow/assassin's tank spec, but single target damage focused. Their weapons would be two lightsabers.

4) Smuggler (Bruiser) / Agent (Extractor): A class with a tank spec and a focus on melee attacks and using dirty tricks to keep the focus on them in a fight. Their primary weapons would be vibroswords/staves with an "offhand" blaster/rifle they use for some 10m attacks (and cut scenes).

But that's just off the top of my head.


Will new companions or a new class/sub-class be introduced with the new planet?
Quote: Originally Posted by DarthSpuds View Post
RNG is counterproductive because it massively increases player dissatisfaction.
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As I detailed in another thread, RNG give the players more control over their gearing.

Xina_LA's Avatar

08.24.2019 , 10:17 AM | #10
An asteroid base as a hive of scum and villainy? It worked great for Farscape and other sci-fi. I'm looking forward to it!
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