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Community Q&A – April 6th 2012 Blog Discussion

STAR WARS: The Old Republic > English > General Discussion
Community Q&A – April 6th 2012 Blog Discussion
First BioWare Post First BioWare Post

JovethGonzalez's Avatar


JovethGonzalez
04.06.2012 , 10:14 AM | #1 This is the last staff post in this thread.  
Discuss this week's Community Q&A blog in this thread!

Eillack's Avatar


Eillack
04.06.2012 , 04:53 PM | #2
Quote:
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.
I still say that the nerfs in 1.2 will backfire...especially for commando... I wish we had specific skill trees for PvE and PvP and be completely independent of each other.
With unity, comes strength...with strength, comes power...with power...comes obedience.....
CE Owner '09 Account
Quote: Originally Posted by BruceMaclean View Post
..I think it's ultimately our fault for not communicating enough.

Giolon's Avatar


Giolon
04.06.2012 , 05:13 PM | #3
Hey, my question got answered!

/getdown

It's good to hear Bioware hasn't forgotten about our poor Sniper Rifle-using companions. At least in 1.2 we'll be able to keep their gear up to snuff by ripping barrels out of excess Smuggler weapon drops.
Da'ru Ar'lya - Jedi Seer
€~Giolon~€

Jagrevi's Avatar


Jagrevi
04.06.2012 , 05:57 PM | #4
Quote: Originally Posted by JoveThe Article
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.
This conflicts with some (potentially obsolete) information I've seen floating around, so, apologies for the request, but if the details of this could be "driven home harder", I'd appreciate it.

1) If Orange Battlemaster/ War Hero gear can be reverse engineered for an orange schematic, how does this coexist with the seperately purchased and valor-required orange schematics for these models that are bought off the vendor?

2) I had read a quote earlier that "Purple modded gear could almost always be reverse engineered" in this way. Is this quote implying that this is not true, and that this modable-purple-armor-reverse-engineering is exclusive to these specific items?
Planned Twi'lek Scoundrel

Coldin's Avatar


Coldin
04.06.2012 , 06:17 PM | #5
Quote:
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.
Not exactly happy to hear this, since it basically says that you still viewed scrapper DPS as too strong post 1.1, even though the player base generally feels that scrapper isn't competitive to other DPS on a PVE level. Just too much of it is front loaded, which doesn't help during the prolonged boss fights.

RuQu's Avatar


RuQu
04.06.2012 , 06:38 PM | #6
Quote:
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.
Feel free to disagree all you want, but just know that when your customer is expressing their view of the class, and you "disagree," you are dismissing their complaint and alienating not just that customer but everyone who feels how they do and reads your response.

Let's remove most of the text and look at what was said:

DPS Scoundrel: You nerfed my DPS in 1.1, and now I am struggling. You are nerfing my DPS more in 1.2. I assume this is due to PvP, since I am struggling at PvE without the new nerfs, and this seems unfair.

Bioware: We disagree. Working as intended. Your numbers are now closer to our targets.

Gotta love it.

Every time you hear them mention targets you have to appreciate the beauty of that explanation. "We have secret targets we can't tell you, and we have lots of data, and you just have to trust us that we will adjust your class until the data meets the targets." This can justify an change at all with no need for any discussion or interfacing with the users.

It's even better when you realize that they can change the targets at will with no need to mention it. Presumably all of the classes were meeting their targets at launch. They had a large number of people in Beta, plenty of data to see what numbers classes were putting out. Then they nerf Sc/Op DPS in 1.1 and it is now "closer to our targets." Yet somehow, with all of their metrics, models, data, and targets, they need to nerf them again in 1.2.

I like numbers. I like models, and metrics. I think they are valuable tools to use in planning a game like this. You know what I like more? Transparency. If you claim to have more metrics and data than any Development Team ever before (and they did make this claim in one of the pre-launch videos) but you keep making major nerfs because things aren't lining up, it really makes people question the quality/existence of your metrics, data, and targets. Secret data and secret targets quickly start to sound a lot like your mom saying "Because I said so!" when she knows she doesn't have a good reason.
Brushing off the dust on my Assault Cannon. Time to get back in the fight.

JediElf's Avatar


JediElf
04.06.2012 , 06:48 PM | #7
Greh...never mind.... >_<
Beware the Jawa Sith!
SGRA FAQ! Check it out!

Quintan's Avatar


Quintan
04.06.2012 , 06:48 PM | #8
sad..

RuQu's Avatar


RuQu
04.06.2012 , 06:53 PM | #9
I notice that there have been 2 Q&As so far, and basically no mention of the massive changes to healers. There has been a massive healer outcry on the forums.

Did this healer protest somehow get overlooked when you were looking for questions?

Were they not asking loud enough for an explanation?

Or are the Devs simply choosing to ignore the problem because admitting you made a massive miscalculation is somehow more embarrassing than ignoring it and dealing with the consequences?

The 3/23 Q&A said simply "we nerfed you because we thought you needed nerfing. We'll take a look at adjusting the changes though." Not exactly the kind of insightful explanation people were hoping for. We kind of assumed you thought we needed it. If you are nerfing classes randomly that might be a problem. The issue is that some of the nerfs, like Commando healing, do look random! We wanted explanation, with data, and design philosophy and some exposition on what you think the class should be doing and how exactly it isn't doing that. We wanted to know why you decided to nerf it in the most boring way possible, by crushing SCC and making Ammo micro-management the core of gameplay instead of simply reducing throughput via coefficient changes.

And those adjustments? You backed off on Noble Sacrifice damage slightly and gave Commandos a battle rez. Thanks, we're gonna need it as people start dying from our inability to heal them.

And what of these under the hood changes that you guys keep claiming are out there but no one has seen any evidence for? No more details on those, either, huh?

You have a lot of angry healers, and they are asking a lot of angry questions. I guess healing is less important than answering 6+ questions in the last two weeks about how crafting and reverse engineering will work, some of which were practically reworded from the previous week.

That's okay, I'm sure the game will run just fine without healers so long as people have a really clear understanding of how to reverse engineer orange gear.
Brushing off the dust on my Assault Cannon. Time to get back in the fight.

System_TOR's Avatar


System_TOR
04.06.2012 , 07:26 PM | #10
It is shocking that they can even contemplate putting a bugged smart camera into the game in 1.2, really? you are actually thinking it is ok to put in a bugged smart camera and then patch it at a later date? woah this is a new level of foolishness.

Quote: Originally Posted by Jagrevi View Post
1) If Orange Battlemaster/ War Hero gear can be reverse engineered for an orange schematic, how does this coexist with the seperately purchased and valor-required orange schematics for these models that are bought off the vendor?
I was wondering this also, then I came to the conclusion that the dev did not know what he was talking about. We will prob get an update message like "oh sorry I was misinformed blah blah"