Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer

Official Q&A Thread for July 27th Blog Post

STAR WARS: The Old Republic > English > General Discussion
Official Q&A Thread for July 27th Blog Post
First BioWare Post First BioWare Post

Oragummi's Avatar

07.23.2012 , 04:59 PM | #21
With the announcement of HK-51 and talk of having to have characters of both factions on the same server to unlock him, can we expect to see paid for character transfers before patch 1.4? This would be helpful for those of us with Imperial characters on one server and Republic characters on another.

Nokraenom's Avatar

07.23.2012 , 05:21 PM | #22
After leveling several characters, I've started to notice that much of the world art in the game is re-used extensively, and it leads to many planets feeling similar and starting to blur together (i.e., all the urbanized worlds have a very similar look-and-feel, with the notable exception of Nar Shaddaa), and lacking really stand-out features that make the world pop and a joy to explore. Going forward, is this something the world building and art teams want to address and, if so, how?

Tabez's Avatar

07.23.2012 , 05:21 PM | #23
Can you share with us any idea about when we can expect to see companions being able to hide helmets and match their armor to chest color. As well as players and companions showing hoods up/down ?

Selvec's Avatar

07.23.2012 , 05:40 PM | #24
In regards to the Gunslinger, Sharpshooter evolution. The class skills seems to be primarily a glass canon, yet in comparison to other DPS classes it seems to lack damage when compared to the Vanguard, Agent or Marauder, and in most instances it also lacks survivability, making it one of the easiest classes to kill in PVP. This is because the class must root itself to one spot, and its main trademark move, Hunker down, is currently bugged so its negated by anything that removes you from the cover stance.

Are there any plans to make changes to the class to make Sharpshooter a more viable skill tree to take in both PvE and PvP?

MusedMoose's Avatar

07.23.2012 , 06:09 PM | #25
When can we expect to hear some news on the upcoming same-gender relationships (SGRs) with companions? Many who are looking forward to this would like to know which companions will be available for SGRs, as well as if they'll be able to start those romances with companions who are already at full affection. Thank you.

DarkISI's Avatar

07.23.2012 , 06:09 PM | #26
Before the game was released, it was said that same sex relationships with our companions will be added in a patch shortly after release.
Is this still going to happen and if it is: when?

My Sith Warrior needs her Vette
Wenn man mit Todessternen auf Womprattenjagd geht, dann ist alles, was zerstört wird und keine Wompratte ist, Kollateralschaden.

Laforet's Avatar

07.23.2012 , 06:17 PM | #27
Last Q&A Austin shared his vision of the role that Deception Assasins plays the game. What about Sages? Are Sages where the developers want them PvP-wise? Talking about PvP class design, isnt "kiting" as a "buy time survivability" being overated in a game where you got a lot of 4 second hard stuns, grapples, slows and roots on short cooldowns, especially with a class that has very light armor, poor health scaling and no uncounterable defensive cooldowns?
Believer - Seer - Fatman - RETIRED

Andromida's Avatar

07.23.2012 , 06:38 PM | #28
Are you guys planning to release new multi-passenger tier 3 landspeeder mounts to the general public through all mount venders, and will humanoid companions appear in the other seat?

KickFrenzy's Avatar

07.23.2012 , 06:39 PM | #29
What decisions and/or limitations went into designing/using a character creation process that is lacking in the more granular options that are common to most MMORPGs... and is there a chance we'll see those options explored in the future?
R.I.P. .

Kaywinnit's Avatar

07.23.2012 , 06:40 PM | #30
Given the recent rounds of layoffs at BioWare Austin, can we expect any sort of statement from the TOR team about the direction the game is going, future plans for content, etc?

When Legacy perks were introduced at the Guild Summit, they were announced as having a high credit cost OR being unlocked by hitting a certain legacy level. What is the reasoning behind the change from the announced implementation, to the current implementation (which requires both legacy level AND a high sum of credits)?
Mal: Well look at this, appears we got here just in the nick of time. What does that make us?
Zoe: Big Damn Heroes, Sir.
Mal: Ain't we just.