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Loadouts and Character Creation on PTS!


JackieKo

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  • Dev Post

Hello everyone!

 

The Public Test Server is now open. This time around, you will be able to experience Loadouts and Character Creation alongside any updates we have made since the last phase of PTS had closed.

 

Important things to know for this phase of PTS:

  • All characters are being wiped
  • Character copy is not available
  • All Combat Styles are now available. Feedback threads have been created for Commando, Shadow, and Gunslinger
  • As a reminder, your second Combat Style will not unlock until completing Chapter 3 of the story

What do we want players to focus on?

  • The level 1 player experience with the content currently available is the main focus of this phase of testing.
  • We would like your thoughts and feedback on leveling experience from a level 1 character
  • With the new UI now available, we would like to understand how you feel about the flow of the Character Sheet and Loadouts.
  • How do the Combat Styles feel at lower levels?
  • The Combat Styles feedback threads have been updated with more questions.

Please note that all feedback threads that have been created up until now have been compiled into one post for convenience. The entire list (including the newly available Combat Styles) can be found here.

 

Before playing on the PTS, please review all the changes and updates on the Status Updates and Known Issues post.

 

To get started on the PTS, follow the steps listed here and let us know if you experience any issues.

Edited by JackieKo
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Where are new players going to learn their new combat style skills?

 

Just tested a power tech in the trooper storyline, all available trainers in the starting city only teach you general skills like riding, heroic moment etc and no combat style specific skills, even though there is "powertech/general" sections in each trainer.

 

Is this meant to be fixed in the future so we can use any trainer or will more trainers be added?

 

The new loadouts look fine, but we really need a way to hide all the passives in our ability lists.

This could also be fixed by making all passives have a visibly different hue, for example having yellow borders and a yellow overlay so they are distinct from active skills.

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I found an issue where swapping loadouts sometimes doesn't correctly change the selected discipline and ability tree which means you can't make changes without accidentally swapping disciplines and overwriting the current loadout.

 

It would be nice if there was a specific button you had to click to "save" the loadout to prevent issues where you accidentally swap to a different discipline and have to redo your skill tree from scratch.

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I really like the new Character Creator! Going to have to play around a bit more this weekend. Looking forward to playing the Smuggler story as a different advanced class... Maybe a Vanguard...

 

Hi,

I want to know if in this phase of PTS we can get the Title : The Cutting Edge and Title : The First Line of Defense wich can be get only on pts testings .

 

 

Thank You

 

Yes, I'd like to Second this! The Cutting Edge is the last PTS Title I need (Got The First Line of Defense back in the 1.2 era, and the Strike Team titles during 6.0 testing) Since the focus of the current PTS phase is "The level 1 player experience with the content currently available", giving those two titles would be fantastic and good incentive for other players to come on the PTS. Heck, offering the four PTS testing titles (The Cutting Edge, The First Line of Defense, Strike Team Specialist, and Strike Team Commander) would be great, for those players who would like those titles.

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So my impressions from leveling to lvl 9, consular shadow on tyhon:

 

 

Greatly improved from last PTS:

Gear is level appropriate and cosmetic theme appropriate. Some of the new gear is really nice looking.

Difficulty "lumpiness" smoothed out nicely as well, I think mostly due to gearing improvements.

 

Needs serious work: Ability grants as you level. This is terribly inconsistent.

 

  • There is the original system: level up, go find a trainer and train, this is what the tutorial teaches.
  • There is full automatic granting: Level up and the ability is automatically trained and placed on the ability bar.
  • There is stealth automatic granting: Level up and the ability is automatically trained, but is not placed on an ability bar and no notice is given that you have a new ability.
  • There is combat style granting: choices in the combat style tree.

 

Ideally, there would be ONE way of granting abilities, and there would be notification each time an ability is granted or available for training. Given the way combat styles are implemented, I don't think it's practical to have fewer than two ways (though if you go full automatic for everything, then you could implement talent tree choices as a pop-up dialog, which would be effectively be a single system, as the player would never need to actually learn anything about leveling systems to level, they could just read tooltips in the pop-up and pick an option [Note if this were implemented there would NEED to be very blatant distinction between active abilities and passive upgrades when there's a choice between the two.])

 

The stealth auto-grant is the worst possible option. You get the ability, but unless you are an advanced user and know when you're supposed to get it, or notice that you're getting passive buffs for abilities that aren't on your bar, you'd have no reason to ever go find the ability and use it.

 

I'd recommend either going full auto (probably best since it's already substantially implemented) or full on classic class trainer mode. In either case the process should be consistent and the in game tutorial pages should be updated to reflect whatever system you go with.

 

To repeat: leveling ability grant system should be

  • Consistent
  • Provide notification of new abilities
  • Be accurately documented

 

Will post again with impressions after getting off the starter planet.

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Impressions from briefly leveling an assassin, powertech and gunslinger. Overall every one that i played felt more fun than last time on the pts. I think it was having one more attack option early that made a huge difference.

 

Class appropriate rewards was a massive improvement as well. I noticed a lot of side quests on Korriban removed quest rewards, but I also noticed that I seemed to be picking up more armor than I usually do. So it didn't feel like I was lacking options. It was a shame to see some of the armor rewards go but the new ones are pretty cool too. Hopefully there is a way to craft or buy some of them in the future.

 

Didn't see much value in loadouts so early in the game, but I'll try them out tomorrow. I assume they will be most useful when changing combat styles?

 

Thanks for all the hard work you've put into this. The PTS looks amazing so far.

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Character creation:

 

- The different combat style descriptions could do with a little more depth.

- About half the time the preview has an invisible weapon.

- Since the preview character overlaps with the text description, it can be hard to read, especially with double-bladed lightsabers.

- Some unsheathing animations are showing off-hands that we never see in-game. (Dual vibro-knives turning into a blaster, scattergun firing. ) Are we getting new combat animations or is this just flashy deception?

- Tech classes are automatically getting mirror option. I thought they weren't getting them at all. Nice surprise based on my misunderstanding!

- As other have said, the rotating and scrolling to view the character is very clunky. We should be able to zoom closer and further away. The character doesn't stay centered well.

- BT3 males are too big to fit in the screen correctly. The tops of their heads get chopped off.

- The new hairstyles are showing too much scalp, otherwise quite nice. I didn't test every species, but Sith didn't have access to them.

- As has been brought up time and again, we need better light! The colors we are picking during character creation are not matching in-game. The atmospheric blue & red looks cool in the first stages of creation, but the final stage needs to be natural lighting!

 

Post creation:

 

- I miss the story scroll.

- The new inventory is hideous. It doesn't go with the other interfaces and looks like a place holder. I didn't check yet to see if it still has alignment issues. The whole far left side just looks like pointless filler. for all of the filler, I couldn't find a valor progress bar.

- The outfit tutorial is out of date now. Didn't get to test out the weapon slot yet. Disappointed weapons aren't a separate tab for mixing and matching. Again, the interface looks off? Rushed maybe?

- I couldn't find a tutorial for loadouts. There really should be one. I'm not a fan of trial and error.

- The combat style interface has a huge blank space on the left. Why?

- When I leveled (just at lvl 3 right now) the trainers on the mini-map have a green plus on them indicating I have a skill to train, but the trainers have nothing for me. They are correctly showing my combat style and will talk to me, but nothing to train.

-

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Ok, some issues when levelling a character so far.

 

First combat style skills not kicking in til level 23: That means you're stuck with a very very limited skill set until then. There's a big lul in skills between levels too. For example, Concealment operative used to get laceration at level 10, now it's level 23.

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Hello everyone!

 

The Public Test Server is now open. This time around, you will be able to experience Loadouts and Character Creation alongside any updates we have made since the last phase of PTS had closed.

 

Important things to know for this phase of PTS:

  • All characters are being wiped
  • Character copy is not available
  • All Combat Styles are now available. Feedback threads have been created for Commando, Shadow, and Gunslinger
  • As a reminder, your second Combat Style will not unlock until completing Chapter 3 of the story

What do we want players to focus on?

  • The level 1 player experience with the content currently available is the main focus of this phase of testing.
  • We would like your thoughts and feedback on leveling experience from a level 1 character
  • With the new UI now available, we would like to understand how you feel about the flow of the Character Sheet and Loadouts.
  • How do the Combat Styles feel at lower levels?
  • The Combat Styles feedback threads have been updated with more questions.

Please note that all feedback threads that have been created up until now have been compiled into one post for convenience. The entire list (including the newly available Combat Styles) can be found here.

 

Before playing on the PTS, please review all the changes and updates on the Status Updates and Known Issues post.

 

To get started on the PTS, follow the steps listed here and let us know if you experience any issues.

 

This is just general feed back since last update. Character creation is smoother and we don't have missing textures on newly created characters. The first moddable weapon we receive is as if it is the one from the original combat style story. Which makes no sense when you are playing trooper say and get red blades carbine. Remove class specific armors all together. We shouldn't be restricted to armors due to a class anyway. If I am playing trooper story line I should be getting trooper recharge and also trooper buff, not operative recharge and operative buff.

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I'd love to join guildmates on the PTS, BUT... the cog wheel doesn't exist on the launcher when getting the game from steam over downloading from the website. I don't know if this makes any sense, but cannot do anything without the "missing cog wheel" on the launcher.
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So, not really character creation, but anyone notice the outfitter isn't working? Whenever I replace something in outfitter, it swaps it out on my gear as well, and same when I swap gear pieces, it does the same on my outfitter...

 

Yeah Zion, first slot is actually gear slot. You got to select #1 then it will work.

Edited by TonyTricicolo
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Where are new players going to learn their new combat style skills?

 

Just tested a power tech in the trooper storyline, all available trainers in the starting city only teach you general skills like riding, heroic moment etc and no combat style specific skills, even though there is "powertech/general" sections in each trainer.

 

Is this meant to be fixed in the future so we can use any trainer or will more trainers be added?

 

 

This could also be fixed by making all passives have a visibly different hue, for example having yellow borders and a yellow overlay so they are distinct from active skills.

 

Skills are awarded automatically when you level up at certain levels now, trainers only teach general skills as pointed out in your post. There is currently a bug where some abilities do not show up automatically in your ability bar when gaining the required level so check your ability at times.

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I'd love to join guildmates on the PTS, BUT... the cog wheel doesn't exist on the launcher when getting the game from steam over downloading from the website. I don't know if this makes any sense, but cannot do anything without the "missing cog wheel" on the launcher.

 

The PTS through steam is not built into the launcher. If you use use Steam download it from the steam store page (click on the prompt on the page that asks if you want to download the PTS launcher it is in the middle just below screenshoots and trailers).

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I don't seem to be able to choose an advanced combat style during character creation. Has this been moved to a certain level?

 

I assume you mean disciplines combat styles only refer to the class (assassin, sorc jugg etc) disciplines is the specialization within the class itself (Madness sorc for example)There is currently a bug that does not allow you to choose disciplines for your character during the creation stage, you can still go to the fleet to change the discipline to one you want for your chosen class.

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This is just general feed back since last update. Character creation is smoother and we don't have missing textures on newly created characters. The first moddable weapon we receive is as if it is the one from the original combat style story. Which makes no sense when you are playing trooper say and get red blades carbine. Remove class specific armors all together. We shouldn't be restricted to armors due to a class anyway. If I am playing trooper story line I should be getting trooper recharge and also trooper buff, not operative recharge and operative buff.

 

I'm pretty sure the Recharge and Buffs is a limitation of how the separation works. If you are using the Operative's move set, you are getting ALL of the Operative moves, Out Of Combat Rest, and Buff too.

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  • Dev Post

Hi everyone,

 

It was discovered that Republic characters could not access the quest for Legendary Implants. A hotfix has been applied, so all players should now be able to access this quest. Please let us know if there are any issues.

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Played an Inquisitor from level 1 on. While the experience is okay, I've noticed that far less quests on Korriban actually award you gear. In fact, I did all quests available on Korriban (except the two heroics) and I did not wind up with a full set of gear at the end. I ended up getting two Korriban Battler Jackets, Belts and Focuses (first ones with iLVL 18, the other iLVL 30), but no boots, bracers, pants or helmet. Edited by BenKatarn
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So just made it to level 10 on a Sorcerer.

 

*Character Creation*

Nothing really bad here, I kind of liked it once I got a hang of it. New hair styles are really nice. I don't have access to my SWTOR store bought character items, like the hair and colors, so not sure how that works or doesn't on the character creation since I can't test it.

Edited by Lady_Myajha
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