
Systems Designer Patrick Malott spends time sharing details about Crew Skills with the community in this week's Friday update. Patrick Malott's Developer Blog touches on the design, companions involvement in crafting, and the newly revealed Armstech Crew Skill. Along with the major points covered in the Developer Blog are subtle details like blaster rarities that should leave players with a better understanding of how Crew Skills work in general. Also included in the Friday Update this week is the new official Jedi Wizard title, Jedi Sage, which was selected after a long community polling process. Congratulations to those who voted Jedi Sage in the poll. Catch the Official Forum posts on the Crew Skills Developer Blog and Jedi Sage after the jump.
Systems Designer Patrick Malott examines the Crew Skills system, and shares details about Armstech.I'm Patrick Malott. I've worked as a Game Systems Designer on various titles over the years, but what we're working on here at BioWare Austin is my dream project: Star Wars: The Old Republic. In my current role, designing and building out the Crew Skills system is one of the biggest projects I'm involved in. As a passionate multiplayer online gamer myself, I know that crafting is a critical part of the experience for many of you, and I'm dedicated to making sure you enjoy the way it works in The Old Republic. In this blog, I want to shed some light on the design decisions we're making with Crew Skills and I might just drop a few new specifics on the Armstech crafting skill.
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A few weeks ago, we asked the community to help us rename the Jedi Wizard advanced class. Thousands of votes and many posts full of lively debate later, the polls have closed, and we have a clear winner! Without further ado:
The new name for the Jedi Wizard is Jedi Sage!
Thanks to everyone who participated in the voting process. Your feedback is always important to us, so please join us on the forums and let us know what you think about the game.
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Posted 12/4/2010 2:12:59 PMThat made me wonder. I like the affection system affecting crafting, but if high affection means all these straight bonuses, why would anyone ever not raise their affection? I'm thinking of the min-maxer raiders who would only raise affection for stat boosts and faster crafting, not because they actually care about their companions. Surely there should be a bonus for low affection like a minor combat boost or something, just to shake it up so you see players' companions with affection all over the spectrum.
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Posted 12/5/2010 12:07:22 AMhttp://swtor.com/community/showthread.php?t=233945
Your comments/Ideas would be greatly appreciated!
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Posted 12/5/2010 1:12:40 AMWouldn't that be some kind of solution, both in terms of less scripting and happier RP's?
Apologize if someone mentioned this already in your post, didn't read all the comments.
PS:I see now after reading through the first page, someone mentions Dragon Age, and that's another solution, ie if evil characters will react positively to your 'evil' choices, but it might be a contradiction to what they said in one of the interviews, that you're able to manipulate their alignment.
So...hmm >_>
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Posted 12/5/2010 6:49:11 AM-
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Posted 12/5/2010 4:24:31 AMEDIT: I'm assuming companion affection might be somewhat similar to Carth/Bastila in KOTOR, but with bonuses...ie, at the end of the story it is extremely difficult (impossible, depending on your alignment) for both of them to like you. You have to choose, and they can go back and forth throughout the story.
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Posted 12/6/2010 6:21:21 AM-
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Posted 12/8/2010 10:45:26 AMOH GOD! How cool would it be if it made a visual difference in the companions?
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Posted 12/4/2010 12:06:55 PM-
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Posted 12/4/2010 11:35:24 AM-
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Posted 12/4/2010 11:45:50 AM-
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Posted 12/4/2010 11:41:41 PM-
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Posted 12/4/2010 1:55:21 PM-
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Posted 12/4/2010 3:59:29 PMBut it does raise an interesting question.
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Posted 12/4/2010 7:22:57 PM-
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Posted 12/4/2010 11:52:21 PM