Also featured in this week's update is the Community Q&A. This month, Lead PvP Designer Gabe Ametangelo answers questions about player versus player combat, with topics ranging from arena implementation to post-launch dual specializations.
The topic for next month's Q&A is Socialization in Star Wars: The Old Republic. Production Coordinator Courtney Woods posted a new Community Q&A thread, where members of the community can sound off for a chance to have their questions answered in a future Studio Insider.
Lastly, BioWare will attend EuroGamer Expo in London next weekend. You can read about their upcoming show here. Darth Hater will be there in full force so expect content coming from us straight from the event.
Official DevTracker posts follow the jump.
Courtney Woods
We know the community has a lot of questions and we want to answer as many as we can. This month, we want to hear your questions about socializing in Star Wars: The Old Republic. Please post your question in the comments!
We'll select some of these questions and answer them in an upcoming Studio Insider on our website.
Please keep questions courteous and try to avoid asking questions that have already been asked. Remember, there are some questions that we won't be able to answer, so please don't feel offended if your question is not selected.
Courtney Woods
With each Studio Insider, members of the Star Wars: The Old Republic development team take you behind the scenes to give you an inside look at the work that goes in to making the game. This week, Principal Lead Animator Mark How discusses the work that goes in to creating the animations for combat in Star Wars: The Old Republic.
Hi. My name is Mark How and I am the Principal Lead Animator at BioWare Austin. Many ideas have been dreamt up since the inception of this extraordinary game and the animation team has been hard at work since the very beginning. While we see each project as a challenge, we have a lot of fun imagining all sorts of unique, action-packed scenarios that can play out in The Old Republic. Of course, the main purpose of animation is to produce characters that adhere to the basic laws of physics, but good animation also ties into many other facets of game design. Today, I'll tell you about our experiences and techniques that go in to our creating the animations that compliment the exciting and visceral combat in The Old Republic!
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Courtney Woods
Held each year at the Earls Court Exhibition Center in London, the Eurogamer Expo stands as one of the largest video game events in the United Kingdom. This year BioWare and LucasArts will be bringing Star Wars: The Old Republic to the show, letting gamers get their hands on Origin World content for each of the eight classes in the game, as well as some Player-vs-Player combat in both the Alderaan and Huttball Warzones!
The Eurogamer Expo runs from September 22nd through the 25th, with show floor hours from 11:00 AM GMT until 7:00 PM GMT. For those of you who are early entry ticket holders, the show opens an hour earlier at 10:00 AM GMT.
On Saturday, September 24th from 8:00PM until 12:00AM GMT, BioWare will be hosting a Community Meet and Greet at Gamerbase London inside the Trocadero Centre. Those who attend will be able to meet other members of The Old Republic community, have a couple of drinks with the BioWare team, and take part in a developer Q&A session.
If you aren't able to make it to the Eurogamer Expo, be sure to check back to www.StarWarsTheOldRepublic.com as well as our Community Forums, Twitter and Facebook for the latest information!
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Posted 9/16/2011 7:31:54 PM- View User Profile
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Posted 9/16/2011 11:06:05 PMCertainly some classes will offer two varied specs (healer and DPS or Tank and DPS specs within certain AC's)
I still think it'll offer two different and fun specs for the 'pure' DPS AC's as well, with one spec offering pure min/max damage dealing, while the other could offer the most utilty/Crowdcontrol/buffing.
Or one giving one branch heavy DOT DPS vs. another branch focusing on AOE DPS. OR single target Burst DPS.
3 ways to deal damage, so there is still alot of ways they could go within the pure DPS classes. as long as each tree is significantly focused on something different than the other trees. If the tree's aren't focused, it could really make different specs seem lame though. So that point depends on impelmentation.
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Posted 9/16/2011 9:47:28 PM- View User Profile
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Posted 9/17/2011 12:19:23 AM- View User Profile
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Posted 9/16/2011 8:12:11 PM- View User Profile
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Posted 9/17/2011 6:50:27 AM- View User Profile
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Posted 9/16/2011 9:35:17 PM- View User Profile
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Posted 9/16/2011 6:17:43 PM- View User Profile
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Posted 9/16/2011 7:38:00 PMFor instance private forums for people that actually subscribe to the game. It met mixed feelings in WAR, but was really needed to filter the trolls.
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Posted 9/16/2011 9:27:07 PM- View User Profile
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Posted 9/17/2011 2:25:09 AMThey will definitely have spoiler and spoiler free forums much like they do for Mass Effect.
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Posted 9/16/2011 9:19:11 PM- View User Profile
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Posted 9/16/2011 9:33:11 PMAlso, separate story forums (spoiler-allowed) and general/gameplay forums (no spoilers).
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Posted 9/16/2011 6:05:46 PM'Q: Since it has been clearly stated that there will not be dual specs for characters in the game, can you explain your philosophy behind the skill trees and how you are taking into account players that want to be able to play PvP and PvE content on the same character? - illumineart
A: Dual Speccing is something we want to add soon after launch. Also, features like Guard, PvP Taunt, Resolve, etc. work to narrow the gap between PvP and PvE specialized skills (i.e. a +Block skill would be helpful in both PvE and PvP).'
I don't think I've seen this confirmed before ( could be wrong though ) and it raises the possibilty of being able to use both specialisations, very tasty !
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Posted 9/16/2011 9:04:26 PM