After you read this week's DevTracker Highlights, be sure to check out our coverage of Star Wars: The Old Republic at New York Comic-Con and BioWare's presence at this year's GDC Online. Principal Lead Combat Designer Georg Zoeller talks PvP incentives, the pitfalls of translations, and out of date gameplay. Community Coordinator Allison Berryman discusses iterative development and how feedback plays it's part. Writer Charles Boyd clarifies details about companions and their motivations. Hit the jump to see all the highlights.
Georg Zoeller compares incentives for players to participate in Warzones, open world PvP, or both.
"one of the top things on our list for post launch is a rated Warzone system where players can form teams, earn team ratings, earn individual ratings, as well as participate in tournaments"People will do what they like. If the majority likes to queue, then that's what they want to do.
I imagine the majority of people queuing up for instanced PvP if that's where the best rewards will be coming from.
Honestly, this reads a lot like 'OMG, there might be incentives for players to do what they like instead of what I like.'
If people prefer to do Warzones over open world PvP or vice versa, then that's their prerogative and we won't force them to do the other thing. As for where the best rewards are, you'll earn rewards by doing either.
Georg Zoeller cautions players not to trust translations so easily.
I can't comment on this since I don't understand the language the original thread is in and I'm not comfortable with commenting on an automatic english translation of a french interview with an american developer.
Clearly, based on the reactions I'm reading in this thread, something terrible must have happened. Let's all panic and run to the door!
Alternatively, once I manage to find Daniel, which may take a few days since it's weekend and he might also be in NY, I'll try to clarify and understand what this is about. If you manage to find Daniel before me, maybe he'll clarify for you.
Short: Georg thinks in all likelyhood this is a typical storm in a teacup. Those are cool, but not entirely productive.
Georg Zoeller warns that publicly shown gameplay is not always the most up-to-date build.
The dev's commenting system is broken. They often comment and the comment doesn't show up publicly for days. That said, he's wrong. There is no tempest in a teacup, we know the modification system was changed and the article is not mistranslated.Wait, you mean what I see in front of me on the most current authoritative game build in the office is not what it seems to be?
Think what you see outside the office is the most current Modification System? Nope.
Georg Zoeller estimates how long flashpoints will take to complete for the average player. The post below is roughly translated.
Das ist zwar schn und gut, wenn das die Entwickler so sehen. Ntzt aber nichts, wenn es in einem Jahr wieder heit: 5% mehr Schaden heit 10 Minuten schneller durch den Flashpoint, heit Spieler mit "falscher" Klasse oder Skillung knnen zuhause bleiben.The numbers would be a flashpoint yes 200 minutes ... minutes are more likely 30-45.
Allison Berryman reminds players that testing is highly iterative and changes are constantly being made.
It's clear many of you are very interested in the Item Modification system (and understandably so!) and the various changes it has undergone. However, we'd like to remind you that it's very difficult to get a good impression of an article's meaning via Google translate subtlety and context are often easily lost by automatic translations. Translating in general can be very difficult and can lead to confusion or misinterpretations.
It's very important to keep in mind that we actually use our Game Testing Program to test the game. This means that sometimes we make radical changes to systems in order to gather the feedback we need. This testing allows us to find what works the best and is most fun for players. The Item Modification system is a system that has required some changes and testing as we feel out what players enjoy the most. In one build, items that can be modified may be rare. In another, they may be ubiquitous. Through testing, we'll try several implementations, gather feedback, and make changes accordingly.
When Daniel spoke about Item Modifications, it is likely that what he spoke about reflected the implementation that was currently in testing not necessarily the final intended state of the system (and we say "likely because after talking with Daniel, he doesn't have an exact recollection of what he said; he does do a LOT of interviews!). We haven't delved deeply into discussing Item Modifications officially, and one reason for that is exactly what you're seeing here: talking about things while they're still in testing (and thus in flux) can be confusing to the community, so we do avoid it when we can while still trying to share information about the game.
We know you're all interested in the specifics of how the system works, but please do keep in mind that quite a few things in the game are still subject to change as we continue with the test. Don't panic! Though we're close to launch, we aren't done testing!
In the same thread, Allison Berryman notes that feedback is a crucial part of making sure changes to game systems are what they need to be.
Didn't someone say they were pretty much in the polishing stages? Figuring out a major game mechanic such as this does not seem like polishing to me. I am as equally concerned by this response as I was by the interview.Keep in mind that our development process is highly iterative. Feedback is critical to us, and we use it to make changes.
There are several systems that are still undergoing changes meant to balance them and make them fun, and that will be a continuing process. Do we have an idea of where we'd like to be with a given system? Yes. Do we know exactly what changes to make to get there? We feel like testing (the feedback, telemetry, and other data we get from it) is an excellent way to help us make informed decisions and get feedback on a variety of changes so we can determine what works best. So, it isn't that we don't have a plan or any idea what the system should be, it's more that we feel like testing is a critical component in making decisions about those systems and using feedback to tune them.
Sometimes we test big changes, sometimes just minor adjustments whatever we think the system needs based on what we see in the test.
Georg Zoeller illustrates how customization kits will work when meeting companions for the first time in game.
So I was wondering earlier. Now that we all know you can customize your companions looks how will that work? Lets take Bounty Hunter/Mako for example. When the Bounty hunter first meets Mako will she have the default appearance and you can change it afterwards (this would seem silly to me)? Or right before meeting a companion for the first time will a customization screen pop up so we can generate their looks before we begin interacting with them?It's fairly simple.
The first is a major immersion breaker and the latter is a big spoiler/ suspension breaker.
How do you guys think Bioware is handling the introduction of Companion?
At the same quest step where you get your companion, you get to chose from several alternate appearance options. These are 'customization kits' that can be equipped on your companion's character sheet.
Since you meet most of the companions earlier in the story, you already know their default appearance, so there's no sense in 'hiding' that you're changing something here. Think of it like a forced reconstructive surgery on your companion
Charles Boyd points out that companions vary in context for each of their backstories.
Well, I'm sure there will be plenty of opportunity for that, considering Tanno Vik was discharged from the military, basically for being a crazy person who loves bombs a lot. Although, I do see where you're coming from, a little variety is nice. Having that Han Solo type character, the thief with a heart of gold type, is a bit different from psycho, "I want to blow up EVERYTHING!!!" guy. I do think Vik is gonna be one of my favorite companions.If I may offer a correction on Vik, referencing the biographies section: "Criminal accusations were registered against him throughout his short service career, until he was finally convicted for masterminding a protection racket while defending a Republic outpost on Talay."
Vik is a self-interested, amoral sociopath who happens to be an incredibly skilled demolitionist; not a mad-bomber psychopath. Hopefully this will not cool anyone's anticipation for him
I won't speak to the other companion rumors and speculations in the thread, but I will remind everyone that out-of-context information delivered second- or third-hand from an unofficial source is often less than 100% accurate.
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Posted 10/14/2011 11:42:31 PMIts not like they are that way to anyone who doesn't deserve it. and its funny as hell.
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Posted 10/14/2011 9:23:42 PM-
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Posted 10/14/2011 7:10:07 AM...That's AWESOME.
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Posted 10/14/2011 12:30:54 PMFor example:1. Love interest, and they want to enhance themselves.
2. Hiding their identity (from a past love, or dangerous identity)
3. Had and an accident, and it is mostly for medical reasons.
4. Surgery that could put an impant for better performance.
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Posted 10/14/2011 3:12:24 PM-
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Posted 10/14/2011 6:12:23 AMSeriously, its good the way it is with a few options. They are improving on feedback.
I hope BW realized the importance of putting on a good face before release. I am not talking about deception, and misadvertising, but stating that they are still making changes to the game that is a few mothns before release is turning the eager into nervous nannies.
They also said they wont talk about something unless it is final, and them saying it is not final and still could be changed even though that mechanic is going to be in, is not re-assuring and will make people dissapointed on major changes. For example, item modification if it is for rare items or not. We knew before it is existed, but now we know it existed for a lot of items and for rare items, and based on feedback it could change.
That does not mean it changed the mechanics of the game, but they are modifying something that is close to release, which is a major difference for players. Let the the speculation sort itself out without saying it could be this or that, when it just, imo, makes thing worse, since the beta testers will also be giving the real feedback, and they are sacrificing the potential of enjoying the game by seeing changes they dont like. I am not a beta tester for that reason.
So BW does not need to correct speculation by saying it could still be changed when we already know that, but by them saying that officially and what it could be, turns the forums into an angry debate to argue for systems which they have little info on, other than its existence and how it works in a large mmo.
edit: Also if BW wants a game to make people happier from a certain mechanic, the more options the better is the golden rule. Of course it should be balanced to have simple options within that mechanic, depending. So by saying there could be less or more options, most people will be dissapointed that there are less options.
For example, character customization. Some people like to have a lot options for character customization, myself included. There should also be an option to make it easier for others who dont want to go through hundreds of options. However, telling me that there used to be an awesome character customiztion for our characters but then was reduced for gameplay is extremely dissapointing. That is my point. That is why I am thank-ful that beta testers are going through new builds and giving thier feedback to make a good game for us all, and having to see those kind of changes, which I personally dont like to see or frankly know about.
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Posted 10/14/2011 4:50:11 AMThen, per the Will Wallace post #1, you may be able to get more options later -- as quest rewards or perhaps from a vendor. Each companion had more than three look variations.
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Posted 10/14/2011 2:07:14 AM"Georg thinks this is a typical storm in a teacup."
It's astonishing, that after all this time spent on the forums, he still got sense of humor.
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Posted 10/13/2011 10:46:17 PM-
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Posted 10/14/2011 12:15:37 AMI prefer that it is obvious that they are who they are, with some minor differences as to not have a managerie of one.
Kits also grant the advantage of being useable all the time, and I have no doubt that BioWare will stuff new kits down our collective throats all the time. Think of them like you would with... well, companions in WoW. There should eventually be more than enough different looks without creating the horrorshow players often do.
Charming... yes? http://imgur.com/r6WrI
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Posted 10/14/2011 2:01:25 AMAlso keep in mind that regardless of how "awesome" you are at customizing yourself, your companions are the developers' babies. They've made them to look and act and sound in a particular way, and we would be spitting all over their hard work if we just went "Nope, I want X companion to look completely different".
Companions are not secondary player characters. They should not be customized as extensively as your own character.
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Posted 10/14/2011 2:25:32 AMIf there are only like 3 kits, that cost a lot of money, then it does seem like they lead us on a little.
Imagine running around Corosant(sp?) and every time you go to turn in a quest there are 3 smugglers all with the same companion... a little immersion breaking I'd say.
They are big on immersion....
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Posted 10/14/2011 4:16:49 AMThey have NOT lead us on in the least. They have shown us exactly what we will get. Kits that change the colour and style of the companion, but not the actual body.
Charming... yes? http://imgur.com/r6WrI
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Posted 10/14/2011 1:10:44 PM-
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Posted 10/13/2011 9:49:47 PM