Georg Zoeller answers a question from the German community about the color of a blaster's bolts for faction affiliation. The question is roughly translated below.
Hello dear community, determined the issue was addressed somewhere already times, but I have found nothing about this.The color of a blaster's bolts (and their sound, btw) is defined by the weapon model, not by faction. There's a bunch of them you'll be able to recognize from the appearance of their blaster bolts or sound alone.
It's about the color of the laser blaster.
Man, I can watch all the gameplay videos, that all the fire with blasters, whether Sith Empire or republic, shoot a red laser.
But was it in the movies have not always been that the shot was on the part of the Republic with blue or green laser? Red was always the "evil" reserved.
What bothers me is the pretty and I think the differentiation of the groups with different colors of laser blaster would rather bring visual variety into the game.
How do you think?
Alexander Freed clarifies a few details about Satele Shan and her appearance in Star Wars: The Old Republic media.
Quote from Alexander Freed
There's been a lot of (understandable) confusion about Satele Shan, so I figured I'd clarify a few points:
First, yes--Satele Shan is the Jedi depicted in the Hope trailer. When Satele originally appeared in the Threat of Peace comics, her appearance wasn't yet final in-game. Ultimately, we've gone in a different visual direction for the character, and you'll be seeing more consistent portrayals in the future. (One of the perils of releasing information--even seemingly innocuous information--so early!)
Second, regarding Satele's age and experience--at the Battle of Alderaan, Satele is a fully trained Jedi Knight. By the time Threat of Peace rolls around, she's had significant real-world experience and trained under several Jedi Masters, Dar'Nala included; she's a candidate for becoming a Master herself. So she's older than she looks... but Darth Malgus still has a few years on her!
Third, to answer this thread specifically... no, that wasn't Tavus leading troops at the Battle of Alderaan.
Hope that helps!
Stephen Reid points out that while pre-orders may be available from companies like Amazon and GameStop, they are not official' pre-orders in EA and BioWare's eyes.
Quote from Stephen ReidWill I be able to use my preorder from Gamestop to count as one of the four pre-orders needed for guild deployment, or do the preorders have to be done through Bioware/EA?Any pre-orders taken from retailers right now are not 'official' pre-orders from our perspective, because you haven't received a pre-order code.
We'll be working with retailers to deal with early pre-orders like yours. Please understand however, we cannot guarantee anything, as we're not the retailer.
Regardless, 'official' pre-orders (ie, those with codes) will be available from a variety of sources (which we'll announce along with the pre-order program).
Georg Zoeller offers an explanation for the gameplay style seen in the Taral V Developer Walkthrough video.
Seriously... even the devs keyboard turn..You know what makes for bad videos? Lightning fast camera turns and hotkeys so the viewers don't see what is going on and which abilities where used.
WHY ARE THEY CLICKING 3, PRESS 3 FFS
In case this wasn't clear:
You can mouse turn. You can use hotkeys. It's definitely more efficient to mouse turn and it is easier to maintain constant DPS when using hotkeys, any MMO player knows that. Including us. This video was designed to show the general, as well as the 'hardcore', audience about how the Flashpoint and the game work, not how awesome Mr. Dickinson's hardcore camera turning and hotkeying skills are. Which are pretty awesome.
Georg Zoeller explains why a large portion of the Taral V Flashpoint is made up of single large enemies.
They reversed their stance on that point a while back.No, we didn't.
This particular scenario had a higher ratio of single powerful enemies than the majority of content, but this is the risk of showing a single 45 minute scenario from a several hundred hours long game: Some people take the 45 minute scenario and extrapolate that it is completely representative of the entire game... when it's not.
Georg Zoeller explains the benefits of the join via holocom' feature seen in various gameplay videos.
Sweet if that's correct then you don't have to wait for someone to get to the conversation they can just click the button and appear as a hologram.Correct.
The purpose of this feature is to enable groups to play the story seamlessly together. You do not have to wait for all players to arrive an important quest NPC (since there's always the guy who lags behind in an MMO group anyway). People that are not within the range to initiate physical conversation may opt to join as a hologram instead.
Obviously certain choices will not be available to them (e.g. threatening or applying physical violence), so there is certainly a benefit of actually being there, but it definitely does the trick for many situations just fine.
Georg Zoeller illustrates the variety of environments we'll see in Star Wars: The Old Republic despite not having a day and night cycle.
I was really looking forward to seeing Coruscant at night. All the lights on the skyscrapers, all the little speeders flying about... But now that not happening because there's no day/night cycles! WHYYYYYYYY BIOWARE!!Interestingly enough, it is possible to have night areas on Coruscant without having day/night cycles. In fact, it helps with the visual variety of our planets to be able to have different zones have different lighting.
Georg Zoeller clears up misconceptions about the Jedi Shadow Advanced Class and its melee abilities in comparison to the Jedi Sage Advanced Class.
No no, the consular is not just "a ranged class". If you choose the other Consular advanced class - the Jedi Shadow - you'll be using almost nothing but melee. It plays pretty much like a WoW-rogue (from what I understand). But regardless of that - unlike Mages, Locks & Priests in wow - the Consular at least has melee moves as part of their baseline abilities. The consular in this particular clip simply chose not to use them.Actually, this isn't correct.
So compared to a wow-caster, even if you pick the Sage AC, you'll have a lot more melee capabilties since you'll have A) Baseline abilites in melee and B) Defensive use of your weapons to deflect bolts & parry.
While the Consular Shadow has a very decent array of melee capabilities, a lot of the classes mechanics come from synergy between force powers and saber attacks.
Depending on the skills trees you chose inside the Shadow AC, your gameplay is going to be very different.
Event the most melee centric Shadow will always have a good number mid range options available.
Georg Zoeller sheds light on the topic of companion use in Flashpoints and endgame content.
This news it a bit disconcerting. Sure I'm one of those that never liked the idea of companions for group stuff anyway but this must have been a major setback for BioWare.Not really, no.
Everyone who is familiar with raid type mechanics understands that they are about human coordination. AI mobs have little place in such scenarios and we always wanted companions to not be management heavy (they are not pets in that sense - pet classes in other games are required to micro manage their pets for equal efficiency with non pet closses, we purposely avoid that). We don't want you to micro manage your companion, and that is exactly what you would end up doing in a raid.
We could spend tremendous resources on trying to make companion AI able to handle raid scenarios, but frankly, most scenarios in game would probably end up with players taking matters in their own hand ("Raid Forming, no companions") - so we decided to make companions polished and great in the areas of the game where they really matter and not force them onto areas where they would end up conflicting with the rest of the design.
Companions are available in the overwhelming majority of content in the game, but we are very careful to make the feature feel right and not become an annoyance.
Georg Zoeller reminds posters that despite what they may have heard, companions are still being tested and their full functionality has not been finalized yet.
Hey, this is another one of those cases where the discussion is getting ahead of itself.
We have not made any announcements regarding companions in flashpoints (endgame or not) yet, so all talk about that is premature.
In fact, this topic is being actively tested - which James referred to - so there is nothing to announce at this point regarding that.
Stephen Reid discusses the voice of Master Oteg as heard in the Taral V Developer Walkthrough video and offers some background information about the 2011 release window.
Quote from Stephen ReidIn the red: Stephen please your from England right? You have an accent am I right? I expect you to speak like an English man and not like the way U.S. pronunciate the spoken language. Just like I expect Yoda's species to talk a certain way.Unless, according to LucasFilm, Yoda's speech patterns are specific to Yoda. Which apparently they are.
We work very closely with the people who created Star Wars, and I'm sure Daniel Erickson would agree, writing Yoda-style dialogue would be fun... but we don't have Yoda in our game. Oteg speaks as Oteg speaks, and he's LucasFilm approved.
To talk about release date again for a minute; I guess this is one of those situations when I have to talk business.
Electronic Arts is a publicly traded company. As a publicly traded company, EA issues guidance to investors (potential and current) on their projects. The Old Republic is a very important product to EA, and information released about SWTOR can potentially affect EA's stock price. The most important piece of information we have on SWTOR is release date. Therefore, we cannot announce a precise release date (not a window; a date) unless we are 100% certain we'll make it.
Right now, we do not have a 100% certain release date; we have a window, and we're aiming to ship in that window. That window is 2011.
Georg Zoeller reinforces how important companions are to player survival.
If companions are not allowed in PvP, Raids, and possible Flashpoints, the only use for them would be questing. Since, generally speaking, world-questing is ridiculously easy, there will be no need to gear them up.If you don't gear up your companion, you will end up dying. A lot.
Georg Zoeller describes more examples of scenery on planets without the use of a day and night cycle.
Time to clarify:
There is areas of Coruscant, such as the Justicar District, which are at perpetual night time (although on Coruscant, getting deep down near the ground of the planet means there isn't much daylight coming down there anyway due to the buildings).
The area around the Senate Tower is at sunset, and so on.
Georg Zoeller talks about striking the right balance between feeling heroic and feeling too powerful.
So according to info posted on Darth Hater taken from Sundays Q&A session at PAX and interviews, the difficulty level of the game has been ramped up. And one of the Devs was quoted as saying that the death penalty was less harsh because we could expect to die more frequently than other MMO's.Obviously the idea is not for you to die constantly, because hero's don't do that. But then again, none of us have said 'you die constantly' and it's certainly not the design we are going for - I'm sorry if you got that impression.
So I guess my question is : How heroic can we feel playing this game if we are constantly dying? The penalties don't have to be harsh to frustrate people to the point of not wanting to play. Dying all the time can do that just as effectively. What happened to being the BA hero of our own Star Wars story?
For us, being heroic also doesn't mean running through the game on easy mode with nothing posing a challenge. We very much would like you to have an experience where you come out of a battle and say 'phew, that was close, but those 5 rakghouls picked the wrong fight'.
There is certainly an element of increased risk in our game - if you fight groups of 3-5 solo, even traditional mechanics like aggro or adds become a little more risky than in other games following the traditional MMO model. Additional elements, such as enemies moving to a flanking cover position certainly increase the difficulty as well.
On the other hand, your trusty companion will certainly help keeping you alive, be it by valiantly 'volunteering' to draw enemy fire (at your command) or by deploying medical technology (or the occasional rocket launcher) to even the odds.
Short: Heroic does not mean cakewalk or constantly dying to us. We're trying to balance so that it is fun, first and foremost.
Daniel Erickson confirms that Miraluka are playable for both the Jedi Knight and Jedi Consular.
Quote from Daniel EricksonDevs, some have said they played a Miraluka consular at PAX origin worlds. There is no video or photo confirmation. I would most certainly like to know if this is true or just people pulling my leg. (This has been eating away.... like at my soul.)Confirmed. At this time Miraluka are slated for both Jedi classes.
Hope that helps!
Georg Zoeller reveals how players will move through the galaxy after finishing their class storty on their origin world.
When you finish your class story on your Origin World (which could be earlier than level 10), you are free to travel on to the other origin planets to group up with your friends, or, move forward to the border station which provides travel options to your capital planet (the express shuttle, or, the first Flashpoint, which is an event that takes place en route to your capital planet).
Georg Zoeller refutes the misconception that players will not be able to use vibroblades.
This has been misinterpreted.
You can in fact find vibroblades and use them, provided your character is a melee class.
Georg Zoeller distinguishes the difference between world arc quests and heroic quests.
Is "Heroic Quests" the new name for what was previously referred to as "World Arcs", or something different?Heroic Quests are quests of higher difficulty that provide a challenge to groups.
Georg Zoeller points out that players who are careful and smart with the use of their abilities can be successful in a large portion of the content without a healer.
I can't say for sure, but I think the underlying concern for many is that a group will need a healer-specced Advanced Class in order to succeed in many of the encounters, thereby limiting how we put groups together, which is also not any different than any other MMO on the market.We cannot tell you definitively that a group without a healer will do just fine in 'most all' encounters.
Can SWTOR innovation say that 4 Advanced Classes, none of whom are healer specced, will do just fine in most all encounters?
I'm betting not.
However, groups without healers will be able to play the majority of the game's content and not feel like they are at a significant disadvantage, especially if they are careful in how they play.
Remember every class has access to an out of combat self-heal ability, as well as a revive ability (for use on fallen comrades). Be careful, and you'll stay alive.