It’s been a quiet few weeks, but this week’s DevTracker Highlights dives into upcoming features for patch 1.2 and next week’s Guild Summit in Austin. Principal Lead Combat Designer Georg Zoeller details open world PvP activity, Cover mechanics, Crew Skills, the Collector’s Edition vendor, and topics to be discussed at next week’s Guild Summit. Senior Online Community Manager Stephen Reid adds to the Guild Summit topics and explains why Asian Pacific server transfers won’t be available until late April. Hit the jump to see all the highlights.
Georg Zoeller assures players that despite perception, activity in open world PvP is increasing.
We're seeing an increase in Open World PvP on many servers lately.That's not too surprising as free form, ad hoc open world pvp tends to attract players who have achieved their immediate endgame goals (e.g. achieving Battlemaster).
Georg Zoeller maintains that a system to change legacy names is coming, though gives no timeline for when it might become available.
Quote from RudeDogWhat is the difference between Crouch and Take Cover. Doesn't both Crouch and Take Cover either drop you into the shield cover or move you behind real cover?
Take Cover is slightly slower than Crouch as it does several things in series(1) Validate your selected hard cover spot with the server.
(2) Roll you into any selected spot / slide into selected spot if close if that fails
So, at the minimum, Take Cover will add client server latency on top of your personal reaction time and default ability activation latency.
Both abilities offer the same benefit: If an object interrupts line of sight between you and an enemy, you gain cover benefits against the enemy.
For PvP specifically, where you need precise control of your character, I really recommend using Crouch (default: shift-f) over Take Cover. There's definitely cases where Take Cover is very useful (you can bridge large distances by rolling into cover), but when faced with fast moving enemies that know how to play line of sight or obstacles like The Pit's fires, you're better off and faster using Crouch. It may take a little bit to get used to using both effectively, but it definitely helps.
In addition to other crew skills, Georg Zoeller confirms Synthweaving will see updates in the next major patch.
Georg Zoeller discusses how ranged defense ties into the benefits of both Cover and line of sight.
Quote from Frigidman
This is something I've always wondered with the cover screen that Gunslinger/Snipers get. When I drop straight into cover screen/crouch on the spot... people like to try and run around 'behind me'. Like it makes some sort of difference. Which from everything I have seen in taking damage, survivability, and dishing damage... it does not.
Even though the 'graphic' is in front of you, it seems to still give you all the benefits of cover even to enemies who are attacking you from behind. However taking hard cover (behind an object) it DOES make a difference if an enemy comes around behind you or not.
As a side note, when you drop to cover screen, they cannot break Line of Sight by simply running to behind you (you turn and shoot them either way).Be curious to get any sort of official word on "Does cover screen still protect you from rear enemies?"
I'll gladly clear this up for you. The official word would be this:
There are two major benefits from cover (in addition to various skills on the Gunslinger/Sniper that make cover an integral part of their gameplay).
(1) People cannot hit you with most ranged attacks while you have cover against them (as in: you are crouched behind an object that breaks line of sight). It does not matter if you used 'Take Cover' or 'Crouch' to get behind the object, the net result is the same. This benefit is available to both the Sniper/Gunslinger and the Scoundrel/Operative and players that remember to take advantage of it can avoid a lot of incoming damage, at least against ranged classes.
(2) Cover screen and Hold Position on the Sniper/Gunslinger Advanced class.
This is a passive ability granted at level 10 upon choosing this advanced class. It creates that small energy shield in front of the player and gives them a 20% ranged defense boost against attacks from any direction.
Ranged defense is used to determine if a target can hit you with a ranged weapon. The higher your ranged defense, the higher the attacker's accuracy must be to compensate. The bigger the difference in your favor, the more likely enemies will miss. (It's a common misconception that 100% accuracy means you hit 100% of the time.) Other factors such as level difference, etc. also come into play of course, but that's it in a nutshell.
Additionally, hold position makes the character immune to interrupts and ability pushback (i.e. activation time increasing when taking damage).
Benefit (1) can be cancelled by simply walking around the target and shooting them in the back (or using melee attacks)
Benefit (2) is active 360 degrees around the target and requires your target to knock you out of cover to be cancelled.
Hope that clears it up.-- Georg
Georg Zoeller mentions more information about the combat log will be discussed at the upcoming Guild Summit next week.
Georg Zoeller hints at Artifice becoming a major benefit to players at endgame in patch 1.2
Quote from FalmeseRebuntil 1.2, which I'm guessing will make artifice worthwhile in a big way.
You are correct, this is temporary and includes mostly new items not seen before.There's also some goodies in there for people with Artifice, but nothing major. The major stuff is in Game Update 1.2 and it will make Artifice a worthwhile endgame profession.
Georg drops hints that more crafted items will be tradable in patch 1.2, possibly to boost player economies on most servers.
Quote from DarthBloodlossWill artifice and other crafted items eventually require "Artifice 400" etc in the way biochem items do?
Georg Zoeller notes that more items are planned to come to the Collector’s Edition vendor in the future.
Quote from belizarWill the collectors edition ever get updated with more items ? as it stands now the security key vendor offers more/better in some cases.
Stephen Reid adds that more information about possible cross-server or single-server looking for groups systems will be discussed at next week’s Guild Summit.
Quote from TouchbassIn the dev. Q&A on Feb 10th Dual Spec got confirmed and now an interview with Stephen Reid has just confirmed they are looking into a cross server flash point finder which is huge considering they said they didn't like the notion originally.
Quote from Stephen ReidIt's been discussed, it's gone back and forth from cross-server to single-server. We'll be talking about this more during the Guild Summit next week.
Stephen Reid confirms that despite Asian Pacific servers launching on March 1, transfers to those servers won’t become available until sometime in late April.
Quote from Stephen Reid
Hello everyone. I can absolutely understand the frustrations expressed here, and I appreciate that for the most part, you're being constructive in your comments. Here's a little more insight into the situation.
The character transfer system is being actively worked on by the development team. It's a large, complex project, made more complicated by the Legacy System - and it has to work perfectly. As always, it is not the only task the team as a whole is undertaking, but it's a priority. It has not been deliberately delayed, nor is it being 'held back' for any reason. As you know, the first stage of the system will be a one-off, optional transfer for those who are based in the regions defined in our FAQ. At some point after that, we'll bring a more fully-featured character transfer system online for all to use.
I can understand the frustration of those of you who have been playing on the US servers and waiting for transfers. We know your enthusiasm and excitement for the game - you wouldn't have taken the steps you did to get the game earlier than the official launch if you weren't enthusiastic. We're working as hard as we can to get the system in place. If we could have brought it online earlier, we would have. However, priorities post-launch had to be directed towards the game itself. The team's been working flat-out to improve the game, including bug fixes and additional content.
When we announced our launch territories last year we knew many more fans were excited to play The Old Republic. That's why we moved quickly to launch in Australia, New Zealand, Hong Kong and Singapore, with more territories being lined up for future launches. Our primary focus when launching in any new territory has to be to reach more players. Ultimately, that's best for the continuing success of the game. We want everyone who wishes to play on the new servers to be able to do so, hence character transfer being offered. With that said, in this case we felt it was important to get the game into the hands of new players as soon as possible. That, combined with our post-launch development priorities, meant that character transfer did not make our launch date for these territories.
The development team remains committed to delivering a robust character transfer system for all, with our first priority being for Asia-Pacific players. If we can bring the system to you earlier than expected, we will, but for now we’re aiming towards late April.