More hints and insight into the changes of game update 1.2 come in this week’s DevTracker highlights. Principle Lead Combat Designer Georg Zoeller highlights additional changes coming to the test server, the downside of random number generation, and explains why Sith Warriors don’t have an assault cannon in their back pocket. Lead Designer Daniel Erickson sheds light on a recent bug that popped up on the test server from an old design of the light and dark system. Senior Game Designer William Wallace clears up the system for unlocking class buffs through Legacy and the benefit. Hit the jump to see all the highlights.
Georg Zoeller puts his seal of approval on an easily readable combat log interpreter.
Georg Zoeller notes the addition of success chance percentage for reverse-engineering in a future update.
Georg Zoeller clears up confusion over the creation of implants.
You will still be able to crit on the creation of implants.Sorry for the confusion.
Georg Zoeller details the reasoning behind the recent influx of color crystals.
This is a valid question and I want to give you some answers so you have some certainty when planning your purchases.
It is our stated goal to decouple the choice of crystal color from the choice of stats in the game. To that end, with Game Update 1.2, you will find that there are endgame variations (+41) for all available crystal colors in the game (Reminder: white is no longer available in 1.2, it’s available for a limited time at vendors only).
We have no intention of introducing a new tier of color crystals in the short or mid term future (e.g. 1.3, 1.4). I can’t make any statements beyond that at this point, but this should give you planning certainty.
The same is true for augments – the current augments (Rating 22, Level 49) will be the top level augments for the forseeable future. It is a certainty that we will introduce a new tier of augments at some point in the future, but not for several months.
Hope this helpsGeorg
Georg Zoeller mentions that, based upon feedback, the combat log will allow regular recycles to allow consistent disk space.
Just wanted to drop by and let you know that we’ve heard your feedback and will be adding regular flushing of the log buffer to disk in the future so you don’t have to employ the enable/disable log workaround anymore.— Georg
Georg Zoeller clarifies that new War Hero weapons will have their color crystal slot unlocked on live servers.
Quote from AmalakI noticed the new War Hero weapons had the color crystal locked, anyone know what the default color, the color crystal is in the new weapons?
Daniel Erickson points out a bug from an old design that made its way onto the test server.
Quote from Daniel EricksonHey Folks,
This is definitely a bug.
Once upon a time we did briefly have characters starting at different places on the LS/DS scale but the inability to do so without giving the player actual DS/LS points (as you’re seeing here) was why we removed it — since many people want to achieve a perfect score on one side or the other. The old code seems to have turned itself back on but it will not be going to the live servers this way.Good catch!
Georg Zoeller clarifies his comments from one of our interviews.
Quote from Qwurdiluthats what everyone says, but in the interview on darthater i saw this:
Georg Zoeller: “The buffs are a separate thing that you get for bringing the class to Chapter 2”
Georg Zoeller describes the downside of using a random number generator and some designs to compensate for it.
Quote from FrostyDroidGreat, this is what I really want to see.
The thing about RNG is if people don’t know what the chance is, the try to make guesses based on random-walk data.
Long term, I’d like to add some self correction/streak limiting to features like Crit Crafting and reverse engineering that ensure that after a certain amount of bad luck, you get some compensation.
Georg Zoeller acknowledges a bug on the PTS that the team is looking into.
Regarding the ‘wall’ bug (dubbed SWIST – Spontaneous Wall Induced Self Termination), we’re aware of it (it affects players across PTS, not just this encounter) and have people working on the issue.-Georg
Georg Zoeller explains how class balance can lead to increased challenge in end game content.
Quote from otakuonOut of curiosity, isn’t the reason most of these changes are being implemented is to make the game more challenging? It would seem that ever since launch the “majority” of players have been screaming that the game is WAY too easy. Given that assumption, shouldn’t it be much harder now for a top-end guild with BiS gear to clear a NM Ops unless they change their method of approach?
This encapsulates both the medpac change (without being able to make safe assumption about the availability of optional healing, it is impossible to strike a reliable balance that doesn’t require people to shell out hundreds of thousands of credits for item based healing) as well as the class changes.The other major reason is class to class and role to role balance.
Georg Zoeller illustrates why the Trooper Legacy ability is Sticky Grenade.
Georg Zoeller assures players that balance changes will not restrict them from completing content they currently can on live servers.
Quote from Cleet_XiaWhat I am oposed to is sage/sorc being nerfed so hard that fresh 50’s won’t be able to complete story mode FP & OPs without gear that drops in HMs.
As for the BW internal testers being able to complete the HM after the nerf- they should be able to.. they’ve always known how the bosses worked- it’s all they do all day.
We would be concerned too if that was the result, which is why this content has been tested and continues to be tested. We have nothing to gain from excluding a class from game content, so please understand that the outcome you are afraid of is something we don’t want to see either.As for our testers knowing the mechanics; sure, they usually do (although we do blind tests as well), but they are also not perfectly geared either to ensure there’s some wiggle room to test for ‘less perfection’.
Georg Zoeller explains the thought process behind having continually flushed combat logs.
Quote from MaverickXIVI’m sure this will make a lot of people happy, and I’d hate to make you feel like no matter what you do will anger a lot of people anyway (though that is true, and I’m sure you’re aware of this), I have to say that I am strongly against this.
I don’t believe that the logs should be flushed regularly, but (at best) they should be flushed at the end of combat. This is how most people will use them anyway, checking after a wipe to see what happened. Why allow for people to “watch the meters and not the encounter” for really no benefitat all? In my years of “hardcore” raiding in WoW, I have seen someone use Recount on the fly maybe twice.
Depending on how “regular” you’re making the flush, this could even bring about something like Deadly Boss Mods as well. Say a boss is queuing up an large, long-cast-time attack. If this AbilityActivate event can be picked up relatively quickly in real time, then an overlay mod can bring up some big flashy graphic to warn the player.Are you sure this is what you want?
You’re right, it’s impossible for us to make any decision that doesn’t upset someone. (See: Sprint at level 1.)
That said, we looked at end of combat, but due to the way the log and the combat system work (event ordering), it is currently unavoidable for exit combat events to sometimes process before the last interactions during the combat have happened.I think the current solution is a decent middle ground, the log flushes will not be real time but timely enough to provide informational value and avoid half cut off lines in the parser.
Georg Zoeller gives a hint of information about the new NVSCCS.
Two planets are involved in this chain and you already identified both.
William Wallace gives a clarification on how class buff unlocks work with the Legacy system.
Quote from GeorgZoellerHonestly the Darth Hater interview was at the end of two long days, with me not even having a voice any more. It’s possible that I said something wrong here. I’ll ask William Wallace, the Designer responsible for Legacy, to clarify.
Quote from William WallaceClarification begins…now.
The class buff unlocks occur when a character finishes Chapter 2. At that point, that character’s class buff is unlocked for all characters of his legacy.
Each class’ buff applies all of your unlocked class buffs with a single click. It’s not 4 buttons you have to keep on your quickbar. One click, all the buffs.
An example: I have an Imperial Agent that finishes Chapter 2. The Agent unlocks his class buff for my legacy. I now go log onto my level 1 Sith Inquisitor. When my Sith Inquisitor casts Mark of Power, it ALSO applies the effects of Coordination, since I have unlocked the Agent’s buff.
Furthermore, to get the full set of buffs, you only need to unlock 4 classes. Unlocking the buff for Agent and Smuggler still only nets you a single buff effect, so you can’t stack their +Crit bonuses together. (Because that might be a wee bit overpowered. Maybe.)Clarification ends… now.
William Wallace describes how legacy unlocks work across multiple characters.
Quote from William WallaceAll characters in your legacy get all of your global legacy unlocks, regardless of the arrangement of characters in your family tree.
The family tree is just a fun visualization of the relationships between your characters – we don’t want you to ever have to “respec” your family to get the unlocks you want, or for guilds to require you to have a certain family arrangement in order to pick up the right rewards.