Game update 1.3 hit the live servers this week, and, although it’s small, we’re getting our first taste of things to come in 1.4 in this week’s DevTracker highlights. Systems Designer David Hunt discusses 1.4 and the re-itemization of loot in flashpoints. Online Community Manager Joveth Gonzalez shares some of the philosophy behind the European server transfers from RP-PvP to PvP. Writer Joanna Berry discloses backstory on Tython and the Columi. Gameplay Programmer Matt Boudreaux points out upcoming customization options for companions. UI Programmer Erin Wentworth grants a request for a custom keybind in an upcoming patch. Hit the jump to see all the highlights.
David Hunt talks about the first details of game update 1.4 and the relationship of gated and progression loot systems.
When I modded it out and put it all on yes the armor rating went up but the durability stayed the same as if it was light gear so 80/80 all my medium armor is 100/100. So yes this is a fun change but as a hard core raider it comes with a cost that makes it not worth it. It comes with more repair bills more frequently.
1. Is there anything that is going to be done about the overabundance of Companion Gift missions that we are currently seeing? It's quite frustrating as a synthweaver to try and collect metals when 4/5 missions are gifts, and the 5th is fabrics...or vice versa.
2. Crew Mission failure rates for max affection companions, why does this happen as frequently as it does?
Im not screaming here, but it would have been nice to make flashpoints drop "last season's fashion"
While it's possible that we may move towards a "last season's fashion" Flashpoint loot system, that wasn't an option for 1.3. Even though our long-term plans are going to, well, take longer, we still wanted to improve FP loot in the interim. If we moved towards Rakata loot in FPs, the total acquisition time would just shift the problem over to some of the Operations, because they are gated in ways that FPs aren't.
Joveth Gonzalez gives a little bit of the thought process behind the transfer of European players from RP-PvP servers to a PvP server.
I just wanted to take some time to address the folks that have been disappointed with the decision to allow transfers from the European RP-PvP servers to a destination PvP server. As background, the Character Transfer Service is intended to offer players an opportunity to move to a pre-selected single server that provides for a better gameplay experience via a higher population. When we initially came up with the list of destination servers, we wanted to match each origin server up to a similar playstyle destination server. This obviously worked with the majority of servers. However, due to smaller demand for the playstyle, there was only one RP-PvP server per language when the game went live.
We wanted to maintain this type of server as an option for players and we felt that the current players that were already on these servers (who specifically selected an RP-PvP playstyle) didn’t want to change that, so we left them untouched. However, after the character transfer service process began, we immediately saw that many players on European RP-PvP servers wanted to have the option to move to a higher population server.
Since our policy for Free Character Transfers is to only allow one destination server per origin server, we had to decide: will we allow these players to transfer to an RP-PvE server or a PvP server?
Due to the fact that PvE and PvP are two fundamentally different server rulesets, the choice to open PvP server destinations made the most sense. The game does impose different rules on players on PvE and PvP servers, but there are currently no rules enforced for RP players – the designation is there to indicate to players who prefer to roleplay that a server is a good choice for them.
For players that feel that the RP-PvP experience is more important, there is no requirement to leave the RP-PvP server, and we encourage players who prefer the RP-PvP playstyle to continue playing on these servers.
Please keep in mind that this is all part of our initial phase of the Character Transfer Service and that we will be monitoring the situation closely on these three servers going forward. Your feedback is very important and we appreciate you taking the time to let us know your thoughts during the process.
Joanna Berry hints about the history of Tython and who the “true dark sons” refers to.
Sidenote: I have my own theory about "Tython's True Dark Sons". I think Rajivari didn't spoke about his followers there, but about what one of his apprentice names "allies from behind the mountains".
Matt Boudreaux highlights upcoming customization options for companions.
1. Customization needs to be a higher priority.
You list some very thoughtful suggestions, and while I can't promise any of those things will ever happen, we definitely appreciate your feedback and take it seriously.
However, I'm happy to let you know that we do have plans for extra customization coming in the near future. For instance, companions will have all the match to chest options (as well as hide helmet) that a player has, and those settings will store per companion. Obviously some companions won't get the benefit of this feature (i.e. Khem Val, SCORPIO, etc. - anyone who doesn't really wear the armor you give them), but you won't have to stare at multi-colored Aric Jorgan anymore - that's gotta count for something.
Matt Boudreaux updates players on the progress of the hood up/down feature.
Thank you for taking time out of your busy day to reply! Might I trouble you for an update on the hood up/down feature as well?
Joanna Berry breaks down exactly how to pronounce Columi.
Joanna Berry also delves a bit into the history of the Columi.
Actually the Columi still exist, but their civilisation isn't what it once was. Neither are the Columi themselves....
Erin Wentworth answers feedback to customize the ‘acquire focus target’s target’ function.
any chance we could customize the "acquire focus target's target" keybind? right now its locked to CTRL+F, and there is no way to change it in the Keybinds menu. would really like to be able to rebind it to something a little easier to press
Matt pointed me in the direction of this request, and it’s very easy for us to do! I've asked that it gets added to one of our upcoming patches, so keep your eyes on the patch notes!