Community Q&A: 7/13/12

This week's Community Q&A is up and BioWare delves into deception Assassins, Operatives, and the new planet of Makeb. While not as lengthy as past longer-form Q&As, it is still worth a read. Continue after the jump for the Q&A in full.

Community Q&A

Anzel: Credit Sinks appear to be one of the hot topics in the community right now. Are there any chances of severely lowering or possibly removing some of these at this early stage in the game?

Now that 1.3 has been out and legacy perks have been in the system for a while now, we will be looking at our credits sinks, particularly the perks, to see how they are performing. It is quite likely we will make some adjustments based on what we've learned.


BobertColeCould you elaborate please on what role you see deception Assassins playing? Are they close to operating in the way that was envisioned?

First, as to whether or not they're operating close to what we envision, the answer is "depends who the operator is." From the videos, logs, and anecdotes players provide us, it's really very much the answer for all specs - some people "get it" and play it to its potential, and some people don't. Frequently, the ones who "don't" are hitting brick walls because their expectations for what a spec should be like or should be capable of are different than what the spec is designed for.

In the case of Deception Assassins, we see and hear about a lot of players expecting to go toe-to-toe with tough enemies. They expect that since they're a melee spec, they should have the survivability they need to withstand the frontlines. That's true for some melee specs, but that's not what Deception Assassins were designed for. Deception should epitomize "hit-and-run" and "lone wolf" gameplay. Obviously that's less the case in Operations boss encounters, but if this is a question of sustained DPS, the short answer is that they hit within the same 5% "grace window" targeted by every DPS spec in the game.

In solo and PvP environments, Deception is meant to be a high burst, high mobility, shutdown spec. When played properly, they provide some of the highest burst and highest pressure in the game. However, Deception is not a great partner. He can't take hits, his shutdown requires that he set the pace of the fight, and his escapes leave allies open and vulnerable to counterattacks. I say that, but I've seen players dash my expectations and turn Deception into a spectacular teammate. Unfortunately, I've seen many more players try to facetank and fail. Assassins have a great team support role - Darkness; they also have a great well-rounded, high utility role - Madness. We left Deception to take the opportunity to do something fun and very different, but that comes with the risk of missing player expectation. If you like Deception and you want to pull it off, my suggestion is that you pick your fights and plan ahead, but I'd also warn that Deception is a spec of extremes - I would not describe it as "well-rounded."


Coldin: Every class who fights primarily in melee range (Assassins, Warriors, Powertechs) gets some kind of ability they can use to close the distance outside of 30 meters. That is except for Operatives. What's the reasoning behind the Operative's apparent lack of ability to quickly get within range to deal their most powerful attacks?

In PvP, the short answer is a combination of stealth (including Cloaking Screen), the ability to self-cleanse, and the ability to self-heal. Operatives also benefit from a good deal of control with snares, Sleep Dart, Debilitate, and Flash Bang, with additional roots, snares, and knockdowns available in skill trees. However, those things don't offer much benefit in boss fights that demand a high level of mobility and target switching. The question for us becomes one of how to best introduce a "fix" for a few encounters without dramatically impacting gameplay in other game modes or environments. That's a much longer answer, and something of an ongoing discussion. High mobility fights and encounters with a lot of target switching are proving to be fun ways for our Operations designers to challenge players. So with that theme keeping up, this issue is quickly floating to the top of our priority list.


SindorinWhen you're discussing a new planet, what sort of criteria do you guys lay out for the design process? How do you determine what's in or out, and what sort of backstory or lore goes into it?

Any new world needs to feel different from the worlds around it (in game terms, the worlds with level ranges just above or below its own), and it needs to push the overall themes of the story forward. So we might start with basic requirements like "We want to show the Republic going on the offensive," and "We want a wilderness world, since we've done a lot of urbanized planets lately." Defining these basic requirements isn't too difficult--they can usually be determined with an hour or two of group discussion.

After that, it gets more difficult. Figuring out the details of the world (including whether we want a canon planet to fill the role, or if we want to create a new planet altogether) takes much longer, but the basic criteria stay the same: Does the backstory fit the requirements outlined? Does the planet sound fun to play through? Is it practical? (If the art department can't build a planet full of, say, 90-foot-tall giants who use buildings as melee weapons, then that idea isn't practical, no matter what writing may want). Elements that contribute to the overall goals of the planet are retained; elements that don't get put to one side.

Writing, art and world design work together closely during this process, and if all goes well, we get a planet that has a clear purpose while being broad enough to support a wide variety of interesting missions.


Talius-LHIs there any plan in place for either re-implementing the removed codex entries and titles or removing them entirely from the codex?

The codex will get a clean-up pass in the not-too-distant future, and at that time, we'll be either removing the entries that are no longer obtainable or re-enabling some those removed entries if it makes sense to do so.

Comments

  • #12 Delphius

    He hit the nail on the head with the deception assassin.  I see all kinds of people thinking they can go toe to toe with folks and get creamed, and then complain.  I have one, I tried that too, learned it didn't work, started playing different.  I have since learned that you are something of a glass cannon.  Not completely, but as a melee class with light armor, the survivability issues should be obvious.  They seem much better for pvp than pve.  If I remember correctly, i've got 4 or 5 abilities that can do 4k instant damage (with the crits and/or triggered abilities), which lined up one after the other is awesome.

  • #11 Oukami

    I feel dumb for asking, but I've been in and out of the game for the last couple of months because of RL issues. I'm wondering what the issue with the codex entries is and why it needs to be cleaned up?

  • #13 Fractaleye

    I think it's to do with the missing and/or broken codex entries (i.e. some planets have codex entries that players can't get anymore or are bugged), stopping us from being able to complete all of a planet's entries. I'm hoping it will also include a UI pass  & maybe some new entries as well.

    Also, (just so I don't have to post 2 comments) I'm all for loosening some of the credit sinks (not all of them, or getting rid of them, mind) a bit. I've noticed that since they've lowered repair costs, along with lowering mod extraction costs (I would *love* to see them go even lower though), that I have more money that I used to have.

    Then again, I've pretty much made a character, played it to 50, then started another. I just need to play some of my 50s for a few days and get some cash, lol.

  • #8 Shinorah

    Huzzah for the codex fixes!

  • #7 Mussy

    The biggest problems with legacy perks as I see isnt that much the money they cost but the perks themselves. Some of them I dont understand the importance of and other are very weak.

    All the experience perks is 2% at the first level. I dont even now with them maxed out feel that big increase in experience gains.

    The transports ones feels stupid. I can only see the capitol ship and the Black Hole something that people would pick. Why would someone teleport to Dromund Kaas or Coruscant I dont know. I think Ive been there 1 time after I reached on my main long time ago.

    There is alot of other examples like this also.

  • #4 piethief100

    I obviously understand the need for credit sinks, but I'm relieved that they might be reviewing the level of these. Some of the legacy perks are incredibly expensive.

    I would love to see the ability to unlock a species drastically reduced for instance.

  • #5 f0xtr0t369

    They really arent that bad.  You are not ment to get them all right away.  You get them over time as you play the game.  Im a casual gamer, at LL 30, have about 4 mill credits, bought numerous gear upgrades for my 3 toons and have a handful of the legacy perks.  Like reduced quick travel and fleet pass, ship repair droid and the field repair droid.  And got a couple of xp boosts.  Do I have alot? I don't think so.  But I do have some and I'm sure I'll get more over time.  So many people think the legacy system is something they should be getting really fast.  But it's not.  It was designed to be accessible over time.  I don't think many people get that.

     

     

  • #9 ChuckNorris

    What I get is that all 3 perks about "rocket-boots" cost 4,500,000c and I believe that it's a little bit too much...

    I dont know, but I think it's...

    BTW I am sure no one at BW has rocket boots on they chars (if they play their game in the first place)... so, yeah...

     

    Last edited by ChuckNorris on 7/16/2012 12:24:47 PM
  • #10 sado

    Rocketboots are priced way out of range compared to how useful they actually are. I'll give you that much.

  • #3 kolz4ever

    Can't say I ever found the codex remotely interesting. There are no game rewards for them so it''s not worth looking in to then.

  • #6 f0xtr0t369

    Agreed.  Mounts or something would be cool.  I know other games give some novelty based items for achivments

  • #1 Akerfeldt

    Until the Codex gets a clean up pass, it totally kills the enjoyment of hunting for them. Every planet has bugged ones, and if I can't "complete" a planet, it kills my motivation to do them at all.

  • #2 nebelstreif

    This is so true. I like to actually try and find the codex entries on my own, but I keep having to do a cursory sweep and make sure that, say, the title that should be available on Balmorra is actually acquirable.

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