This week's Community Q&A is up and BioWare delves into travel options, backstory of Corellia, server stability, and more. Continue after the jump for the Q&A in full.
Earlier today, Senior Game Designer William Wallace detailed some of the upcoming legacy perks unlocked in Game Update 1.3 in a community blog post. In it, he breaks down the Character Perks into four types of unlocks including Advancement Perks, Travel Perks, Companion Perks and Convenience Perks. Along with that, William offers clarity on how these Character Perks differ from the Legacy Unlocks already available:Quote from William WallaceThe most obvious difference is that while Legacy Unlocks apply to all characters in your Legacy, Character Perks only apply to a single character, allowing you to customize that particular character. Also, while most Global Unlocks can be earned through normal play or can alternately be purchased for credits, Character Perks can only be purchased using in-game credits. As Character Perks apply only to a single character, their credit costs are significantly lower than most Global Unlocks. Some Character Perks are also restricted by Legacy level and character level in addition to having a credit cost.
For the article in full, head on over to the blog post.
With all the hubbub about server transfers, this week’s DevTracker highlights are thin with information. Nonetheless, Senior Game Designer William Wallace covers Legacy travel perks and their non-cost. Development Director Antonia Phillips adds a correction to her post about the Looking for Group tool. Community Coordinator Allison Berryman refreshes players on the limitation of item bonuses attached to armoring, and explores how BioWare selects questions for their Community Q&A. Systems Designer David Hunt gives an update on maximum level Augment slots. Hit the jump to see all the highlights.
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.
As the highly anticipated 1.2 update for Star Wars: The Old Republic nears the live servers, more details regarding its content is being revealed. BioWare's William Wallace has provided a detailed piece on the Legacy system which delves into the different types of Legacy rewards and how they become unlocked.Quote from Courtney WoodsSenior Designer William Wallace details the upcoming Legacy System changes in Game Update 1.2:
"Where would you start if you were constructing the Skywalker family tree? Let’s start with Anakin. If you ask me, Anakin is a level 50 Sith Warrior anchoring the top of the family tree. He’s married to Padme Amidala and they have two kids, Luke and Leia. Luke and Leia were both strong in the Force, like their father before them. Leia ends up marrying Han Solo, undoubtedly a level 50 Smuggler, and they have three children who all turn out to be Jedi. Luke marries Mara Jade, and they in turn have Ben, who is also a powerful Jedi Knight. Looking at their family tree, it’s clear that the Skywalker legacy produces powerful Force users and great heroes."
The full post can be found after the jump.
This week's Star Wars: The Old Republic Friday Update is a dual update consisting of the second portion of Senior Game Designer William Wallace's Companion Characters Developer Blog and a new video dubbed 'Choose Your Side' which features the Jedi Knight and Bounty Hunter character classes.
In the Developer Blog, William Wallace highlights companion artificial intelligence and their function in groups. While discussing companions and their strengths, William makes special note of the ease of which companions can be used if a situation requires it.
A common situation familiar to MMO players is the departure of a member halfway through a quest or instance (As a personal example: I once abandoned a group in the middle of an instance when my washing machine caught fire. These things happen!). This could potentially ruin the game experience for all involved parties, but with the ability to substitute a companion in this situation, an experienced group of players will often be able to mitigate the impact of this event and continue their adventure.
In addition, we now have a new video feature which will likely become a regular one fans can expect to see over the coming weeks. The 'Choose Your Side' video shows off the combat in The Old Republic with the intention of seeing the Jedi Knight and Bounty Hunter duking it out. Senior Writer Hall Hood, Writer Randy Begel, Senior Designer Austin Peckenpaugh, and Senior Designer Pete Warner discuss the motivations behind the character classes and the possible outcome should they ever meet on the battlefield.
Video embed and official DevTracker posts follow the jump.
This week's Star Wars: The Old Republic Friday Update is a Developer Blog about companions from Senior Game Designer William Wallace. This feature will be presented in two parts, with this first part discussing companion customization. The piece explains the thought process and implementation behind customizing the physical appearance of companions. It also discusses how the abilities of companions evolve during progression within the game and includes some videos that demonstrate this in action.
As a side-bar to this update, Gamespot interviewed Game Director James Ohlen. Included with the interview was a Developer Dispatch video focusing on companions. A dissection of the video is available.
Official DevTracker post follows the jump.
Update: The developer dispatch is now online at the official site. Embed is available after the jump.
Gamespot has a new Q&A with BioWare's director of production Dallas Dickinson and senior game designer William Wallace on the newly announced Jedi Knight class. The interview gives quite the insight on the way the Jedi Knight will work in combat as well as the story aspects of the world at large with the Jedi Knight. One comment in particular that caught our eye in the Q&A:
GS: Tell us about the role of the Jedi knight in battle. How do these characters support their comrades when the going gets tough?
WW: The Jedi knight can fill a couple of roles in combat. In one-on-one combat, the Jedi knight is practically unmatched in melee power. He excels in getting into the fight very quickly by charging into a group of enemies and then has a number of strong single and double lightsaber attacks to damage his enemies and keep them from damaging him. In group combat, the Jedi knight excels at staying at the forefront of the fight and has a number of ways to keep the battle focused on him, letting his allies concentrate on what they do best and also keeping any Sith lightsabers away from unarmored targets. Even if the Jedi knight isn't leading the group, the character is still a valuable asset to his comrades by virtue of his wide range of melee abilities and his ability to augment the party's strength with Force abilities and auras.
Wasteland II Holiday Shirt Giveaway
Win a Wastelands 2 Shirt in time for the Holidays!Ends
Mad Max Wiki Game Giveaway
Win a copy of Mad Max for being the best editor!Ends
Garden Warfare Wiki Game Giveaway
Win a copy of Garden Warfare for being the best editor!Ends
Gamepedia T-shirt Giveaway
Win a free Gamepedia t-shirt!Ends
The Order: 1886 Wiki Game Giveaway
Win a copy of The Order: 1886 for being the best editor!Ends