Dead Men Walking

Forum Archive 2023 => Games of old that no longer float our boat........ => dMw Gaming => Gaming Archive => Star Wars: The Old Republic => Topic started by: voyak on August 15, 2012, 09:51:34 AM

Title: Hm, Updates! B-)
Post by: voyak on August 15, 2012, 09:51:34 AM
The 6 week update cycle is going live...

QuoteHey everyone, just to be clear on what was said during the presentation - Terror from Beyond, a new Operation, is on its way next month, and we have more content updates coming after it, including the new Warzone and Space Combat Missions. We have lots of exciting new content coming!
Title: Hm, Updates! B-)
Post by: voyak on August 16, 2012, 10:49:31 AM
Here's one about the new Tier of Gear:

QuoteI talked to David Hunt (Systems Designer), and he shed some light upcoming gear. He said that (for PvE), Terror from Beyond's Hard Mode will include a new set of gear that is a sub-tier of the larger tier that started with Campaign gear. It will also have non-slot restricted armornings. Nightmare Explosive Conflict will speed up the acquisition of the new set and provides new challenges for Operation groups.

For PvP, new mainhand and offhand items will become available from the PvP vendors when Terror from Beyond is released. These will be included so PvP players don't feel the need to get the hilts and barrels from PvE items to get the highest weapon damage in some cases. The rest of the set will release when Ancient Hypergates becomes available. We also have plans to release a new Recruit MK-2 set.
Title: Hm, Updates! B-)
Post by: voyak on August 16, 2012, 10:00:10 PM
And the new Video.. which looks cool B-)

[video=youtube;4R-VCtcNoIc]http://www.youtube.com/watch?v=4R-VCtcNoIc[/video]
Title: Hm, Updates! B-)
Post by: BrotherTobious on August 17, 2012, 09:32:09 AM
does look great
Title: Hm, Updates! B-)
Post by: voyak on August 17, 2012, 10:16:32 AM
Interview with Gabe Amatangelo:



During the first day of GamesCom, we had the opportunity to get a quick interview with BioWare’s Gabe Amatangelo. For this interview, we focused on a few of the key areas BioWare showed off at the event including the Ancient Hypergates Warzone, future Operation content, and more. To read the interview in full, hit the jump.


First of all, you’re showing Ancient Hypergates at GamesCom right?
Correct. Yes.

It's the first time for many of the fans seeing it so it’s somewhat of a mystery. Give us the general idea of the Warzone and its gametype if you can.
So the Gree technology, you know the Gree race, they are sort of a super-advanced technological race. They have these things called hypergates that allow quick travel from the far-reaches of the galaxy, uncharted areas in the universe, etc. And actually the next Op we have coming up ties into this as well. So, both the Empire and Republic are trying to get control of one of these hypergates, and the idea is that there’s these two pylons on the map, and if you get control of both of the pylons, they will channel energy into your hypergate to try to charge it up. The first person to charge up their hypergate, their fleet can come through. And when their fleet comes through, they annihilate â€" they finish off the other team, and you win. That’s the idea, that’s the sort of context of it.
What we’re showing here for the first time, and the first time we’re letting people play it as well, is â€" all of it, except for the finale. We just don’t have the finale on what we’re showing here. Obviously when it goes live that’s the intent. You can see the hypergate open as it gets charged more, and more throughout the match.
(http://media-titanium.cursecdn.com/attachments/thumbnails/43/88/630/630/ftcontscr8.jpg)
 (http://media-titanium.cursecdn.com/attachments/43/88/ftcontscr8.jpg)

The game mode is a deathmatch, two point objective hybrid. So the way it works is, you rack up points for every kill, and when you get both objectives, you cash in on those points. So it’s like if you have 200 kills, there’s a little PiP on the bar that says you got credit for 200, but you don’t actually get it until you get both of the objectives, and then it charges in, so the deaths if you will, supply part of the fuel to charge up this hypergate. But you have to channel it in to your hypergate ultimately to get it charged up.
So, it’s not wholly deathmatch, but it is a deathmatch two point objective hybrid. Now, of course if neither side captures both objectives for the entire match, then it will literally be decided by who has the most kills. The points you get for the kills are not 1-to-1, it progresses as the time goes on. It starts off with you getting 2 points per kill, then 4 points, 6 points, etc. It progresses as the match goes on in different stages.

Sounds like it will be a lot of fun!
(http://media-titanium.cursecdn.com/attachments/thumbnails/43/90/630/630/ftcontscr10.jpg)
 (http://media-titanium.cursecdn.com/attachments/43/90/ftcontscr10.jpg)

It’s going to be fun for everyone because the big punch line that I forgot to mention is that when you get control of both of the objectives and they’re channeling into the hypergate, they will overload and they will blow up. It’s a slow moving expanding explosion that everyone has to run out of the way of otherwise they die. You get people snaring, and trying to knock people back into it, etc.

So that counts as a kill too?
That counts as a kill too, but it counts as a kill for the next charge up because that sort of happens at the end of both objectives, so that counts toward the next objective. But yeah, so it is, if â€" for anyone who’s played Warhammer Online, it’s very much inspired by Khaine’s Embrace, but the map is a bit more symmetrical than Khaine’s Embrace. Khaine’s Embrace was a hybrid-deathmatch two point objective capture. So basically when you get both objectives the objectives reset after an explosion, and the center area is the only safe area, so everyone kinda tries to run while looking over their shoulder to get to the safe area.

So the idea is that the center area will be a general melee?
Exactly, and it brings everyone together where just mayhem ensues. And that’s where you know, tanks obviously play a big part in controlling the center at that point in the game. Healers, they always have a part in healing.

Ok, that covers the first question. Second thing which was a huge thing on the internet was free-to-play, and so, with F2P on the horizon, what limitations are there for F2P players concerning PVP?
Sure, they’re only going to be able to do like one Warzone a day or something like that. We’re still sort of hammering out the specifics on what is restricted for that F2P option. With the F2P option, you can get to level 50 but you can only do some content like, it’d be like some of the older operations, maybe just Eternity Vault, and we’ll give you a taste of Warzones, like you can play one a day or something like that. Flashpoints, maybe one a week, two a week, I don’t know.
Those are the types of things that we’re sort of seeing what that option entails. That kind of sums it up, it’s basically content restrictions, though you can effectively get to level 50.

How about ranked PVP?
No you can’t do ranked PVP; you can’t do the new Ops. We’re going to be doing frequent updates that they’re not going to have access to all of the stuff in the new updates. Oh yeah, there’s going to be a lot of incentives to still be premium, and then we have the whole cartel coins, and that whole system.
Everyone who has been a subscriber or already has the game, and for every month that they have subscribed before the F2P launch, they will be racking up a bunch of these cartel coins. And then even after, if you’re a subscriber you will get a stipend, but it’s not going to be as much as you rack up right now. So if you really want to stock up on those coins, this is the way to do it. And the things that you can purchase with the coins are going to be things like boosts, new kind of like cosmetic things. It’s not going to be the sort of thing like purchase super lightsaber weapon to annihilate everyone in one shot, there’s not going to be anything ridiculous like that if I have anything to do with it. It’s not going to be a pay-to-win, it’s going to be a pay-for-content. It’s pay for content, pay for access, but it is, it’s kind of like a trial that allows you to see the whole story for the game, as opposed to just a little section.

Next question, Nightmare modes, any update on Nightmare modes, and when they are out for Denova, or even Flashpoints?
(http://media-titanium.cursecdn.com/attachments/thumbnails/40/61/630/630/explosive_conflict09.jpg)
 (http://media-titanium.cursecdn.com/attachments/40/61/explosive_conflict09.jpg)

Nightmare mode for Denova, it’s going to be soon, one of the sorts of quick updates, the monthly updates that we’re doing. I mean we’ve got the majority of the work done for it, so it’s a matter of when it comes out is down to the testing thing, I can’t give an exact date, but soon, very soon.

“Soon” meaning?
I wouldn’t be surprised if it’s shortly after Terror from Beyond comes out, which is in the next update.

Next one, very recent, yesterday The Grand Acquisition Race came online. Anything you can tell about world events? Are they coming more often or, just every few months, every year?
Our long-term plan is to get the world events to be really frequent, and we’re going to continue to add them to the game. In the immediate future, we have this one, and then we’ve got another one that is actually going to be â€" so we’re going to have, what we want to do, is in January, what we’re targeting to do, this may or may not happen, so you can’t hold me to it. But what we’re targeting to do, is have a fun anniversary to the Ilum shenanigans that happened. An alien race might invade, and they might crash into Ilum and there might be some new activities that happen on the planet. We’re targeting that for, January is when we’d like to see it, but we’ll see when it happens, you can’t hold me to that! I know how everyone does, and then I’m going to have the Executive Producer on me saying “you said a date!” and it’s like “no, no” but that is our target, because that’s when we’d like to have it because of the spirit of, and just sort of laughing at what happened.

Sounds nice for PVPers Last question, Jeff Hickman told us that there will be a six week schedule for new content, but next one should be â€"
Oh great, see they don’t tell me â€" I know all the stuff, but I don’t know what I can talk about, so if Hickman said it! Then there you go.

He said it in an interview that there will be new content every six weeks is that something you think the team can stick to?
Yeah, we’ve got a lot of stuff in the pipeline, and you know, at least, you can’t sit here and say a year from now, everything that’s lined up, but I can say with a pretty high level of confidence that definitely for the next foreseeable future, we’ve got a lot of stuff to release on a regular pattern. Six weeks in fact. So we’ll see the Terror from Beyond, and then shortly after, probably HK-51, or something in the Belsavis area, and then the new warzone, something along those lines.

A new Flashpoint was mentioned, I think, just last Q&A?
We have a new Flashpoint in the works, I don’t know what was promised in the new Q&A

Just a Flashpoint.
I can’t say anything specifically about that. The only things that I can talk about specifically are the Ancient Hypergates, Terror from Beyond, and the HK-51 on Belsavis. Also we talked about how we’re doing a whole new planet with a new level increase.

Makeb?
Makeb, yup. That’s going to be continuing a massive amount of story content. We’re really excited about that as well.

What do you think about Gamescom? Any difference to E3, are you enjoying it?
This is my second year at the Cologne Gamescom, last year I had something like 80 presentations, and I had to conserve my energy. I couldn’t go to any of the parties, I couldn’t really sort of, you know â€" I had fun on the stage. This year I’ve got back up, Cory Butler is going to be helping me with some of the presentations, so I hope to explore a little bit of Cologne. Gamescom itself, last year â€" today’s preview day, so it’s hard to judge. But last year we had, it was insanity. It’s kind of like what E3 was ten years ago when E3 was open to the public. It’s a lot like that, except there’s more space. If I remember correctly there’s something like 20-30,000 people that couldn’t get in to the convention hall last year. So, it can be crazy!

Well enjoy yourself and thanks for the interview!
Thanks!
Title: Hm, Updates! B-)
Post by: voyak on August 31, 2012, 08:54:29 AM
Developer Update â€" Terror from Beyond


(http://cdn-www.swtor.com/sites/all/files/en/cb/2012_thumbs/operation_tfb/tfb_01_854x480.jpg)

Terror from Beyond is a new Operation that takes us to Asation, a remote planet in the Gree Enclave. Asation is a swampy, wetland world that was terraformed by the Gree thousands of years ago. It is not a Gree homeworld, but it does house some incredible technology assembled long ago by the Gree crafter caste. Key among this technology is the Hypergate, a massive device capable of transmitting matter from across the galaxy. The Dread Masters have sown chaos on Asation by activating the Hypergate, letting through untold horrors and monstrosities. It’s up to players to cut a path through these creatures, defeat the agents of the Dread Masters, and deactivate the Hypergate at any cost.


(http://cdn-www.swtor.com/sites/all/files/en/cb/2012_thumbs/operation_tfb/tfb_02_435x250.jpg)
 (http://cdn-www.swtor.com/sites/all/files/en/cb/2012_thumbs/operation_tfb/tfb_02_854x480.jpg)
Terror from Beyond offers five new major boss encounters that will challenge even the most highly-coordinated groups of players. In keeping with previous Operations, Terror from Beyond includes one “puzzle” encounter that really steps outside of the bounds of what you normally see in a boss fight. To defeat this new enemy, players will need to work together to repair a massive, ancient Gree computer from within the machine itself. Unlike previous puzzle encounters where the solutions were relatively easy to figure out, this one has players leveraging their particular group composition to control a chaotic situation. It’s very different from the things that we’ve done in the past, and I’m excited to see what players think.
In addition to strange creatures and agents of the Dread Masters, players will run into a familiar face on Asation. No spoilers, but here’s a hint: he’s not going to be very happy to see you.
The final encounter in Terror from Beyond pits players against a creature of unprecedented scale in Star Warsâ,,¢: The Old Republicâ,,¢. It’s easily the most visually striking encounter we’ve ever built. In Explosive Conflict, we took a gauntlet-style approach to the final boss, which worked very well in the context of a military operation. This is totally different. You get to fight something that is huge and otherworldly. The difficulty is highly execution-based, and the mechanics are very positional and fun.


(http://cdn-www.swtor.com/sites/all/files/en/cb/2012_thumbs/operation_tfb/tfb_03_854x480.jpg)

This Operation introduces the next tier of progression in Star Wars: The Old Republic, including a new set of PvE gear. The hard difficulty mode for Terror From Beyond is balanced for players wearing a full set of Campaign gear, which can be acquired from Operation:Explosive Conflict. Augments will become increasingly more important the deeper you get into Terror from Beyond. Story mode will be available for players who just want to see the sights, but it’s no walk in the park.
Terror from Beyond will be available in Game Update 1.4!
Jesse Sky
Lead Operations & Flashpoint Designer

Title: Hm, Updates! B-)
Post by: Sharpfang on August 31, 2012, 10:10:54 AM
lookin good! any eta on the release?
Title: Hm, Updates! B-)
Post by: voyak on August 31, 2012, 10:20:49 AM
Quote(...) Terror from Beyond, a new Operation, is on its way next month (...)
[/B][/B][/B]
It was on Gamescom sooo it's coming in September B-)
Title: Hm, Updates! B-)
Post by: voyak on September 04, 2012, 09:57:07 PM
Class balance changes in 1.4

 (http://www.swtor.com/info/news/blog/20120904)http://www.swtor.com/info/news/blog/20120904


Developer Update: Class Changes and Balance in Game Update 1.4

(http://cdn-www.swtor.com/sites/all/files/en/cb/class_changes/class_changes_06_854x480.jpg)

Hello again everyone. My name is Austin Peckenpaugh, and I’m a Senior Designer on Star Warsâ,,¢: The Old Republicâ,,¢. My job here is to create, maintain, and balance class gameplay in The Old Republic. As such, I’m here to shed some light on the upcoming changes to classes in Game Update 1.4 to give you all a sense of what’s to come and why it’s coming.
For Game Update 1.4, we wanted to address several key issues with class gameplay usability and balance. Foremost among these are adjustments to crowd control and the Resolve system, the subsequent class changes made to harmonize with those control adjustments, and a reevaluation of stealth spec gameplay.
Crowd Control and Resolve Changes

Our goal for crowd control in The Old Republic is to provide abilities that allow the player to take control of a fight, turn the tables, and feel great for taking charge. We know that this can be improved, so I want to explain our philosophy and our motivation for change before going into detail on the changes themselves.
Prior to Game Update 1.4, it was simple to control a target from a great distance and do so instantly, often as a surprise opener or from an unseen location off-screen. The way control abilities were designed encouraged this behavior, and the resulting gameplay could be frustrating.
In Game Update 1.4, we’ve made adjustments to the range of control abilities under a new philosophy. We want control to be something more readable, more predictable, and less chaotic in effect. To achieve that, control needs to require a setup, an activation time, or be close range such that the controller must overextend or broadcast their intentions in some way.


(http://cdn-www.swtor.com/sites/all/files/en/cb/2012_thumbs/class_changes_1-4/cc_1-4_01_435x250.jpg)
 (http://cdn-www.swtor.com/sites/all/files/en/cb/2012_thumbs/class_changes_1-4/cc_1-4_01_854x480.jpg)
In Game Update 1.4, you’ll notice the following changes:
Whirlwind and Force Lift still have an activation time and still have a 30-meter range. Plasma Probe and Incendiary Grenade still require an effect and still have a 30-meter range. Mind Trap, Mind Maze, Sleep Dart, and Tranquilizer still require stealth and still have a 10-meter range. Dirty Kick and Debilitate still have a 4-meter range and still have the shortest stun cooldown in the game. Flash Bang and Flash Grenade still have a 30-meter range and are exceptions to this philosophy, as they provide essential gameplay for the Sniper and Gunslinger.
In addition, while Overload and Force Wave make for great escape abilities, they have done so previously at a cost to the overall PvP experience. What we want for these abilities is to create distance between you and your target(s), but what frequently occurs is a bad experience for incidental nearby enemies that aren’t your intended target(s). Jet Boost and Concussion Charge behave similarly, but they are limited to the Mercenary and Commando. Changing them has a less effective impact on the game, and those Advanced Classes play better with a stronger ability on a longer cooldown.

(http://cdn-www.swtor.com/sites/all/files/en/cb/2012_thumbs/class_changes_1-4/cc_1-4_02_435x250.jpg)
 (http://cdn-www.swtor.com/sites/all/files/en/cb/2012_thumbs/class_changes_1-4/cc_1-4_02_854x480.jpg)
We’ve also made adjustments to the Resolve system in Game Update 1.4. We’ve adjusted the gain logic of Resolve such that simultaneous and overlapping control effects no longer linearly add together their Resolve gain values. Instead, using a crowd control ability on an already controlled target now applies reasonable Resolve gain values by comparing the incoming control effect to the greatest of existing control effects.
As a result of these Resolve changes, unorganized teams will no longer pay huge penalties for overlapping control effects at critical moments. For example, it can frustrate players when pickup groups accidentally make a Marauder immune to Control because two or more teammates tried to stun him at once. The resulting unstoppable wrecking ball that the attacker transforms into made for a pretty poor experience for players trying to escape him. Additionally, we don’t like it when a Huttball ball carrier gets “fed” full Resolve by a disorganized pickup group trying to stop him from scoring by simultaneously landing multiple Control effects.
Ability Changes

We’re confident that these changes create a more predictable, readable, and ultimately enjoyable PvP experience. However, none of these changes are possible without next addressing the “holes” introduced to existing class gameplay. Obviously, reducing the range of stuns and turning Overload and Force Wave into cones demands some buffs to classes that relied on those abilities to escape attackers.
Mercenaries and Commandos:
Sorcerers and Sages:
Stealth Gameplay Adjustments

Prior to Game Update 1.4, stealth classes and specs had an “infiltrate and eliminate” focus that effectively served solo or small team gameplay, but the specs that focused on stealth (Infiltration/Deception, Scrapper/Concealment) weren’t valued very highly for group gameplay.
In PvE, Infiltration/Deception’s burst wasn’t highly valued, and Scrapper/Concealment had difficulty moving quickly between targets. In PvP, the community has made it clear that they want more from stealth specs than “lone wolf” gameplay. In the case of Infiltration/Deception, the spec’s fragility was of great concern to many players, insofar as it didn’t encourage the spec to contribute well to lengthy fights or lend support to teammates.
Scoundrels and Operatives:
Shadows and Assassins:
Future Game Updates

(http://cdn-www.swtor.com/sites/all/files/en/cb/class_changes/class_changes_01_854x480.jpg)

As previously stated, classes in Star Wars: The Old Republic will continue to undergo constant evaluation. Many future changes will be similar in scope and purpose to what I’ve described in this blog â€" to address usability issues, improve quality of life, and make the most non-invasive changes we can to correct emerging balance issues.
As far as any specifics go, nothing for future Game Updates is locked down well enough to comment on. However, I hope the information I could share with you today has helped shed some light on our processes and our motivations. Thanks to all of our players for your dedication and feedback!
Austin Peckenpaugh
Senior Designer
[/FONT]
Title: Hm, Updates! B-)
Post by: voyak on September 07, 2012, 09:20:15 AM
Gabe Amatangelo interview from http://www.gamebreaker.tv/mmorpg/swtor-star-tour/:

At PAX, we got the chance to sit down with Star Wars: The Old Republic (http://www.swtor.com/) Principal Lead PvP Designer Gabe Amatangelo for an exclusive interview. We covered a wide range of topics, getting an insightful look into the inner workings of BioWare (http://www.bioware.com/)‘s controversial MMO.

On future content releases:
We’re going to be having a faster cadence of delivering content and features. There’s going to be around a six-week cycle where you’ll see something new, like there’s going to be the new operation, the new warzone, the new HK-51 Belsavis area, things of that nature.

On layoffs:
You have different needs in development when you’re going to launch as opposed to after launch. A lot of it lies in the formation of the tools. You put a lot of work and effort toward getting the tools and you get more efficient with them. It’s kind of this sliding scale â€" you need more people when you’re not as efficient, but as the technology and tools develop, you become efficient.
That’s just the nature of the beast. After World of Warcraft (http://www.worldofwarcraft.com/) released back in 2004, Blizzard had layoffs. It’s sort of a sad situation, but that’s how it is.

(http://wac.7725.edgecastcdn.net/807725/website/wp-content/uploads/2012/09/Novare-Coast.jpg)
 (http://wac.7725.edgecastcdn.net/807725/website/wp-content/uploads/2012/09/Novare-Coast.jpg)

On free-to-play:
We’ve got the tech in and we’re fine-tuning it. But ultimately it comes down to is putting the variables into a data table and we can do that at the eleventh hour. Internally, we’re discussing things like, “Is it X per day, X per week?” Or do we limit it at all? Or do we do something like the rewards are limited instead of the content?
There are different points of view at the office â€" and we debate in a friendly way â€" but we’re far enough along with the tech to get that feature enabled. We’d love to hear from the players what their point of view is on it. Personally, when I’m developing stuff, I leverage what the community speaks up about, and I use that to influence some of those debates.
Free-to-play is something EA (http://www.ea.com/)‘s been talking about forever. Even before we launched, we were talking about it internally. Obviously we couldn’t do something like League of Legends (http://www.leagueoflegends.com/) does, rotating what advanced class you could play each week [whew!], but it’s the future of online games. It’s just what it is.

On the type of player they’re trying to attract:
Leading up to the launch, we always talked about SWTOR as being a fully featured MMO. That means a broad player base. It’s like we’ve talked about, we’ve got a new raid coming out, a new warzone, and there’s crossover with the players there, but they are different types of players.
We also talked (back at E3) about how we’ve got a new planet, Makeb, with new story, so we’re kind of rotating between the player types, if you will. But we do incentivise a lot of cross-play, and that’s where the accessibility of the different features come into play.
Like, we see people playing warzones, a lot of people who aren’t necessarily “PvP players,” as our stats define them. But a lot of people get into them because they’re really accessible, especially as people are leveling up.
So we’re focusing on all fronts. On the PvP front, we’re focusing on trying to get a better cadence with the new power progression so there’s not as much of a gap, and the ranked warzones, tournaments, things of that nature.
With the operations, we’re always trying to do new mechanics, new exciting, thrilling encounters that are wrapped in story but really focus on the gameplay features. We’re continuing to go on with that puzzle kind of staple that we established in Eternity Vault, trying to continue that style of gameplay as well.

(http://wac.7725.edgecastcdn.net/807725/website/wp-content/uploads/2012/09/Ilum.jpg)
 (http://wac.7725.edgecastcdn.net/807725/website/wp-content/uploads/2012/09/Ilum.jpg)

On the PvP gap at max level:
I talked about before launch how I wanted a 20% gap [between a “new” level 50 and a top-geared player], and we did not hit that for a number of development reasons; I could get into the boring details, but the goal and the intent is still a 20% gap.
One way we’re going to handle that in the future will be a level 50 bolster. We’re going to introduce a recruit gear, mark II in the next patch, but a level 50 bolster will also bring things closer to that 20% gap.

On ranked warzones:
We’re making good strides on that. We’ve got a lot of exciting developments going on, but I’m not allowed to give details at this point. It’s something everyone at the studio is really amped about, and we hope to start dropping hints and teasers about that soon.
We want to do more than simply “turn on” ranked warzones for season one. We’re looking into other PvP modes, as well. I can’t give exact dates, but it’s likely that free-to-play will come online slightly before ranked warzones.

On Ilum:
It was one of those last features we tried to tackle before launch, and when you’re launching a major MMO, emergent issues arise and resources had to be pulled from it. It was unfortunate, and we were never able to get Ilum to the design spec that we wanted.
At this point, what we’re wanting to do is an event that revitalizes it. It’ll have something to do with an alien race crash-landing into it, and we’re targeting a January timeframe, which is when update 1.1 happened this last January.
In addition to revitalizing the open-world PvP, we’re also looking at the obvious issues like faction imbalance and things of that nature, though I can’t get into the details of our approach right now.

(http://wac.7725.edgecastcdn.net/807725/website/wp-content/uploads/2012/09/Terror-From-Beyond.jpg)
 (http://wac.7725.edgecastcdn.net/807725/website/wp-content/uploads/2012/09/Terror-From-Beyond.jpg)

On Nightmare modes:
We have them done on our development charts. It’s the near future, very SoonTM. We’ve got the Terror From Beyond and then Nightmare mode for Explosive Conflict, and we’ll have a new set of gear for PvE split between those two modes. So you’ll have two operations for that tier of gear, as opposed to all of it crammed into one operation.

On his greatest challenge:
As we’re moving into this faster cadence and the new development structure and tools we have, you’ve got to get your ducks in a row, so to speak. How long is it going to be on public test, when is there sufficient QA for the release, things like that. It’s lining all those things up to have the assembly line going with that process. Shifting process around is a big challenge.

On revisiting old planets:
It’s something we want. I mean, that’s part of the Star Wars fantasy. Even at max level, you want to go to Tatooine or Voss for something â€" and we’ve been speccing out some other systems internally to make use of those other planets, like bounty-hunting missions or other events.

(http://wac.7725.edgecastcdn.net/807725/website/wp-content/uploads/2012/09/SWTOR.jpg)





Title: Hm, Updates! B-)
Post by: voyak on September 11, 2012, 09:26:27 AM
1.4 is up on PTS with some nice changes! :)

They've nerfed the hell out of Denova Story mode which i'm thinking they'll prolly put in the LFG tool.

I'll paste all patchnotes in the next post and highlight the most important ones in my opinion.

All patchnotes are available here:

http://www.swtor.com/test-center/patchnotes
Title: Hm, Updates! B-)
Post by: voyak on September 11, 2012, 09:29:01 AM
Highlights
Classes and Combat
Companion Characters
Crew Skills
Flashpoints and Operations
Operations
Group Finder
Title: Hm, Updates! B-)
Post by: voyak on September 11, 2012, 09:29:29 AM
Items
Missions and NPCs
PvP
Space Combat
UI
Miscellaneous Bug Fixes
Title: Hm, Updates! B-)
Post by: voyak on September 11, 2012, 10:13:57 AM
i've marked the most important ones
Title: Hm, Updates! B-)
Post by: KKND on September 11, 2012, 11:29:24 AM
Quote from: voyak;358221i've marked the most important ones

Nice info bud :)
Title: Hm, Updates! B-)
Post by: voyak on September 25, 2012, 10:28:08 PM
1.4 is tomorrow! (26.09.2012)

http://www.swtor.com/blog/scheduled-maintenance-game-update-1.4-september-26th-2012


Title: Hm, Updates! B-)
Post by: kanotaylor on September 25, 2012, 10:32:48 PM
beat me too it, i was just about to post this!

we need to do EC HM first

I tried it the other day with a random group..

totally different

we only beat zoth and torn (or whatever there names are) the tanks are ridiculously hard
Title: Hm, Updates! B-)
Post by: voyak on September 25, 2012, 11:37:01 PM
nah, the Story Mode of Terror From Beyond requires same gear that EC SM does :)
Title: Hm, Updates! B-)
Post by: kanotaylor on September 26, 2012, 08:53:25 PM
been doing terror from beyond today, good SM

SM drops rakata apart from last boss who like EC SM drops 1 rakata gear

see dulfy for droplists and guides:

Guides (http://dulfy.net/2012/09/26/swtor-terror-from-beyond-tfb-operation-boss-guides/)

drops (http://dulfy.net/2012/09/26/terror-from-beyond-tfb-loot-table/)