BioWare has been busy. The 1.2 update to Star Wars: The Old Republic,
scheduled to go live sometime in early April, will contain quite a bit
of content, from a new player verus player Warzone and player versus
environment dungeons to guild features and class rebalancing significant
enough to refund all skill tree points. Game Director at BioWare James
Ohlen provided plenty of detail about what is changing and why.
"We want to give our players their money's worth," said Ohlen. "They're
paying fifteen dollars a month, so we have the whole team essentially
devoted to pumping out new content and new systems on regular occasions.
They've been crunching even past launch. We've had a lot longer
[quality assurance] soak time this time. We want to make sure there's no
bugs, such as the one that occurred in Ilum for our [patch 1.1]. We
don't want that to happen again, we want the positives to be focused
on."
Two dungeon areas will be introduced in 1.2, a new Operation, called
Explosive Conflict, and a new Flashpoint, called Lost Island, which is
linked to the Kaon Under Siege dungeon added in content patch 1.1. The
Explosive Conflict Operation will be set on the planet of Denova, and
will feature fights against large monsters and mechanical walkers. Ohlen
didn't want to give away too many details about how the fights will
actually work, but did hint that the experience will be much different
from the end game content seen so far. "It's got more of a wartime feel,
which is what Denova is all about. You have heavy war machines, you
have a camp that you're invading." In the Operation your goal is to
assault an arms factory, an especially dangerous mission due to the
volatile baradium strewn all over the area, which will blow up if you're
not careful.
If you've been playing the game since launch in late 2011, those Legacy
levels will finally be good for something after 1.2. Specifically,
they'll let you set up a family tree, where you can arrange your
characters and earn bonuses. Getting to level 50 will unlock that
character's race for all classes you create thereafter, bypassing the
regular class and race restrictions. "If you were to play a character to
level 50 with all the races, you could create any class of any race,"
said Ohlen. "We know that not many people are going to do that because
it's kind of crazy, so we also gave the option for players to purchase
some of the unlocks." Ohlen said the race purchases will be made only
with in-game currency.
Other Legacy unlocks will not be available until you've leveled a class
to 50, however. Such is the case with unlocking new skills. Do you wish
your Bounty Hunter could shoot Force lightning? After 1.2, if you relate
the Bounty Hunter to a level 50 Inquisitor, it'll be possible, though
with some significant limitations.
A Bounty Hunter won't suddenly turn into a Force-wielding super user.
Every class has a heroic moment ability which requires the presence of a
companion to activate. Only by using these heroic moment abilities will
you be able to access the cross-class Legacy abilities. That
essentially means you can only use the abilities out in the questing
world; they're locked out when you're in a full group or in a PvP
Warzone. "It's a balancing mechanism. We wanted to make the abilities
powerful and useful but we know that some players are going to
eventually have all seven others on one character. We had to be
cognizant of that when we were creating them so we don't give the player
seven super-powerful abilities he can use in rapid succession."
In the future, it may be possible for players to fuse their Legacy
systems and marry others, but that's far from final. At least for 1.2,
only your characters can be slotted in the Legacy family trees.
Over the next months it seems as though the focus of player versus
player combat is going to be adjusted quite a bit, as BioWare is on the
verge of changing the reward structure. Soon there will no longer be any
daily or weekly quests to visit Ilum, the end-game open PvP area. Ilum
will still exist as a destination for those interested in open PvP, but
it won't be a place to earn commendations for end game PvP armor. "We're
keeping Ilum as-is. But I think almost all of our problems that occur
in open world PvP are because of the fact that the rewards there, the
behavior was less about having fun in that area and more about
exploiting to get the rewards faster. We know there is a big contingent
of players who are fans of open world PvP and we have a lot of
experience, especially on the Mythic team, of working on it. We're going
to have more announcements on what we're following up with to give
those fans what they're looking for." After 1.2, all end game rewards
will be handed out through Warzone participation, which includes
Huttball, Void Star, Alderaan Civil War and, after update 1.2, Novare
Coast.
Novare Coast will be a capture point setup similar to Alderaan Civil
War, featuring turrets your team needs to capture and hold in order to
secure victory. BioWare has been listening to player feedback since
launch and is aware some end game PvP Warzone participants are tired of
getting thrown into Huttball most of the time, and, aside from adding
Novare Coast, will be taking additional steps to lower the frequency of
Huttball matches.
No, you won't be able select specifically which Warzone to join after
1.2 goes live. Instead, Void Star will be changed so that Republic can
fight Republic and Empire can fight Empire, a team format shared by
Huttball and Novare Coast. "That means that Void Star will fire more
often when you're on a server where it's a faction imbalance…There's
going to be less of a Huttball bias. We plan to move Alderaan into that
group as well, but it won't be ready for 1.2. We're very conscious of
the fact that we have servers with a faction imbalance and we have to
deal with that."
A ranking system is being implemented into PvP Warzones to improve
matchmaking and let you compare your performance to others. "We can
avoid matches where you're going up against a team of players who have a
win-loss ratio that' s much higher than yours. We're going to continue
to expand up on the PvP ranking in future updates as well. This one
we're kind of calling the pre-season, because it's just the beginning of
our ranking system. We intend to add to it significantly."
There's certainly a lot of attention given to the end game at BioWare
right now, which makes sense given the number of the population at the
level cap. "We have a lot of players at level fifty. I can't give exact
numbers, but we have more players at level fifty than most MMOs have
subscribers. Our first group of players who started when we first
launched, they were very much our hardest core players. They went
through the leveling content really fast. Other players have been going
through the leveling content a little bit slower. I get reports every
week on the player population distribution from levels one to fifty and
it's a pretty good spread."
A new tier of armor will be made available in 1.2 for both PvP and PvE
end game sets, and the crafting system will be enhanced as well. "We
drive the artists bonkers with the amount of items they have to create.
It looks really good." It'll be a higher tier than is currently
available at the vendors. End game crafting is also receiving some
attention, as BioWare will add in more level 50 options for those who
didn't pick up Biochem as a crew skill. "We wanted to make it so Biochem
wasn't the only viable elder game crafting skill. We've done a lot of
changes there that'll make the crafting system a lot stronger."
Class changes in 1.2 include new abilities for the Warrior and the
Knight, a nerf for the Bounty Hunter, and more. Every class will receive
changes, and all skill tree points refunded so you can look over the
trees again before deciding how to rebuild your class. "Some players
will be excited, some might not. That's always the case when there's
tweaks to classes."
Other frequently requested features, such as Guild Banks and a moddable
user interface will be included in 1.2 as well. "You have to purchase
the ability to use Guild Banks in the first place. Then that gives you
one shelf. To purchase extra shelves, that costs extra credits. As you
purchase more shelves they become more expensive." Settings will be
available to control guild members' access to the bank's shelves, and
higher-ups will be able to track who is removing what and when. "In
terms of all of our features, it was probably one of the most expensive
features we built because it involves a lot of underlying code because
you're sharing items between multiple characters."
There's still a lot of discussion within BioWare about what to do with
guilds next, including the possible inclusion of guild capital ships.
"We want to put in some guild features, like the aforementioned capital
ships, that players have never seen before in an MMO." Ohlen wasn't able
provide more detail about how capital ships might work.
For the interface, it sounds as though nearly every element of it will
be modifiable in some way. "You're going to be able to take a lot of the
[graphical user interface] elements and move them around onscreen and
place them where you want to place them. You're also going to be able to
change the size. If you're so used to the World of Warcraft interface
that you want to move everything so it's identical to that, you can do
that."
Many less dramatic changes will be implemented as well. BioWare has been
busy tracking down numerous bugs and smoothing out the leveling
process, and in 1.2 will be implementing a better search functionality
in the Galactic Trade Network, The Old Republic's auction house.
Unfortunately the ability to bid on items still won't be included, but
Ohlen promised searching will be a lot easier.
Specifics about class changes and crafting will be revealed in the
coming weeks. Are you still playing The Old Republic? Do you like the
sound of update 1.2 so far?
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