New Q&A is up!!
Ziko:
Already having 8 characters on my server...will I be forced to delete
characters in order to take advantage of the Legacy system or will I be
able to change race & new Legacy customization features on
pre-existing characters and will there be more character slots added?
Georg
Zoeller (Principal Lead Combat Designer): We have heard at the Guild
Summit that there's interest in being able to acquire additional
character slots on the servers. We are in the process of determining the
requirements for such a step and will update the community when such a
feature has moved past the planning state.
aivedoir: Any chance we'll get a pop up blocker for crews returning from missions?
Damion
Schubert (Principal Lead Systems Designer): This should be fixed in
Game Update 1.2. We also are adding an option to disable Crew Skill
reward pop ups entirely in Warzones (since the definition of when you
are in combat is fuzzier there).
SpaniardInfinity: At
the Guild Summit, the question was asked whether or not
Commando/Mercenary would receive an in-combat revive (at least in the
near-future); to which the answer was no. I am curious, however: what is
the rationale behind this design choice? As it stands,
Commandos/Mercenaries can overcome their weaknesses (AoE and mobility)
with practice, effort, and smart skill/ammo use; none of that will help
us work around being the only healer unable to raise an ally, however.
Georg:
The answer at the Guild Summit pertained to Game Update v1.2 for the
most part. While different classes have different utility in the game
(by design), we feel, based on feedback from our top end guild testers,
that with the increased usefulness of in-combat revives coming in Game
Update 1.2 (we increased the amount of health players come back with),
it is necessary to re-evaluate this topic. We’re not categorically
opposed to adding an in-combat revive to the class in the long term,
most likely around the same time we add another Quickslot Bar to the
game.
DinesenDK: Will it be possible to exchange lower level planet commendations for higher level commendations in the future?
Georg:
It’s something we had in testing but took out as it lead to a majority
of players not spending any commendations and just uptrading them, which
defeats the purpose of the commendation system. I can see us re-opening
this topic a while down the road, maybe in context of discussing
something like the much requested Legacy Bank.
Loreki:
Will the new crafting items coming in Game Update 1.2 have their own
grade of materials and if so; how will you fit the nodes into the
existing end-game areas?
Georg: The
majority of Game Update 1.2 crafting content will seamlessly integrate
with the existing system, meaning they will make use of existing endgame
materials. The newly craftable augments will use new materials supplied
by Slicing missions, while the newly created PvP crystals will use new
materials bought by PvP commendations. We did add additional nodes for
high-end materials to the daily areas and changed some of the operations
materials to be Bind on Equip….
Khoreal: Will you add extra Quickbars? 4 is a bit short when you want to use your character to its full extent.
Damion: We plan to do this, but no ETA. This will not be in Game Update 1.2, I'm afraid.
Urtog:
Say I get a Chiss to level 50, now that species is unlocked for all
other classes. So if I make a Chiss on the republic side then delete the
level 50 Chiss what would happen to my republic version? Or if I delete
it before making another character of that species, does it become
permanently unlocked even if the level 50 species is deleted?
Damion:
You keep your Chiss, and you also keep the ability to create new Chiss.
This ability is now permanently unlocked on that server.
ClayManiac:
Will there be an overhaul to the achievement system? Currently there is
no way to track progress towards them and most of them seem to just
happen. Maybe even add more objectives? Survey a planet's map, etc.
Reasons to do stuff other than sit in the fleet all day.
Damion:
We are just starting an initial design document for this system now. I
don't want to talk about it yet, but I can say that we have some twists
planned that should make it no ordinary achievement system...
captainfrankie:
Do you have any plans to upgrade the Razer Green/Black Color crystal
(SE Black Green Color Crystal) as you did the pre-order Yellow/Black?
Georg:
Yes. It will involve uptrading your existing crystal for a new one
(along with paying a modest credit fee to the vendor), so don’t throw
out the old one just yet
YuvalZiv - Are there any
plans to add a barber shop anytime soon, or a feature that will allow
existing characters to enjoy additional customization options, unlocked
through the Legacy system?
Damion:
"Are there plans?" - the answer is yes. "Anytime soon" -- the answer is
no. It's not that we don't want to do it, it's just a little further
down in the priority queue, and so I don't want everyone to have any
expectations that are unrealistic in terms of when it will get into your
hands.
Because this sort of answer happens what I am sure is too
often in these weekly Q&As, I thought I'd pause and give an idea of
how we sort and prioritize issues like this. Right now, my primary role
on the project is to design and help guide prioritization for most of
the new features that are in consideration for the next year. Designing
them is easy and fun - my dream job, really. Prioritizing them is a lot
trickier, and a lot of factors go into those decisions. Quick features
(such as the ability to toggle off receiving mission rewards in
Warzones, mentioned earlier) are cheap wins - easy to program, easy to
QA, and useful or important to a large segment of the audience. The
barber shop is harder -- not hard, mind you, but it requires multiple
development groups, really needs new art to do very well, and has
implications for existing characters in the world. For the cost of a
well-done barber shop, we can do six or eight things the size of the
Warzone toggle, or last week's Smart Camera Toggle (and sometimes more)!
This
doesn't mean that we won't do larger features -- indeed, in the next
patch we have multiple very large features, including Guild Banks and
Legacy, that were big money features, and that we think are going to
have huge impacts overall on the quality of the game. But we tend to
pair a relatively smaller number of those big features with a lot of
these smaller feature additions, because that sort of approach seems to
offer us the largest bang for the buck. And to be honest, having looked
at our most recent version of patch notes for Game Update 1.2 today ---
well, let's just say that this patch is astonishing in the amount of new
stuff, big and small, that is coming your way.
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