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By on Jun 21, 2012 at 6:13 pm, in News, SWTOR  |  Comments: No comments yet

If you were wondering about all the new changes coming in 1.3 regarding augment slots, flashpoint itemization, loot tables and more, Bioware has taken some time to share with you the whys and whats of what is coming.

Augment Slots:

Prior to Game Update 1.3, it was only possible to create an Augmented item through a critical crafting success. Augmented items have an additional mod slot, conveniently called an augment. Some of the most valuable items in the game right now are orange shells that have been crafted with an augment slot unlocked, because they have exceptional stat potential with their full complement of mod slots. While these items are cool, they are indicative of a systemic inequity between different types of items. That’s where Augment Tables come in.

Flashpoint Itemization:

To accompany the release of Group Finder, Game Update 1.3 includes a moderate update to the loot distribution in endgame Flashpoints. This is a partial re-itemization, so it utilizes primarily existing gear. The loot contents of almost all the endgame Flashpoint bosses have changed, with a few exceptions. While it may change on an individual case, here’s an overview of how the loot drops work now. Since this is an overview, it doesn’t include lots of the supplemental drops like tokens, rare items and schematics:

Read the rest of the entry on the official homepage.

By on Jun 21, 2012 at 6:13 pm, in News, SWTOR  |  Comments: No comments yet

If you were wondering about all the new changes coming in 1.3 regarding augment slots, flashpoint itemization, loot tables and more, Bioware has taken some time to share with you the whys and whats of what is coming.

Augment Slots:

Prior to Game Update 1.3, it was only possible to create an Augmented item through a critical crafting success. Augmented items have an additional mod slot, conveniently called an augment. Some of the most valuable items in the game right now are orange shells that have been crafted with an augment slot unlocked, because they have exceptional stat potential with their full complement of mod slots. While these items are cool, they are indicative of a systemic inequity between different types of items. That’s where Augment Tables come in.

Flashpoint Itemization:

To accompany the release of Group Finder, Game Update 1.3 includes a moderate update to the loot distribution in endgame Flashpoints. This is a partial re-itemization, so it utilizes primarily existing gear. The loot contents of almost all the endgame Flashpoint bosses have changed, with a few exceptions. While it may change on an individual case, here’s an overview of how the loot drops work now. Since this is an overview, it doesn’t include lots of the supplemental drops like tokens, rare items and schematics:

Read the rest of the entry on the official homepage.

By on Jun 5, 2012 at 9:06 am, in Buzz, SWTOR  |  Comments: 7 comments

As more and more MMOs’ release, it is evident that World of Warcraft’s success has been an anomaly. Remember when SWTOR was strutted as the next “WoW killer?” But ultimately a large exodus occurred, and layoffs followed. Many have since begun questioning the success of any subscription based MMO to follow. If Bioware is struggling with a subscription model when they have the biggest IP you can attach to an MMO, what hope is there for any other MMO that follows the same model? Essentially, Bioware needs to convert to the Free-to-Play model if they want to increase their profit and player base.

By on May 18, 2012 at 3:22 pm, in News, SWTOR  |  Comments: 1 comment

UPDATE:

Originally posted by DavidHunt (Source)


For Game Update 1.3, augment kit creation is limited to the classes that can currently make augments. This is necessary for the introduction of the system; it allows us to distribute the components at a steady rate, because each augmentable item you RE results in a portion of the augment slot. The items created by the other crew skills don’t fit in with this progression as cleanly – if we decide to allow Artifice or Cybertech to acquire the kits through their commonly created items, under our current systems they would produce kits substantially faster than the other skills. It is safer to open augment kits to a limited set of crew skills.

Augment tables are an important part of the plan for crafting and items in general, and we’re committed to continually integrating re-evaluating the feature and integrating it into future. Our intent is to provide a system that utilizes crafting to give all gear the same statistical potential while we monitor economic data and gather player feedback to determine what other changes or additions to make. Adding augment kits to additional crew skills is on the list of possibilities, but it is by no means guaranteed. We’re working on other updates to how some of the systems work – both internally and externally – that may improve the viability of including augment kits in other skills without creating a substantial imbalance. Along with the economic data and feedback, that will determine whether augment kits expand to other crew skills.

Long term, we have economic plans that involve continually refreshing crew skills with new content. Since we are early in those stages, every time we make an update it will make the most recently changed crew skills seem superior. If we included major additions for every crew skill each update at our current pace, it would likely create a result that is incomplete and devalues the system as a whole. As each crew skill gets a wider range of viable items/services, the impact of an individual addition should decrease, and we’ll see a smoother cadence between the crew skills.

By on May 18, 2012 at 3:22 pm, in News, SWTOR  |  Comments: 1 comment

UPDATE:

Originally posted by DavidHunt (Source)


For Game Update 1.3, augment kit creation is limited to the classes that can currently make augments. This is necessary for the introduction of the system; it allows us to distribute the components at a steady rate, because each augmentable item you RE results in a portion of the augment slot. The items created by the other crew skills don’t fit in with this progression as cleanly – if we decide to allow Artifice or Cybertech to acquire the kits through their commonly created items, under our current systems they would produce kits substantially faster than the other skills. It is safer to open augment kits to a limited set of crew skills.

Augment tables are an important part of the plan for crafting and items in general, and we’re committed to continually integrating re-evaluating the feature and integrating it into future. Our intent is to provide a system that utilizes crafting to give all gear the same statistical potential while we monitor economic data and gather player feedback to determine what other changes or additions to make. Adding augment kits to additional crew skills is on the list of possibilities, but it is by no means guaranteed. We’re working on other updates to how some of the systems work – both internally and externally – that may improve the viability of including augment kits in other skills without creating a substantial imbalance. Along with the economic data and feedback, that will determine whether augment kits expand to other crew skills.

Long term, we have economic plans that involve continually refreshing crew skills with new content. Since we are early in those stages, every time we make an update it will make the most recently changed crew skills seem superior. If we included major additions for every crew skill each update at our current pace, it would likely create a result that is incomplete and devalues the system as a whole. As each crew skill gets a wider range of viable items/services, the impact of an individual addition should decrease, and we’ll see a smoother cadence between the crew skills.

By on May 18, 2012 at 3:22 pm, in News, SWTOR  |  Comments: 1 comment

UPDATE:

Originally posted by DavidHunt (Source)


For Game Update 1.3, augment kit creation is limited to the classes that can currently make augments. This is necessary for the introduction of the system; it allows us to distribute the components at a steady rate, because each augmentable item you RE results in a portion of the augment slot. The items created by the other crew skills don’t fit in with this progression as cleanly – if we decide to allow Artifice or Cybertech to acquire the kits through their commonly created items, under our current systems they would produce kits substantially faster than the other skills. It is safer to open augment kits to a limited set of crew skills.

Augment tables are an important part of the plan for crafting and items in general, and we’re committed to continually integrating re-evaluating the feature and integrating it into future. Our intent is to provide a system that utilizes crafting to give all gear the same statistical potential while we monitor economic data and gather player feedback to determine what other changes or additions to make. Adding augment kits to additional crew skills is on the list of possibilities, but it is by no means guaranteed. We’re working on other updates to how some of the systems work – both internally and externally – that may improve the viability of including augment kits in other skills without creating a substantial imbalance. Along with the economic data and feedback, that will determine whether augment kits expand to other crew skills.

Long term, we have economic plans that involve continually refreshing crew skills with new content. Since we are early in those stages, every time we make an update it will make the most recently changed crew skills seem superior. If we included major additions for every crew skill each update at our current pace, it would likely create a result that is incomplete and devalues the system as a whole. As each crew skill gets a wider range of viable items/services, the impact of an individual addition should decrease, and we’ll see a smoother cadence between the crew skills.

By on May 17, 2012 at 10:19 am, in News, SWTOR  |  Comments: No comments yet

The fine people over at Inquisitor’s Roadhouse had a chance to ask some questions of Systems Designers David Hunt and Patrick Malott about the upcoming changes to Crew Skills in patch 1.3. Here’s a quick quote, but make sure you read the full interview so you can get prepared for all the upcoming changes.

Q: Can you share with us your thoughts on gear itemization and how that was actually playing out in game versus what you intended that lead to this change?

A: Although the details weren’t decided until recently, all the post-launch itemization systems in SWTOR have been things I’ve wanted for months. Especially with 1.2, I wanted something like augment tables but we didn’t manage to get a system in to go along with the changes to open up mods in the endgame. It sucks when you have an expansive stat customization system and then we throw out caveats like, “Oh, it only works on this small subset of items.” The more freedom and consistency, the better. Player feedback to Public Test for 1.2 indicated to us that there would be strong support for a system that opened up more viable gear, and we felt that augment tables aligned with both our goals and the needs of the playerbase. That feedback helps us get it expedited to try to get it ready ASAP. It might have been cool to get this out between Public Test 1.2 and live 1.2, but the scope of the system meant it would need much more time to do it right.

Along with the feedback we’ve received, the way itemization has played out on live has encouraged us that embracing the full mod route is the right decision. While it may not be apparent, many of the complaints players have had about itemization are concerns we share and are working on addressing. While item mods existed in beta for quite a while, some of the fundamental tech pieces didn’t exist until shortly before launch. Internally, mods make our items inordinately more data-complex and intensive than the items in the average item heavy game, and those complexities are compounded by a live environment.

Source: Patch 1.3 Crew Skills Changes: Q&A with SWTOR Systems Designers David Hunt and Patrick Malott

By on May 17, 2012 at 10:19 am, in News, SWTOR  |  Comments: No comments yet

The fine people over at Inquisitor’s Roadhouse had a chance to ask some questions of Systems Designers David Hunt and Patrick Malott about the upcoming changes to Crew Skills in patch 1.3. Here’s a quick quote, but make sure you read the full interview so you can get prepared for all the upcoming changes.

Q: Can you share with us your thoughts on gear itemization and how that was actually playing out in game versus what you intended that lead to this change?

A: Although the details weren’t decided until recently, all the post-launch itemization systems in SWTOR have been things I’ve wanted for months. Especially with 1.2, I wanted something like augment tables but we didn’t manage to get a system in to go along with the changes to open up mods in the endgame. It sucks when you have an expansive stat customization system and then we throw out caveats like, “Oh, it only works on this small subset of items.” The more freedom and consistency, the better. Player feedback to Public Test for 1.2 indicated to us that there would be strong support for a system that opened up more viable gear, and we felt that augment tables aligned with both our goals and the needs of the playerbase. That feedback helps us get it expedited to try to get it ready ASAP. It might have been cool to get this out between Public Test 1.2 and live 1.2, but the scope of the system meant it would need much more time to do it right.

Along with the feedback we’ve received, the way itemization has played out on live has encouraged us that embracing the full mod route is the right decision. While it may not be apparent, many of the complaints players have had about itemization are concerns we share and are working on addressing. While item mods existed in beta for quite a while, some of the fundamental tech pieces didn’t exist until shortly before launch. Internally, mods make our items inordinately more data-complex and intensive than the items in the average item heavy game, and those complexities are compounded by a live environment.

Source: Patch 1.3 Crew Skills Changes: Q&A with SWTOR Systems Designers David Hunt and Patrick Malott

By on May 17, 2012 at 10:19 am, in News, SWTOR  |  Comments: No comments yet

The fine people over at Inquisitor’s Roadhouse had a chance to ask some questions of Systems Designers David Hunt and Patrick Malott about the upcoming changes to Crew Skills in patch 1.3. Here’s a quick quote, but make sure you read the full interview so you can get prepared for all the upcoming changes.

Q: Can you share with us your thoughts on gear itemization and how that was actually playing out in game versus what you intended that lead to this change?

A: Although the details weren’t decided until recently, all the post-launch itemization systems in SWTOR have been things I’ve wanted for months. Especially with 1.2, I wanted something like augment tables but we didn’t manage to get a system in to go along with the changes to open up mods in the endgame. It sucks when you have an expansive stat customization system and then we throw out caveats like, “Oh, it only works on this small subset of items.” The more freedom and consistency, the better. Player feedback to Public Test for 1.2 indicated to us that there would be strong support for a system that opened up more viable gear, and we felt that augment tables aligned with both our goals and the needs of the playerbase. That feedback helps us get it expedited to try to get it ready ASAP. It might have been cool to get this out between Public Test 1.2 and live 1.2, but the scope of the system meant it would need much more time to do it right.

Along with the feedback we’ve received, the way itemization has played out on live has encouraged us that embracing the full mod route is the right decision. While it may not be apparent, many of the complaints players have had about itemization are concerns we share and are working on addressing. While item mods existed in beta for quite a while, some of the fundamental tech pieces didn’t exist until shortly before launch. Internally, mods make our items inordinately more data-complex and intensive than the items in the average item heavy game, and those complexities are compounded by a live environment.

Source: Patch 1.3 Crew Skills Changes: Q&A with SWTOR Systems Designers David Hunt and Patrick Malott

By on Aug 1, 2011 at 4:10 pm, in Patch Notes, RIFT  |  Comments: No comments yet

GENERAL
* Hammerknell: Painstalker Mongrel’s Unleashed buff now only lasts 30 seconds.
* Fixed NPCs resetting aggro when their current target becomes friendly to them [like from a mind control].
* If you have an item equipped that you no longer qualify to use (like having higher level Planar Essences in a source machine on a lower level character), that item will be unequipped and put in your bags if there is room, or otherwise mailed to you.
* Potential client crash fix.

CHARMER’S CALDERA
* Updated Charmer’s Caldera population to address a farming issue.

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