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Discussion Thread: Galactic Starfighter

Originally Posted by EricMusco ( Original Post ) | 06.07.2017 12:23PM
Hey folks,

For the discussion thread this week, we are gonna mix it up a little bit. There is some specific feedback that the team is looking for about Galactic Starfighter, over three different topics. I am going to actually make three separate threads for each section of feedback. Please head into the specific threads to leave your feedback!

Thanks everyone!

-eric
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GSF Discussion: Ship Balance

Originally Posted by EricMusco ( Original Post ) | 06.07.2017 12:34PM
Hey folks,

This week, we are creating three separate forum threads for GSF discussion. You can head to this thread to get links to each of them.

For this thread let's focus on ship balance and how you feel about it. Let us know your thoughts below, here are a few questions to get you started:
  • Are there any ships you feel are over or under powered? Which ship(s) and why?
  • Are there any ship components that you feel are over or under powered? Which components and why?
  • Are there any crew members that you feel are over or under powered? Which crew members and why?

Note that this discussion is not about the addition of new ships, components, or crew members. Just about the balance of existing ones.

Let us know your thoughts!

-eric
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GSF Discussion: Itemization

Originally Posted by EricMusco ( Original Post ) | 06.07.2017 12:38PM
Hey folks,

This week, we are creating three separate forum threads for GSF discussion. You can head to this thread to get links to each of them.

In this thread, let's focus on itemization. For a long time we have made it a point to keep Galactic Starfighter as a separate progression from the rest of SWTOR. Command XP has helped a great deal by giving GSF players a method of progressing their characters while playing Starfighter, beyond the XP you already receive.

One thing we are considering is adding more ways for GSF players to enhance their "ground game" characters. This would most likely be through a vendor where you could purchase items. What do you think of this idea? What types of things would you want to see on the vendor?

Be as specific as possible! Let us know your thoughts.

-eric
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GSF Discussion: Friction Points

Originally Posted by EricMusco ( Original Post ) | 06.07.2017 12:42PM
Hey folks,

This week, we are creating three separate forum threads for GSF discussion. You can head to this thread to get links to each of them.

Galactic Starfighter, like all group content, is a system that we want to see being used by as many players as possible. This thread is to discuss the friction points that you see in GSF. Whether it stops you from playing frequently, or from playing at all, we want to understand that friction.

Here are some things to consider to get the conversation started:
  • Is the learning curve too steep to get into?
  • Is ship balance preventing you from playing?
  • Are you not playing because you feel GSF needs something new to bring you back in?
  • Matchmaking issues?
  • The fact that GSF is character based and not Legacy?

Let us know your thoughts!

-eric
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Will Bioware be at Boston Comicon in August?

Originally Posted by EricMusco ( Original Post ) | 06.07.2017 08:20AM
There are no plans to be there. Currently, our next planned Cantina will be in NYC in October, outside of New York Comic-con. More details on that to follow in the coming weeks.

-eric
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Pending Bug Fixes - GU 5.3

Originally Posted by EricMusco ( Original Post ) | 05.07.2017 03:01PM
Hey folks,

Before we get started, few important caveats:
  1. These are not the patch notes. Features, highlights, and the comprehensive list of bug fixes will be missing.
  2. This is not a comprehensive list of every bug fix in the patch.
  3. These bug fixes are subject to change and/or be removed. As we continue implementing fixes and testing them, some of these could get moved into other releases.
  4. TLDR - This is preliminary and everything is subject to change.

Here are some of the pending bug fixes for Game Update 5.3:
  • Improved Speeder Piloting 4 and 5 now works for all mounts.
  • When creating a Cathar, the fur color 3 option will now be consistent regardless of what Cathar head is chosen.
  • Players who are unable to retrieve Malavai Quinn or Elara Dorne from the Companion Locator Terminal should now be able to do so.
  • Corrected an issue which was preventing players from progressing past the Infernal Council in the Eternity Vault.
  • The following Decorations from the Nar Shaddaa Nightlife event can now be donated to a players Guild:
    • Dynamic Underworld Ceiling Light (Blue)
    • Dynamic Underworld Ceiling Light (Red)
    • Dynamic Underworld Ceiling Light (Yellow)
    • Gamblers Bar
    • Gamblers Mic Stand
    • Gamblers Party Floor
  • Items that have two-letter words in their name (such as Altar of Skulls) can now be searched on the GTN without having to remove the two-letter word.
  • The Gamorrean Guard Companion from the Nar Shaddaa Nightlife event no longer requires Artifact Authorization for F2P and Preferred Status players.
  • Master Mode Czerka Corporate Labs and Czerka Core Meltdown now progress the [WEEKLY] Galactic Conflict Mission as intended.
  • Corrected a typo in the Mission [WEEKLY] Story Uprisings Mission which stated the player needed to complete 10 Uprisings, when they only need to complete 5.
  • XenoAnalyst II from the Relics of the Gree event now drops Grey Helix Components as intended.
  • Players who abandoned the Iokath Mission Facing the Machines of War can once again acquire it.
  • Orbital Recon Probes will now always drop Orbital Recon Probe Memory Cores, even if they self-destruct (nice try, Orbital Recon Probes!). This is the objective of the Looking for Signs Daily Mission on Ziost.

-eric
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#3 Will there be a developer live stream about July 11 patch?

Originally Posted by EricMusco ( Original Post ) | 05.07.2017 11:00AM
Quote:
Originally Posted by Kakarote View Post
Eric how about Guild Stronghold Cost? Also will Guilds ever be able to have multiple Strongholds unlocked? I'm sure guilds would love it especially with how the donate to guild options work within the stronghold system. We'd have some amazing strongholds as guilds to display!
Guild Stronghold cost looks to be 15,000,000 credits.

-eric
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#2 Will there be a developer live stream about July 11 patch?

Originally Posted by EricMusco ( Original Post ) | 05.07.2017 10:42AM
Quote:
Originally Posted by casirabit View Post
Can you at least post where the stronghold is and the prices please. I know there are rumors but an official statement would be nice.
MAN, what A great question. Let me see if I can get you AN answer to that .

For starters, with 5.3 you can now have an additional Stronghold unlocked (up to a max of 6). Next, pricing:
  • Stronghold unlock: 2,500 CC or 2,500,000 Credits
  • Room 1 - Interior Expansion: 1,400 CC or 2,000,000 Credits
  • Room 2 - Rooftop Garden: 800 CC or 975,000 Credits
  • Room 3 - Deepwater Sanctuary (South): 1,150 CC or 1,450,000 Credits
  • Room 4 - Deepwater Sanctuary (North): 1,150 CC or 1,450,000 Credits

There ya go!

-eric
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Will there be a developer live stream about July 11 patch?

Originally Posted by EricMusco ( Original Post ) | 05.07.2017 10:03AM
Right now, it looks like a "probably not." My goal was to do a stream this week showing off the new Stronghold, but I have been running into some issues with getting that on stream. (streaming issues, not Stronghold issues).

If I can get them resolved we may stream tomorrow, but most likely we won't. As some others have said, we really pulled back on our streaming schedule to focus in more on forum communication.

-eric
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Players "Wall of Crazy" ideas

Originally Posted by EricMusco ( Original Post ) | 05.07.2017 10:00AM
Quote:
Originally Posted by Icykill_ View Post
The theme of this thread is for people to post ideas they think might improve the game. Keith has mentioned that they have a board where they list all their ideas and it's call the "Wall of Crazy".
I think it's fitting that we also have our own "Wall of Crazy" so that we can have a central thread that we can all look at and the Bio team can too. Often there are some great ideas, but they get lost in the ether. If you have a positive idea to improve the game or come across a gem that's not already listed here, please post it so we can all see it and have a record of it.

I would like to set out some lose guidelines and "hope" people will follow them so this can be a positive thing for the whole community.
Can we please have no personal attacks on people's ideas and try not to argue. In the spirit of community building and positivity, it you disagree with something you don't always need to comment.
Remember this is an ideas thread and no positive idea is too crazy or even funny.

Please keep posts as short as possible so it's easier to collect them all and put them on our "Wall".

I'm going to reserve the first couple of spots for listing and consolidating ideas. (Mod guys, please don't delete them 😊 )
Great idea! Posting here just to get some extra visibility for you, Icy!

-eric
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Class Changes: Engineering Sniper / Saboteur Gunslinger

Originally Posted by EricMusco ( Original Post ) | 03.07.2017 10:52AM
Hey folks,

Below you will find the upcoming changes for Engineering and Saboteur coming in Game Update 5.3.

Quote:
Note: All changes below are currently in development and are subject to change before being released.

Sniper
Engineering
  • Reduced the damage of Plasma Probe by approximately 10% and reduced the effectiveness of its slowing effect to 50% (down from 70%)
  • Reduced Cluster Bombs given by Imperial Methodology from 2 to 1
  • Increased energy generation on exploding Cluster Bombs given by Imperial Methodology from 5 to 6
  • Reduced Electrified Railgun damage by 20%
  • Added Takedown to Electrified Blast, yielding an Electrified Railgun stack from using Takedown

Gunslinger
Saboteur
  • Reduced the damage of Incendiary Grenade by approximately 10% and reduced the effectiveness of its slowing effect to 50% (down from 70%)
  • Reduced Contingency Charges given by Insurrection from 2 to 1
  • Increased energy generation on exploding Contingency Charges given by Insurrection from 5 to 6
  • Reduced Blazing Speed damage by 20%
  • Added Quickdraw to Hot Shot, yielding a Blazing Speed stack from using Quickdraw

DevNotes: To bring the Engineering / Saboteur discipline down to its DPS target, we made several changes. We changed skills that affect Cluster Bombs / Contingency Charges to both reduce damage output and overall energy regeneration slightly, because we found Engineering / Saboteur was swimming in too much energy and dealing more damage than intended. But those changes werent enough to bring them all the way down to their DPS target, so we also reduced the damage dealt by Electrified Railgun / Blazing Speed and Plasma Probe / Incendiary Grenade to finish the job.

We didnt like that Engineering / Saboteur players might sometimes need to choose between using Takedown / Quickdraw to deal damage or Snipe and Fragmentation Grenade / Charged Burst and Thermal Grenade to keep Electrified Railgun / Blazing Speed rolling on their target, so we added Takedown / Quickdraw to the list of abilities that can apply and refresh Electrified Railgun / Blazing Speed.

There are also two more changes weve made not related to damage that affect Engineering Snipers / Saboteur Gunslingers. The first is shown in the notes above, where we reduced the effectiveness of Plasma Probes / Incendiary Grenades slowing effect because it now has an 8 meter radius (up from 5 meters prior to 5.0). We gave it a larger radius in 5.0 because it deals its damage over time, making it easier to avoid than other area of effect attacks like Death Field / Force in Balance and Smash / Force Sweep which deal their damage instantly and only have 5 meter radii. But with the new, larger radius for Plasma Probe / Incendiary Grenade, the old 70% slow turned out to be too strong, so we are toning it down in the 5.3 update.

The second change isnt listed in the notes above because it isnt a change specific to Engineering / Saboteur. Its not even a change that has any effect on PvE. For a very long time now, single-target damage over time effects have not interrupted characters from capturing PvP objectives, largely because if they did it would make capturing PvP objectives extremely difficult (nigh impossible, some might say). But until now, that hasnt prevented all of the area of effect damage over time abilities in the game from interrupting a character who is trying to capture a PvP objective. In 5.3, this will be changing: all AoE DoT abilities, including Plasma Probe / Incendiary Grenade, will be joining Toxic Haze / Bushwhack as abilities that do not interrupt a character who is in the process of capturing a PvP objective.

This change is intended to make it easier for attacking teams to capture PvP objectives and reduce the frequency of stalemates in certain PvP Warzones. It is a small change, and it affects few abilities. For example, abilities like Death from Above / Mortar Volley and Suppressive Fire / Sweeping Gunfire which require a character to actively maintain a channel and are not considered damage over time effects in SWTOR will still interrupt an enemy character who is trying to capture a PvP objective.

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