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Changes Coming to Packs with 4.1

Originally Posted by EricMusco ( Original Post ) | 27.01.2016 10:06AM
Hey folks,

As you may know, our Cartel Market team has been making constant adjustments to how packs work, since our rework in Fallen Empire. We have heard in the past few months a lot of feedback from players that they really like the functionality of the Grand Packs. Think of anything from the Bronze, Silver, Gold Packs to the old Grand packs we released last year. Because of this, we are making some changes to the new pack which will release with 4.1.

Currently when you open a Cartel Market pack, this is what you receive:
  • 2 items from the pack (Mounts, Decorations, etc)
  • 1 grade 5 or 6 Companion Gift
  • 1 Scrap
When you open the new Firebrand Pack in 4.1 you will receive the following:
  • 2 items- either a new item from the pack (Mounts, Decorations, etc) or a Grand Chance Cube (more on this in a second)
  • 1 grade 5 or 6 Companion Gift
  • 1 Scrap
Now you are asking, what is the Grand Chance Cube? Think of it as the ultimate Grand Pack. Inside a Grand Chance Cube you have a chance to receive any available Cartel Market Pack item, including from the current Pack. Also, the Grand Chance Cube acts as a Grand Pack in that if you open an Armor Lootbox, it will contain the entire armor set, not just a few pieces.

This change allows us to place more emphasis on the Silver and Gold items in each pack, as we are no longer building new Bronze items. Now, in place of Bronze items you will receive a Grand Chance Cube. This Cube can contain the rarest of Cartel Market selections, giving you a second chance at highly-desired items.

Due to the ongoing changes in the Cartel Market, all of this is subject to change. It is likely that more changes will follow in the future.

Let me know if you have any questions on how these new packs work and I will work to clear up any confusion.

-eric
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Changes to Start at 60 Armor

Originally Posted by EricMusco ( Original Post ) | 26.01.2016 02:02PM
Hey folks,

Right now, when you make a brand new Start at 60 character, the armor that your character is wearing is Bind on Legacy. This has allowed players to make characters with the purpose of moving that armor appearance around to other characters. What we have seen on our side is that this has created a large increase in players creating characters just to get the armor sets, and then deleting those characters. This has created a negative impact on the data side. In order address this, we need to make some changes to how that gear works.

Starting in Game Update 4.1, the gear that comes with a Start at 60 character will be Bind on Pickup. This change will also affect all existing Start at 60 gear. Now, we know that there is a lot of interest in having those appearance available to characters. So here is a list of where you can attain those appearances in-game in 4.1:
  • Sith Warrior Alliance Supply Crate
  • Sith Inquisitor - Alliance Supply Crate
  • Imperial Agent Crafted (Grade 8)
  • Bounty Hunter Crafted (Grade 8)
  • Jedi Knight - Alliance Supply Crate
  • Jedi Consular Crafted (Grade 8)
  • Smuggler Crafted (Grade 8)
  • Trooper Crafted (Grade 9)
Note that all of this gear is currently Faction specific. We are looking into adding non-Faction specific versions in the future.

Thanks everyone!

-eric
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#2 Crafting Changes in 4.1

Originally Posted by EricMusco ( Original Post ) | 26.01.2016 01:23PM
Quote: Originally Posted by Exly View Post
Where will the new gathering nodes be located?
The new gathering nodes will be located in all "public" areas of Fallen Empire. An example would be the Zakuul Swamp.

-eric
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Crafting Changes in 4.1

Originally Posted by EricMusco ( Original Post ) | 26.01.2016 11:54AM
With the release of 4.0 we made a pass at focusing and streamlining Crew Skills and with 4.1 we are continuing this effort. We want crafting to remain an important alternative to Mission and Operation gear. With the release of 4.1 we are releasing an alternative to the KotFE gear. This new tier of gear will be the best craftable gear that does not require exotic crafting materials, and to support this tier, we are introducing a new grade of crafting materials and missions. With this new change, we want Crafting to remain an important alternative means to collecting the most powerful gear in the galaxy whether youre looking to gain an edge in combat, or turning a tidy profit on the Galactic Trade Network.

There are a few terms that we will be using throughout these posts, here are the terms that you will be seeing and what their meaning is:
  • Crafting skill The experience you have built up with a particular Crew Skill
  • Rating The quality of an individual item
  • Grade This refers to one of the 9 levels of Crew Skills; this includes Materials, Schematics, and Missions
General Crafting Changes
Heres a look at some of the broader, system-wide changes we will be implementing with 4.1. We will be going into greater detail for each Crew Skill and Mission in the following sections.
  • Crafting skill increases from 500 to 550
  • Introduces a new Grade, Grade 9
    • New Grade 9 crafting materials for all skills
    • New Grade 9 Schematics
    • New Grade 9 Missions
    • New harvest nodes
  • Color Crystals
    • All crafted Color Crystals have had their level requirement removed
    • Expertise Color Crystals can no longer be crafted, they are now sold directly from the PvP Items Vendor on the Fleet
  • Grade 8 Grade 9 Transition
    • With this update, numerous items that previously required Grade 8 crafting materials will now require Grade 9 crafting materials
    • To help ease the player transition from Grade 8 to Grade 9, we have introduced a new Crew Skill vendor on both fleets that will sell Grade 9 materials for their comparable Grade 8 materials at a 1:1 ratio. *This new vendor is temporary and will be removed with Game Update 4.2 (Chapter XI)
    • Grade 9 Materials have also been added to the Jawa Scrap Vendors.
  • Trainable Rating 208, 216, and 220 Items
    • All existing 208 Rating crafted items are being increased to Artifact (purple) quality
    • Their item rating is being increased from 208 to 212
    • Current stat configurations will remain, but their values will be increased
    • Crafting 212, 216 and 220 items will now require Grade 9 materials. With the item rating increase there will be an additional Grade 9 Artifact Quality material cost for the 212 items
    • These changes are retroactive on current 208 crafted items
    • The crafting skill required to craft these items will remain unchanged
  • Augments - There will be no new augments with 4.1. However existing 200 & 208 rating augments will now be part of Grade 9, as such we will be making the following changes to the existing rating 200 & 208 Augments:
    • All Existing MK-8 and Unassigned Augment Slots will automatically become MK-9 Augment Slots. These are specifically the slots that are created when you use an augment kit on an item.
    • Rating 200 & 208 Augments will now require an MK-9 Augment Slot
    • All Rating 200 & 208 Augments will now require Grade 9 Materials to craft
    • The new MK-9 Augment kit will be sold by the new vendor; they can be purchased for MK-8 Augment Kits
    • The crafting skill required to craft these augments will remain unchanged

Individual Crafting Crew Skill Changes
  • Armormech:
    • New Grade 9 Armor Assembly Component
    • New Rating 200 & 208 Armor
    • New MK-9 Augment Kit
    • Rating 200 & 208 Endurance Armorings
  • Synthweaving:
    • New Grade 9 Synth Bonded Attachment
    • New Rating 200 & 208 Armor
    • New MK-9 Augment Kit
    • Rating 200 & 208 Mastery Armorings
  • Armstech:
    • New Grade 9 Arms Assembly Component
    • New Rating 200 & 208 Weapons & Offhands
    • New MK-9 Augment Kit
    • Rating 200 & 208 Barrels
  • Artifice
    • New Grade 9 Artifice Bonded Attachment
    • New Rating 200 & 208 Weapons
    • New Rating 200 & 208 Off-hands
    • Rating 200 & 208 Hilts
    • New Rating 200 & 208 Relics
    • New Dye Modules
    • New Color Crystals
    • Can now only craft Rating 136 (+41 stat) Crystals
      • All other Crystal Schematics have been moved to the archive section
    • All blue, red, yellow, green, and orange Crystals and Schematics have been removed from vendors. They are now trainable from the Artifice trainer at the following Grades*:
      • Grade 1: Blue Crystal
      • Grade 2: Red Crystal
      • Grade 3: Yellow Crystal
      • Grade 4: Green Crystal
      • Grade 5: Orange Crystal
    • *All crafted color crystals have had their costs adjusted to the appropriate Grade. Their Slicing material cost has also been replaced with Treasure Hunting materials.
    We felt low level Crystals no longer had a purpose in the game, as such we removed them and enabled Artifice crafters to craft max level Crystals usable by all levels immediately.
  • Expertise Color Crystals are no longer trainable.
  • The following Color Crystal Schematics have had their skill requirement reduced to skill level 350:
    • White-Purple-Blue
    • White-Yellow-Orange
  • New rating 212 Relics can now be crafted by Artifice
    • In support of the new Relics being craftable we wanted to ensure Relics found in Operations are still superior to crafted and Mission Relics. As such we have changed the stat allocations of Relics found in Operations. The abilities of these Relics remain unchanged, however they now have an additional stat added on to them. DPS & Healing Relics have lost a little bit of endurance to gain Critical Rating, and Tank Relics have lost a little bit of Mastery to gain some Shield Rating.
  • Cybertech
    • New Grade 9 Cyber Assembly Component
    • New Rating 200 & 208 Earpieces
    • Rating 200 & 208 Mods & Enhancements
    • New Grade 9 Grenades
  • Biochem
    • New Grade 9 Cell Graft
    • New Rating 200 & 208 Implants
    • New Grade 9 Stimpaks, Adrenals, & Medpaks
      • A new Grade 9 Accuracy Stimpack will now be trainable, this Stimpack grants Accuracy and Critical Rating.
      • There will be no Grade 9 Accuracy Adrenal, the existing Accuracy Adrenal will remain unchanged to be replaced by the aforementioned Accuracy Stimpak.
    • All existing Shield/Absorb Adrenals have changed. They all now grant a shield that absorbs 20% of damage, up to a large amount of damage for 15 seconds. The shield ends either when the damage threshold is reached, or the duration ends.

Mission Crew Skill changes
With the release of 4.0 we unlocked all Crew Skill Missions. While this made it easier for players to run the specific Missions they wanted, it also exposed how redundant and unorganized these Missions were. With 4.1 we made a pass to both simplify and organize these Missions so that you have less Missions, but they are more focused on the things you really need.

For reference in this section, order of result from best to worst:
  • Wealthy
  • Rich
  • Bountiful
  • Abundant
  • Moderate

General Changes:
  • Wealthy, Rich, and Bountiful are the only result of Missions that can provide Artifact (purple) quality crafting materials
  • Prosperous level Missions no longer exist. All existing prosperous Mission Schematics that are currently in players inventories will be converted to Wealthy Schematics with the release of 4.1
  • All non-material specific Missions, such as lockboxes and vendor materials, now have only one result level. For example there are no longer any Moderate or Rich Companion Gift Missions, they are now simply Companion Gift Missions
  • Companion Gift Missions are now only available in Grade 1-5, in order to be consistent with the Companion Gift Ranks. Example, Companion Gifts of Rank 4 are only available from Grade 4 Missions
  • Companion Gift Missions no longer reward Premium (green) Quality. These Missions now reward Protoype (blue) quality, or Artifact (purple) quality on a critical result
  • There are now Moderate, Abundant, Bountiful, or Rich Material Missions for every Grade.
    • Most Mission skills have two Missions, per Grade, per Yield. In the future, we will look to address any instances where there is only one Mission.
  • Mission credit costs have been standardized. Mission costs are now based on the type of Mission and its Grade.
  • Missions will now progress in the following order as the skill is improved:
    • Moderate
    • Vendor Materials
    • Abundant
    • Companion Gifts
    • Bountiful
    • Lockboxes / Color Crystals
    • Rich
    • Wealthy
  • To accommodate these changes, a number of Missions have been moved between different Grades. A small amount of Missions have been removed altogether, but we will look to reintroduce them in the future
Investigation:
  • Two Moderate, Abundant, Bountiful, and Rich Missions per Grade
  • Three Companion Gift Missions per Grade
  • Missions have a chance to reward a craftable armor or weapon Schematic if a critical result is achieved
Treasure Hunting
  • Mostly two Moderate, Abundant, Bountiful, and Rich Missions per Grade; there are some gaps we hope to fill in the future
  • Three Companion Gift Missions per Grade
  • Two Lockbox Missions per Grade that drop new lockboxes
  • Lockbox Missions will reward two lockboxes when a critical result is achieved
  • Lockboxes now always drop a small amount of credits
  • Lockboxes now drop a single item from the random drop tables appropriate to the Grade of the lockbox
Diplomacy
  • Mostly two Moderate, Abundant, Bountiful, and Rich Missions per Grade;there are some gaps we hope to fill in the future
  • Three Companion Gift Missions per Grade
  • Companion Gift Missions no longer grant light or dark side points
  • Wealthy Missions no longer grant light or dark side points
Underworld Trading
  • Mostly two Moderate, Abundant, Bountiful, and Rich Metal Missions per Grad;, there are some gaps we hope to fill in the future
  • Mostly two Moderate, Abundant, Bountiful, and Rich Fabric Missions per Grade; there are some gaps we hope to fill in the future
  • Three Companion Gift Missions per Grade
Slicing
  • Mostly two Moderate, Abundant, Bountiful, and Rich Missions per Grade;there are some gaps we hope to fill in the future
  • Two Lockbox Missions per Grade that drop new lockboxes
  • Lockbox Missions will reward Mission discoveries when a critical is achieved
  • Lockboxes contain a sizable amount of credits that sometimes offset the cost of the Mission.
Archaeology
  • Mostly two Moderate, Abundant, Bountiful, and Rich Missions per Grade, there are some gaps we hope to fill in the future
  • One vendor material Mission per Grade.
  • One Color Crystal Mission per Grade
Scavenging & Bioanalysis
  • Mostly two Moderate, Abundant, Bountiful, and Rich Missions per Grade, there are some gaps we hope to fill in the future
  • One vendor material Mission per Grade.
Thank you all for taking the time to read through all of the changes we have planned for Game Update 4.1. As always, these changes are subject to change and you should review the 4.1 Patch Notes for the final changes.
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Update on Nightmare Loot Changes

Originally Posted by EricMusco ( Original Post ) | 25.01.2016 02:58PM
Hey folks,

Recently, we announced that starting in Game Update 4.1, only the final boss in each Nightmare Operation would have a 100% chance to drop 224 gear. The dev team has been very actively following all of the feedback that you in the community have been posting regarding this change. With that in mind, they are making one additional change Starting in Game Update 4.2 all bosses in Nightmare Operations will drop 224 rating gear.

We saw a lot of feedback over the past few weeks where many of you felt strongly that Nightmare should be a guaranteed source for the best gear, even if that means the priority HM was equivalent. The reason that we did not make it this way initially is we had concerns about players ability to gain best in slot gear extremely quickly. However, if a group of players is skilled enough to run through multiple Nightmare Operations in a single week, we should reward that appropriately.

Again, just to remind you of the current timeline for these changes:
  • Game Update 4.1 (Chapter X) The final boss of each NiM Operation is guaranteed to drop 224. All other NiM bosses have a chance for 224.
  • Game Update 4.2 (Chapter XI) All bosses in each NiM Operations are guaranteed to drop 224.
The only reason we are not making all changes for 4.1 is the development time required to implement and test these changes. We want to make sure we get these changes implemented and working properly, and unfortunately we cannot complete all of this in time for 4.1.

Thanks everyone for your continued feedback.

-eric
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Maintenance: 26 January 2016

Originally Posted by TaitWatson ( Original Post ) | 22.01.2016 09:32AM
Hey everyone,

We will be performing backend maintenance on Tuesday, January 26th. All servers will be unavailable during this time.

DATE: January 26th, 2016
TIME: 6AM - 8AM PST (2PM - 4PM GMT)
VERSION: N/A

Thank you for your patience!

-Tait
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#4 Gear Rewards from Eternal Championship

Originally Posted by StevenChew ( Original Post ) | 22.01.2016 02:46PM
Hi everyone,

Id like to share some additional details on the Eternal Championship with you. This will touch on several topics as follow:
  1. What is the story behind the Eternal Championship?
    • The Eternal Championship is the latest trend in entertainment among Zakuuls decadent upper class, who happily tour the lower levels of their capital to watch their social underlings engage in brutal death matches for fortune and glory.
    • More details regarding the backstory will be revealed next week in the Developer Live Stream with Charles Boyd!
    • Leading up to the launch of Game Update 4.2, well also post a Developer Blog about the Eternal Championship.
  2. How does the Eternal Championship work?
    • You start the Eternal Championship by picking up an access Mission, similar to a Flashpoint. You begin at Round 1, and then attempt to complete as many rounds as you can. Completing each round will grant you a certain number of Common Data Crystals. After every round, you check-in to decide whether you want to continue or cash out. The total number of Common Data Crystals you obtain depends on how many rounds you complete.
    • You can repeat the Eternal Championship as many times as you wish by picking up the access Mission again.
    • There are 3 weekly Missions to defeat Boss 5, Boss 7, and Boss 10 respectively. Completing each of these will grant you rewards, which will be explained later on.
  3. Composition of the fights for each round.
    • Each round consists of a single fight with a boss encounter. In most cases, they will involve adds.
    • For Rounds 1-5, they involve a single major mechanic in addition to other combat abilities. These rounds are catered towards players that have just finished Chapters 1-9, and are intended to guide you towards more complex fights. This could involve defeating mobs in a specific order, stepping out of AoE indicators, managing multiple mobs at once, interrupting abilities, etc. As you get further in the rounds, you might see a combination of these at the same time. The goal is to show these mechanics, rather than punish you for failing to deal with them. You will see the impact and cause the fight to take longer, but you wont be one-shotted because of it.
    • Once you step into Round 6 and continue on to Round 10, unsuccessfully dealing with these mechanics has a more significant impact. Because the Eternal Championship is being catered to a wider audience, we have to strike a balance between being challenging versus frustrating. Hardcore raiders with full 224 gear will most likely not have too much trouble beating these fights, but hopefully theyre interesting enough that the consensus is that theyre cool to play through.
    • There were multiple posts asking if these fights will be tuned for each class, or even change depending on what class you play. The answer is that itll be the same for each class, but were aiming to balance it so that all classes will be able to get past it. Some will undoubtedly be easier than others, but were trying our best to make sure that its not too frustrating for the others.
  4. Gear drops for the Weekly Missions.
    • As mentioned in an earlier post, the Eternal Championship is intended for players to have an alternate way to gear up to a higher tier of gear other than grouping up for a Flashpoint or Operation. Ive seen several posts about gear suggestions, and heres our current plan based on the input weve seen so far.

      Weekly 1 for defeating Boss 5: Rewards choice of 204 rating static gear.
      Why: The first 5 rounds are intended for players coming straight from the chapters, and as such rewards you with gear that is higher rating than what youve been getting so far (190).

      Weekly 2 for defeating Boss 7: Rewards an Arena Token that can be exchanged for a choice of 208 rating static gear.
      Why: Rounds 6-7 are catered towards players working towards Tactical Flashpoints, and as such rewards you equivalent rating gear from completing those.

      Weekly 3 for defeating Boss 10: Rewards multiple Arena Tokens that can be exchanged for a choice of 216 rating static gear.
      Why: Rounds 8-10 are catered towards players working towards HM Flashpoints and SM Ops, and as such rewards you equivalent rating gear from completing those.
      -
    • What exactly is static gear? Theyre gear pieces that have pre-determined stats that cannot be changed. The other type of gear is moddable gear, which have modifications that can be swapped out to change the stats and get the best build possible for the players respective class/discipline. Moddable gear can be purchased using Data Crystals from the vendors found on the Fleet and Odessen.
    • Now some of you might be thinking Why reward static gear? The main purpose is to help solo players gear up, not necessarily be the most optimized stat-wise. Getting an upgrade would generally help improve the players damage/defense/healing output, but not necessarily hit the best combination of numbers/stat modifiers. Also, we didnt want to diminish the moddable gear that you can get from the Data Crystal vendors. Again, the intent is to allow players to gain higher tiers of gear over a period of time. Grouping up for a Flashpoint or Operation will gear you up faster, but we didnt want to limit players who dont frequently group from getting the gear altogether.
    • We are introducing a new Arena Token (final name TBD) that can be exchanged for 208 or 216 rating static gear from a vendor. Completing Round 10 will give you enough tokens to get a 216 piece off the bat. If youre only able to clear Round 7, you can get a 208 piece or save up to get a 216 piece. The tokens are Bound to Legacy, so you can trade them to your alts if desired/needed.
    • The 3 weeklies also reward you with Common and Glowing Data Crystals. So for players who are so inclined to delve into modifications and change the stats for your gear, you have the option of getting the moddable gear from the Data Crystal vendors once youve saved up enough.
    • Gear with set bonuses are still reserved for Operations. Those are unique to that content and will remain as such.
  5. Other than Data Crystals and Gear, what else can you get from doing the Eternal Championship?
    • Boss 7 has a chance to drop a new minipet.
    • Boss 10 has a chance to drop a new mount.
    • New achievements and titles.
    • If you have any ideas for achievements or titles, definitely share those. I saw one particular post about giving unique titles for each class that completes Round 10, which is great! Well be looking into it.

I hope that this gives you a better idea of what the Eternal Championship is all about. Definitely appreciate all the feedback on gear ratings and difficulty. If you see anything that you have Missionions on or have an alternate opinion about, please share it.

Thanks everyone!
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Maintenance: 26 January 2015

Originally Posted by TaitWatson ( Original Post ) | 22.01.2016 09:32AM
Hey everyone,

We will be performing backend maintenance on Tuesday, January 29th. All servers will be unavailable during this time.

DATE: January 26th, 2016
TIME: 6AM - 8AM PST (2PM - 4PM GMT)
VERSION: N/A

Thank you for your patience!

-Tait
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#3 Gear Rewards from Eternal Championship

Originally Posted by StevenChew ( Original Post ) | 19.01.2016 10:02AM
Hello everyone,

This is Steven Chew and Ill be coordinating as well as working on the Eternal Championship. Firstly, Id like to thank everyone for providing their input. Its very encouraging as a developer to hear from players who are engaged in the content that we create. Ive been going through the posts on this feature for Game Update 4.2, and wanted to give some insight on what were trying to achieve with this.

As mentioned in the stream, this is meant to give the solo player (with companion) a series of challenges that gets progressively harder. The goal is to have the first 5 rounds be achievable by players who have just completed the first 9 chapters of KotFE, but with some additional elements. By successfully completing Round 5, they will get gear that is better than what theyve been able to get from the story content. Beginning in Round 6, the challenges will start increasing in difficulty and building up to the final encounter in Round 10. We are still in the process of fine-tuning what the difficulty increase feels like.

The Eternal Championship provides an alternative way for solo players to get higher tiers of gear, albeit at a slower rate compared to Flashpoints/Operations. The highest rating gear will still be reserved for the more difficult group content as those require more coordination and effort from more players.

Looking through the posts in the thread so far, Ive seen suggestions that match some of what were trying to do, some beyond the scope of this feature, and some additional ideas that are thats cool, we should consider that. Ill be keeping an eye on this thread so please keep those suggestions coming. I wont be able to reply to each person individually, but will post an update when we have something substantial to share.

Again, thanks for taking the time. See you in game (from the shadows, you never know when a developer is stealthily following you around).
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