SWTOR: Catch-All

One point that i'm having issue that came from the new immersion day. The flashpoints are only playable once a day. Granted this can change before launch and i hope it does.

Happy Star Wars Day! May the 4th be with you!

I must say, I do like the look of the Imperial Agent...

Unrelated to SWTOR, but starwars.com just announced the blu-ray release of the saga for September.

From http://finance.alphatrade.com/story/...

Fiscal Year 2012 Key Titles by Label and Platform – this list excludes Star Wars®: The Old Republic™, which is scheduled to launch in the second half of calendar 2011.

Scratched wrote:
From http://finance.alphatrade.com/story/...
Fiscal Year 2012 Key Titles by Label and Platform – this list excludes Star Wars®: The Old Republic™, which is scheduled to launch in the second half of calendar 2011.

http://kotaku.com/#!5798708/ea-says-...

EA Says There’s An ‘Outside Possibility’ Star Wars: The Old Republic Could Slip to 2012

so it begins...

I will not be pleased if they push it to 2012. That would make me a sad jawa.

ranalin wrote:

Star Wars: The Old Republic will be launched as a Digital Service.

Is that marketing talk for "It'll be online"?

Wembley wrote:
ranalin wrote:

Star Wars: The Old Republic will be launched as a Digital Service.

Is that marketing talk for "It'll be online"?

Available as a download is what i took it for. Similar to what Blizzard is doing with their titles now.

I rarely believe most things posted on Kotaku.

Guys at Darthhater.com did a live blog of the call, and supposed to be transcribing more later.

Here's the highlights they put up during the call. *EDIT* added the transcribed parts of the meeting.

  • Reaffirmed Star Wars: The Old Republic will ship in CY 2011.

  • Star Wars: The Old Republic will be launched as a Digital Service.

  • Subscription revenue expected to rise with the launch of SWTOR.

  • "While we fully anticipate launching Star Wars: The Old Republic in Q2 or Q3, the low end of our guidance range assumes the outside possibility of a January launch."

  • Server infrastructure for Star Wars: The Old Republic is a significant FY12 cost investment.

  • SWTOR mentioned as a Subscription based MMO.

  • Over 1 million testers (signed up)

  • We're holding the date for two reasons:
    1. Don't want to tip off the competition.
    2. To get more information from testing.

  • Question: "On a beta test for Star Wars, it sounds like you guys are already ongoing with that, but how long does a test like that before full product launch can actually take place?"

    Response: Frank: "With regard to your question on Star Wars, typically MMOs have about a six month run in terms of beta testing. We've been continuously testing STar Wars already and have already embarked on that process, so we feel very good about the type of telemetry and feedback that we've got coming in from that, and we have a very sizable signup list of beta testers that are actively engaged with making the game better."

  • Question: "Just a quick question to follow up on the beta, if I could, for a moment. Can you give us a little bit of color as to what the level of interest is at this point in the Star Wars beta, and then if we're looking at your guidance for the year and the range of your guidance, can you comment a little bit about what's at the high end in terms of the assumptions behind Star Wars--is that kind of what the timing may be with the launch of the game, or if you could give brackets around what we might be thinking of in terms of a sub-level."

    Response: Eric: "So this is Eric, and I'll take the second part of the question first. So, our guidance range at the high end of 90 cents. We give it a ship date range of fiscal Q2 to fiscal Q3 for Star Wars, and so Star Wars shipping earlier, ie Q2 vs. Q3 is factored into the 90 cent upper range. We are not giving any specidifc subscription or subscriber targets or ARPU. The only thing we've said about business models is that it's expected to be a monthly subscription based, but beyond that we haven't given any specific metrics for that. . . . if the ship date should slip by a couple months from Q2 into the latter portion of Q3, it's north of 5 cents, 10 centes in terms of variability based on the ship date of Star Wars. In terms of your first question about interest in the beta, it's exceedingly high. The demand metrics for this franchise are amongst the highest we've ever seen at Electronic Arts, and in fact the customer data coming in from the beta test of intent to purchase, quality rating, desirability, are all at the very high end of what our partners in the testing groups have seen. We're very excited and confident that we've got the right game."

  • Interest in beta is exceedingly high. The customer data coming in from the beta test are at the high end. We're very excited and confident we have the right game. Demand metrics among the highest EA has ever seen. (paraphrase)

  • The customer data coming in from the beta test are at the high end. We're very excited and confident we have the right game.

  • Expect to sell the client via Digital Download. SWTOR will lead to digital growth.

  • Question: "So, Eric, the Star Wars game: can you talk maybe about the difference in run rate before and after the game ships in terms of pre-build and then ongoing service beyond that?"

    Response: Eric: "Well, I think here's the way to look at it (and we made some specific comments about what our year looks like when measured with a portion of the year with Star Wars versus where we exit the year where Star Wars is fully in operation): So, we open the year with Fiscal 12 with Star Wars still in development, with us incurring expense to our P&L's with fairly significant R&D expenses. At the end of the year, Star Wars will be live, and we'll have some of the costs shift from R&D into cost of goods as we activate the live services--you know, the game masters, the customer care, etc. But all in, the Star Wars P&L flips from beind dilutive at the beginning of the year to being highly accretive at the end of the year."

Keep in mind that Q2 FY12 is July through September 2011, and Q3 FY12 is October through December 2011.

ranalin wrote:
We're holding the date for two reasons:
1. Don't want to tip off the competition.

That's kind of interesting, seeing as the leaked Blizzard schedule says their next expansion is in Q2 2012. Unless they're thinking of someone else as competition. Guild Wars? Rift? A non-MMO that can take all the oxygen out of the room (COD)?

Scratched wrote:
ranalin wrote:
We're holding the date for two reasons:
1. Don't want to tip off the competition.

That's kind of interesting, seeing as the leaked Blizzard schedule says their next expansion is in Q2 2012. Unless they're thinking of someone else as competition. Guild Wars? Rift? A non-MMO that can take all the oxygen out of the room (COD)?

CoD would seem like a possible contender and i'm sure Activision would try and leverage that against EA.

Still, it's quite something to imagine that two companies are hostile to each other by placing games in different markets to release at the same time. Even though COD and SWTOR are very different games, I'd imagine there's some overlap and some people will say one or the other. Can't they all just get along?

Maybe the PVP in SWTOR is actually a first person shooter where it's smugglers vs bounty hunters?

Wembley wrote:
Maybe the PVP in SWTOR is actually a first person shooter where it's smugglers vs bounty hunters?

Few more hours and we find out

Embargo lifted and Darthhater.com has done another great job listing everything out.

Universal Information

  • All classes gain Resolve bars while in PvP. These bars are a visual representation of diminishing returns that show a characters susceptibility to crowd control.

  • Resolve bars can be seen by all players alongside each player's health bar. The intent is to make tactical play accessible to more players by showing whether or not crowd control will succeed.

  • Tank characters have access to a "Guard" ability. Currently, this ability lets a tank class select a specific ally and absorb 50% of that ally's damage so long as they remain within 15m. This was added to give the last side of the trinity a place within PVP.

  • Warzone maps include power-up scattered in key locations that refresh regularly. Observed power-ups include Increased Speed, Increased Damage, and Healing.

  • All power-ups can be picked up and utilized while in stealth; this includes the Speed boost.

  • Map objectives were shown in the UI in the build we were able to play. These clearly display the total score for each team and the status of any interactive objectives.

  • You can receive at least four different rewards for PvP: Valor, Tokens, Experience, and Credits.

  • Valor is tracked like social points. Your Valor level supplies additional titles and other prestigious privileges (i.e. within a Warzone players with the highest Valor are the party leaders, can mark targets, etc).

  • Tokens are physical items that can be redeemed for stims and medkits within Warzones, or accumulated to buy PvP-specific gear and trinkets.

  • PVP gear will come with a "PVP Stat." This stat will increase a character's damage, damage absorption, and healing effectiveness specifically in PVP. It was stated that PVP gear will be, at most, 10% better for PVP then comparable PVE gear. This limit is in place to give PVP focused players a boost while still letting non-PVPers compete.

  • Match results track several stats including: Commendations, Damage Done, Kills, Defense, Deaths, Healing, Objectives, and Badges. Hovering over each of these items will give a breakdown of more stats. For example, if you hover over damage you will also see the largest hit, DPS, etc.

  • Each player is allowed to assign one commendation at the end of the match to any teammate. These commendations increase the rewards acquired by that player.

  • Kills are tracked by two numbers: enemies who died after you damaged them (or assists) and killing blows. The composite of these two numbers is the primary display on the results screen.

  • The Defense number shown on the result screen is the accumulated damage absorbed while using the "Guard" ability, as well as the damage prevented through the taunt ability.

  • Objectives are tracked by two numbers based on offense and defense. Participating in capturing a location gives you one point while participating in defending a location also gives you one point. The composite of these numbers is the primary display on the results screen.

  • Badges are rewards acquired by actions performed in a Warzone match. Similar to the point rewards seen in modern First Person Shooters such as Call of Duty, these badges will pop up on screen for a multitude of reasons. Each badge has a specific name relating to the accomplishment (i.e. guardian badge). You get them for things like absorbing 10k damage with guard without dying, reaching 100k damage overall, defending three objectives, etc.

  • When you earn a badge in a Warzone, the reason you earned one is printed in the chatbox. We were told that you will also see the reason you earned them on the scoreboard in later builds.

  • Characters on badge streaks are promoted to every player though text announcements and a general voiceover announcement (i.e. "An ally is unbeatable!"). This lets allies know who is doing well and opponents know who they should target or avoid.

Alderaan Specific Informations

  • Alderaan is a objective based map similar to the "Territory" style seen in modern FPS games. You battle to control three different turrets that continually assault the opposing team's drop ship.

  • Currently, each ship has a total health pool of 600 points and each turret does 5 points of damage every few seconds.

  • Players must interact with turrets to gain control.

  • Each interaction with the turret takes a few seconds as displayed by a casting bar.

  • The health bars for both ships and the status of all three turrets are perpetually displayed in the UI. This makes it very easy to know the status of all points and the battle as a whole at a glance.

  • The central capture point is overlooked by two C shaped walk ways that can be used as cover points for Imperial Agents and Smugglers. There is a Damage power-up located there to facilitate defense of this position.

  • The two side turrets are elevated from the ground and can be accessed by short ramps. They have a short wall that can be utilized as cover. Health power-ups are located on the edge of the exterior walls halfway between the side turrets and the central turrets.

  • The Turret controls are pillars that could be accessed by any direction in the build we played. This means we could try to hide behind turret controls to gain control while relatively out of sight. We were told that there is a visual effect while interacting in later builds that make the objectives easier to defend.

  • There is an underground passage that goes below the central turret, connecting the two side turrets. There are two speed boosts located in the center of this passage.

  • The drop ships for each faction are safe zones that have PVP vendors that provide medkits and stimpaks for PVP tokens.

  • The spawn timer is hidden by the speeder bike trip that takes you from the drop ship to the battlegrounds. This means the longer your spawn timer, the longer you circle the Warzone on a speeder bike. You are constantly moving during this and it gives a very good view of the battlefield.

I was joking about PVP being an FPS, but there are a number of bullet points there comparing features to those in Black Ops. I don't know how to feel about my new found psychic abilities.

Each player is allowed to assign one commendation at the end of the match to any teammate. These commendations increase the rewards acquired by that player.

That is awesome. This sounds good. PvP might be a viable way to level once you've done both sides of the story.

Wembley wrote:
I was joking about PVP being an FPS, but there are a number of bullet points there comparing features to those in Black Ops. I don't know how to feel about my new found psychic abilities.

lol i was chuckling when seeing that. They said that FPS games have been taken things from MMOs for awhile now and wanted to take some from FPSs.

oilypenguin wrote:
Each player is allowed to assign one commendation at the end of the match to any teammate. These commendations increase the rewards acquired by that player.

That is awesome. This sounds good. PvP might be a viable way to level once you've done both sides of the story.

If you're talking about doing republic and imperial sides you may have to wait. They said that the stories are designed to carry you from level 1 to max level. So if you wait to do both before pvp you'll not be doing any in awhile.

Couple of interesting points.

warzones will be 8v8.

They're using the big life pool style from WAR. Where you have to have concentrated fire to take people down. No 2-3 shot kills.

ranalin wrote:

They're using the big life pool style from WAR. Where you have to have concentrated fire to take people down. No 2-3 shot kills.

I haven't played WAR so I'm not really quite sure what this means. Are they increasing HP or decreasing damage done? Something else maybe?

Wembley wrote:
ranalin wrote:

They're using the big life pool style from WAR. Where you have to have concentrated fire to take people down. No 2-3 shot kills.

I haven't played WAR so I'm not really quite sure what this means. Are they increasing HP or decreasing damage done? Something else maybe?

Probably a combination of both. They said they're in the process of tuning it, but they made of point stating they didnt want 2-3 shot kills.

Due to that your fights last longer. This was the case in WAR. Especially 2 tank types. You'd be banging on each other awhile before a fight would finish.

ranalin wrote:
Probably a combination of both. They said they're in the process of tuning it, but they made of point stating they didnt want 2-3 shot kills.

Due to that your fights last longer. This was the case in WAR. Especially 2 tank types. You'd be banging on each other awhile before a fight would finish.

I can appreciate this as there's nothing more discouraging in PvP than to go running around a corner and find yourself engulfed in some AoE and instantly dying... over and over again.

Whats really exciting is that also like WAR your tanks will be useful in pvp. They can taunt/guard to protect team mates. So not only do you have to kill the healers but try and take out the tanks protecting the healers.

New Devblog is up and its about the Codex system and more info on the Holocrons.

Explorers and Collectors Rejoice!

We give away some codex entries for free. For example, we think that it’s important that players have basic background about the locations they are visiting, and key people in their class story arcs will almost always merit a codex entry. For the rest, though, we want people to explore the planets a little more, and take on some challenges a little ways off the beaten path.

Wandering to distant locations on the map will unlock codex entries about those far flung corners of the globe. Unlocking the codex entry for the k’lor’slug, for example, involves killing a hard to find, tougher k’lor’slug deep in one of Korriban’s tombs. Additionally, exploring the artifacts in the Academy’s library can reveal ancient bits of lost lore, and doing quests for various alien species can unlock their entry in the codex.

Currently, none of these are locked behind a serious challenge – our codex unlocking k’lor’slug is a challenge for its level, to be sure, but not a ‘OMGPWN3D go bring back 3 friends in epics!’ challenge – and that’s intentional. Explorer gameplay should, first and foremost, reward exploring.

interview with George Zoeller

ranalin wrote:
New Devblog is up and its about the Codex system and more info on the Holocrons.

Explorers and Collectors Rejoice!

We give away some codex entries for free. For example, we think that it’s important that players have basic background about the locations they are visiting, and key people in their class story arcs will almost always merit a codex entry. For the rest, though, we want people to explore the planets a little more, and take on some challenges a little ways off the beaten path.

Wandering to distant locations on the map will unlock codex entries about those far flung corners of the globe. Unlocking the codex entry for the k’lor’slug, for example, involves killing a hard to find, tougher k’lor’slug deep in one of Korriban’s tombs. Additionally, exploring the artifacts in the Academy’s library can reveal ancient bits of lost lore, and doing quests for various alien species can unlock their entry in the codex.

Currently, none of these are locked behind a serious challenge – our codex unlocking k’lor’slug is a challenge for its level, to be sure, but not a ‘OMGPWN3D go bring back 3 friends in epics!’ challenge – and that’s intentional. Explorer gameplay should, first and foremost, reward exploring.

I only explore for loot upgrades. If all exploring is going to get me is holocrons, I shall pass.

ukickmydog wrote:
ranalin wrote:
New Devblog is up and its about the Codex system and more info on the Holocrons.

Explorers and Collectors Rejoice!

We give away some codex entries for free. For example, we think that it’s important that players have basic background about the locations they are visiting, and key people in their class story arcs will almost always merit a codex entry. For the rest, though, we want people to explore the planets a little more, and take on some challenges a little ways off the beaten path.

Wandering to distant locations on the map will unlock codex entries about those far flung corners of the globe. Unlocking the codex entry for the k’lor’slug, for example, involves killing a hard to find, tougher k’lor’slug deep in one of Korriban’s tombs. Additionally, exploring the artifacts in the Academy’s library can reveal ancient bits of lost lore, and doing quests for various alien species can unlock their entry in the codex.

Currently, none of these are locked behind a serious challenge – our codex unlocking k’lor’slug is a challenge for its level, to be sure, but not a ‘OMGPWN3D go bring back 3 friends in epics!’ challenge – and that’s intentional. Explorer gameplay should, first and foremost, reward exploring.

I only explore for loot upgrades. If all exploring is going to get me is holocrons, I shall pass.

Holocrons are permanent stat boosts. So better than loot.