TORCommunity here bringing you a summary and recap of the recent March 5th, 2012 Guild Summit! The morning live stream session revealed a 1.2 preview video and the new "Friends of Star Wars: The Old Republic" trial program. The program allows for active subscribers to invite up to three friends to play the game free for a week.
Live blog notes, an embed of the live stream video, and details on the trial program can be found after the jump.
- Georg Zoeller takes the podium.
- Game economy doing well, despite the GTN. Analyzed GDP has surpassed Germany.
- Biochem is not the most used skill. Archaelology and Scavenging are high, most popular crafting skill is Artifice, followed by Biochem, Underworld Trading is most used mission skill. Bio-analysis is the lowest used skill.
- 80% of level 50 players have less than 400,000 credits. Less than 1% have 10 million credits.
- Majority of credits spent are on ability training. Container purchases rising. Quest rewards are very lucrative.
- Inflation rate currently at 12%. Spent vs. Sinks are relatively close.
- Official population count 57% vs. 42% faction balance, Empire led. Empire players like PvP.
- Character genders are 70% male, 30% female.
- Sith Inquisitor is the most played class. Early in beta, Jedi Knight was the most played. Smuggler and Imperial Agent are lowest played classes.
- Leveling curve is a near-perfect curve.
- 84% of level 50 players have less than 1 million credits, repair costs are considered too high.
- Not seeing a huge amount of chest looting in terms of credit exploiting and farming. Team of 30 people devoted to taking care of credit farmers. Takeaway is if you see a spammer, report them.
- Crew Skills are well received, currently only BioChem is useful at endgame.
- Game Update 1.2 will include crafting mods for ship droids, getting endgame mods from reverse engineering.
- Every crew skill will get an endgame benefit. Players will be able to craft Augments through Crew Skills.
- Speeder costs going up, training costs going down, overall cost will be less. Cybertech speeders will become BoE.
- Shorter cooldownon Cybertech grenades. Artifice will receive new color crystals previously not available.
- The average crafter is richer, looks better, and plays better.
- Q: Will it be cheaper to remove mods if you are that crew skill?
- A: No, cost to remove mods are fair among other costs.
- Q: Is there a design to give all crew skills a social purpose, such as armor customizations for Synthweaving or Armormech?
- A: Customizable gear will only come from crafters, so if you are looking for a specific look, crafters are your go-to person.
- Q: Why are Biochem items require Biochem skill, whereas other crew skills items don't?
- A: We are removing that function to favor trading more.
- Q: Will there be a Kolto Grenade for Cybertechs?
- A: That's a good idea.
- Q: Why does the same armor look different on different chraracters?
- A: It's an intentional design to keep some factional semblence between characters.
- Q: How viable is it to have every crew skill to have some consumable to endgame, such as weapon power-up, grenade?
- A: Some have it, some don't, it's something we're looking forward to. At this point, it's not a huge concern due to the Augment surge coming soon.
- Switching to livestream questions.
- Q: Any plans to making longer crew skills missions for epic items, such as 16-hour missions?
- A: We like that idea, we like incentivizing players to log in at least once a day.
- Q: Are there any plans to add any crafting daily missions?
- A: There are new resource nodes on new areas in addition to current areas.
- Q: Will it be possible to send two companions on a crew skill mission to reduce the duration?
- A: Good idea but not currently. Single-use missions are no longer failable.