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Server Merge Discussion Thread

Originally Posted by KeithKanneg ( Original Post ) | 29.07.2017 08:09AM
Quote:
Originally Posted by Icykill_ View Post
I decided to ask Keith what's happening in his Roadmap thread because he seems to be ignoring this one and we still have no news. You'd think something like this should be in the road map or at least a timeline of when we can expect some info on the subject
http://www.swtor.com/community/showt...928103&page=71
Thanks for the /slap! Yep, we haven't been communicating anything about our server plans, but I have dropped a number of hints. Even in the interview I did, I said we are considering virtually everything in this thread, plus a ton of other technical details.

I know you all know this, but I'll remind you anyway, if a server merge was the direction, then we need to make sure we understand the reasons why players don't want to move. We have hardware/software, connectivity, and database considerations. We also have a ton of in-game 'things' to consider like Legacy Cargo Hold slots across multiple-servers, decorations and Strongholds, currency caps, merging of Legacies, number of characters on a server, keeping guilds and guild assets intact, and more. You also have Conquests and the domination of large guilds over everyone else, area respawn rates, and so on.

Lastly, as we've done with our East Coast servers, we need to upgrade the environment to ensure it's a great experience for everyone. I am very hopeful I can layout the game plan for you in the upcoming Roadmap. I'm not committing to that, yet, as there are a number of questions I need answered before I can give you any further insight.

Have a great weekend,

Keith---
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#11 Discussion Topic: Game Update 5.4 and the Next Roadmap

Originally Posted by KeithKanneg ( Original Post ) | 29.07.2017 06:45AM
Quote:
Originally Posted by DarthDymond View Post
Heaven forbid game designers actually be in charge of the design for their game.

Developers should take player feedback into account as one factor --and an important factor at that-- that goes into their decision-making process for the game. But it is never going to be the only factor. Doing exactly what the players say is both practically impossible (so many different players want so many different things, there is no way they have the resources to implement them all at once) and logically impossible (some players want [X] and some players explicitly want [NOT X]). The playerbase isn't some monolith with a singular vision for the game anyway.

So sometimes they're going to look at player feedback and say "Hey, this player feedback has an idea we like that we can fully implement" (e.g. removing training costs).

Sometimes they're going to look at player feedback and say "Hey, this feedback has an idea we like, but we just don't have the resources to implement it right now, we'll keep it in mind for later" (e.g. everything they add to their "wall of crazy").

Sometimes they're going to look at feedback and say "Hey, we have one idea for how this should be, players are telling us they want something different, we'll try to meet them half-way" (e.g. taking their idea for GC to be the entirety of end-game gearing, players' feedback that it should be removed completely, and compromising by bringing back gear drops and gear currencies and moving GC to a supplemental role in gearing up).

Sometimes they're going to look at feedback and say "Hey, that's just not something that jibes with our vision for the game, so we're not going to do that."

IMO that's exactly the way designers should go about their game development, and it seems to be something BW is doing.
You nailed it.

Even though it may not be apparent, I send so many of your suggestions to the Dev Team. We discuss them, debate them, then if we like something, we determine the effort, and decide when to do it. Keep in mind, we have to work to a schedule to ensure we deliver all agreed upon parts at the right time.

What may seem a simple change could very well add weeks of not just Development time, but Engineering, QA, reschedule of VO recordings, localization, and more. Although I'm notorious about asking for changes mid-stream, we desperately try not to, as it can impact everyone and cause schedule delays.

--Keith-
ps...sorry for all the posts seemingly all at once. We've been heads down this past week on various planning activities (including the Roadmap update) and realized we hadn't kept you apprised.
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#10 Discussion Topic: Game Update 5.4 and the Next Roadmap

Originally Posted by KeithKanneg ( Original Post ) | 29.07.2017 06:00AM
Quote:
Originally Posted by Icykill_ View Post
Actually a lot of us want Bolster to go back to 250, which is as high as possible, 242 is not as high as possible. I guess you didnt read the whole thread or count how many individuals actually asked for that.
We did read the whole thread and remember we didn't offer that as an option as progression is still part of PvP. Moving Bolster to 250 virtually eliminates the need to get gear and reduces the value for those who have earned Tier 4 pieces.

The right answer is we need to resolve the PvP gearing issues, so Bolster gets removed as a central issue.

Keith---
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#9 Discussion Topic: Game Update 5.4 and the Next Roadmap

Originally Posted by KeithKanneg ( Original Post ) | 29.07.2017 05:34AM
Quote:
Originally Posted by revkashepard View Post
Will it screw up Preferred Status players? Or you just don't care about all your players
Actually, we do care about all of our players. That's why we will address currencies and content access for all players this year, too.

---Keith
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#8 Discussion Topic: Game Update 5.4 and the Next Roadmap

Originally Posted by KeithKanneg ( Original Post ) | 28.07.2017 08:39PM
Quote:
Originally Posted by snakehachi View Post
1. does the swtor dev team believe that we will ever see a return to form for operations? ex: an ops with lets say 5 bosses ON LAUNCH opposed to 1 boss every month.
2. will the game ever return to its more MMO roots? ex: having explorable planets with questing like in the revan expansion, vanilla or (my personal favorite) oricon? NOTE: im not referring to video cutscenes at all either. i like it exactly as is, the traditional kotor style
Great questions. As I outlined in the Roadmap, we are returning to our MMO roots, but as everyone knows, we were focused on story development and left most MMO content alone for the past couple years.

To change our direction, we had to retool, reorganize, hire new talent, and get everyone on board with the changed direction. That takes time, so we made a choice and decided to release the Operation Boss encounters one at a time. This gave us more time to design, polish, test, and get insight directly from players, versus making everyone wait all year before we released 5 new bosses.

It wasn't an easy decision, as we knew we were going to be criticized while impacting progression efforts. But, honestly, it was the right call. We're discussing future content, how to release it, what's going to be included, and when, but we won't be ready to disclose our next year's plans for a while.

I know that's vague, yet it gives you an idea of where we're headed.

---Keith
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#7 Discussion Topic: Game Update 5.4 and the Next Roadmap

Originally Posted by KeithKanneg ( Original Post ) | 28.07.2017 04:45PM
Quote:
Originally Posted by Seelvir View Post
Please ... please tell me that we'll have to defend our trains from masked bandits mounted on steeds of some biological or mechanical variety. We need a whole mini game where we ride Collicoid-Games-Esque turrets mounted on the tops of our Stronghold-Trains, and when we get overwhlemed and the masked bandits board, we dismount and defend the train with our sabers and blasters.

Rewards? I think a weekly crate with a guaranteed 248 sounds about right. A SELECTABLE 248.

Also, please PvP this too.

I don't think that's asking too much. That's like, what? A few days of development? At MOST?

Oh, almost forgot, guild stronghold trains can be used for guild-v-guild PvP for like a dozen crates of 248 gear per winner per week. That's like, a few extra hours of dev time.

I'm looking forward to this content. Thank you!

EDIT: ALSO, the reward crates should be delivered by a swooning companion of the player's choice. This needs a whole unboxing interface of epic companion swoonage, like the new unboxing interface you guys unveiled a while back. That's like another few hours dev time. Totally.
This! Note to self, get these suggestions over to the Dev Team immediately. Think about what can be done in just a few days of effort! Yah, if only!

Thanks for ending the week with a smile!

--Keith-
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#6 Discussion Topic: Game Update 5.4 and the Next Roadmap

Originally Posted by KeithKanneg ( Original Post ) | 28.07.2017 04:38PM
Quote: Originally Posted by Jedi_riches View Post
I assume that the new currency will be legacy wide, in that I don't have to run the solo mode with the same character 10x? So all my alts can progress their story while getting closer to getting the stronghold.
As of right now, it is not a Legacy currency. But, I know exactly what you're thinking, so let me pre-announce something which I suspect will make you smile, while at the same time, irritate you because I won't tell you when until I update the Roadmap.

We are working to change currencies to be Legacy based. This includes unassembled components, credits, the Umbara currency, and more. I'm not aware of any major obstacles preventing this from happening, and doing so will help with a number of changes we are planning for the future.

I know that doesn't solve the concern about having to run the Flashpoint multiple times on one character, but once you have the Key to open the Stronghold, you can use the currency for other items on the vendor.

Have a good weekend,

-Keith--
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#5 Discussion Topic: Game Update 5.4 and the Next Roadmap

Originally Posted by EricMusco ( Original Post ) | 28.07.2017 12:59PM
Quote:
Originally Posted by Rockula View Post
But less than what? What is the price that is being reduced? If there's no way to pay full price, why are they using the language of a reduced cost?
Something in my brain is short-circuited.
Probably not my best word choice :P. By reduced I mean you can then purchase it for "less than you would usually pay for Stronghold." I'll work on getting the specific costs out soon (next week?) so you can see them first hand.

-eric
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#4 Discussion Topic: Game Update 5.4 and the Next Roadmap

Originally Posted by KeithKanneg ( Original Post ) | 28.07.2017 11:03AM
Quote:
Originally Posted by DarthSpuds View Post
So we have to earn in-game currency AND Credits / Cartel Coins.

So you are making us pay with the New In Game Currency, Credits/CC AND Grind Time.

Jeez, how cheap can you guys get?

You really are giving us less and less reasons to stay aren't you.

All The Best
You're on a roll today!
The idea here is to reduce the cost of buying a stronghold by using your investment in time to lower the overall acquisition cost versus paying the full pop with either Cartel Coins or credits. We thought, hey, let's try something new where an activity you'd do anyway, you could benefit from your efforts and obtain a key from a currency you automatically get by running the Flashpoint.

Unless we change it before release, 10x for Story/solo mode, or 6x for Veteran, or 3x for Master Mode will give you enough currency to buy the Key from the vendor. What I don't know, yet, is the reduction amount for credits or Cartel Coins. Soon as that gets finalized, we'll post it up.

Keith---
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#3 Discussion Topic: Game Update 5.4 and the Next Roadmap

Originally Posted by EricMusco ( Original Post ) | 28.07.2017 10:32AM
Hey folks,

Keith, Charles, and I wanted to apologize for our lack of posting this week. The whole team has been pretty heads down working on a variety of things and so we haven't paid you forum-goers our usual love. Here are a variety of things we have updates on or seen questions about.
  • Class Changes in 5.4 - We will make posts around each of the upcoming Class changes, akin to what we did with 5.3. My hope is to start those next week. Either way I will give you a better idea of timing next week.
  • Season 8 Rewards - The rewards blog is nearly finished and will contain all the deets, including tier breakdowns and reward screenshots. I am pretty confident it will go up next week as well. I will give you a status update next week.
  • Unassembled Component Changes - As Keith alluded to previously, there are Unassembled Component changes coming to PvP Mission Rewards. The TLDR is that we want you to be able to get more Unassembled Components each week overall while also making Ranked play a bit more appealing. We are in the final stages of locking down these exact numbers and so look for a post on this next week with the specifics.
  • Follow-up to Master Mode Ops Drops - Based on your feedback from the discussion thread, we are planning to add Unassembled Components to Master Mode boss drops with GU 5.5.
  • Follow-up on Bolster discussion - It was clear from the discussion thread that most of you would like to see Bolster go as high as possible, while still meeting our teams goal of having gear progression be relevant. We will be increasing Bolsters to 242 in PvP for GU 5.5 as well.
  • Umbara Stronghold - There were some questions about how this works. In short, you will need to run the Flashpoint to earn currency. That currency can be used to purchase rewards from a vendor, including a key to purchase the Stronghold. Once you have the key, you can then unlock the Stronghold for a reduced amount of Credits/CC. You cannot outright purchase the Stronghold, it has to be earned by running the Flashpoint to get the key.

Thanks everyone.

-eric
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