Showing posts with label pts. Show all posts
Showing posts with label pts. Show all posts

27/11/2024

My Experience with the New Lair Boss on the PTS

I wrote at the start of this month that I wasn't sure whether I wanted to try the new lair boss on the PTS or not. Wanting to earn the associated special titles was a point in favour, but my general preference for "going in blind" and being surprised once the content hits the live servers was also a strong argument against it.

In the end an opportunity arose for me to join Swtorista's Team Disco today to have a go at the boss and I decided to take it. (I guess I have Galaxiya to thank for being unable to make it, meaning I could take her spot. Thanks, Galaxiya!) I was glad I did, too, for three reasons:

  1. We did get the boss down on both difficulties, earning me the associated titles on the live game.
  2. I now know what to expect and have a better idea how to tackle the fight with my guildies once it goes live.
  3. It was honestly just good fun, too! The fight had clearly come a long way from that first iteration of the PTS where people couldn't even tell what was supposed to be going on most of the time.

Primarily, I was relieved to find that story mode seemed to be at an appropriate difficulty for a story mode, which is to say: easy enough that an inexperienced pick-up group should be able to do it. Several members of our group (including me) had never done the fight before and nobody gave any explanations pre-pull either, but it worked out fine anyway. All the mechanics do fairly low damage, so you can learn as you go and it takes quite a bit of messing up for anyone to take enough damage to die.

If I had to pick anything to criticise here it's that the fight still felt like it took pretty long for a story mode with a group that had quite solid dps output, but that may just have been subjective, and I didn't actually time it. Plus we went in with the standard group setup of two tanks, two healers and four dps - on story mode you could easily swap out a tank and a healer for two more damage dealers to speed things up a bit.

Veteran mode was another pleasant surprise after all the unpleasantness that was my experience with R-4 Anomaly, in the sense that it actually felt like what I'd call a "proper" vet mode, not something bordering on NiM, just trying to please the top 1%. As a healer, there was enough damage going out to give me something to do, but it wasn't so high that I couldn't also throw a few damage abilities into the mix at various points. There was stuff on the floor to dodge, adds and different boss mechanics to watch out for, but at no point did the number of things going on feel overwhelming.

We got the encounter down on what I think was only our third try, though I wouldn't read too much into that as a sign of it being too easy, as several people had worked on it before and could tell the rest of us what to do. The biggest challenge was actually the hard enrage, which kicks in at around the ten minute mark, and was what killed us on our penultimate attempt. We hit it again on the actual kill but managed to get the boss down just before it had the chance to kill us.

I checked to see what feedback others had given on the official forum thread, and winced at several comments along the lines of "I went in with my NiM team, using only one tank and healer, and we thought it was too easy". I just hope the devs don't use that as an excuse to do any last-minute upward-tuning before releasing the patch, because I don't agree that the fight was too easy at all. A vet mode ops boss isn't supposed to be something that's hard for NiM raiders! I did think that some of the suggestions that were given for how to make things harder might actually make for a good master mode version of the encounter later on, if Broadsword ever decides to add that.

However, vet mode struck me as fine as it is. If anything, the fight still seemed quite long and the dps check pretty tight for a group of raiders that aren't at the extreme cutting edge, but I'll assume for now that with more experience and better understanding of the mechanics, groups will be able to improve their damage output and general performance over time, to the point where the enrage timer won't feel quite so challenging anymore.

In general I was pretty happy with everything I saw, and assuming what we experienced is going to be close enough to what will go live in a couple of weeks, I'm actually looking forward to tackling the new boss on the live servers. It will be nice to work on farming materials and schematics for the new augments in a story mode that should be accessible enough to actually do on my guild's social nights, and a vet mode that will pose a bit of a challenge for my regular ops team without making it feel like we're just bashing our heads against a wall.

Shintar getting the "XR-53 Veteran" achievement on the 7.6 PTS

23/11/2024

Character Modernisation Panic on the PTS

I mentioned in my post about the 7.6 livestream that the devs revealed that they're also working on updating NPCs and player characters with new textures, shaders and more. They emphasised that they were aware of how important it was that your character still felt like your character afterwards, and the examples they showed in their previews looked very good.

I didn't expect them to also push this update onto the PTS immediately afterwards, but they did... and I found out about it because there was much wailing and gnashing of teeth about it. Well, actually, the first time I heard about it was when Intisar showed me a before and after screenshot of his main and commented that his Jedi suddenly looked old enough to be her own mother, which just made me laugh. However, as I heard more reports and saw a couple of honestly kind of appalling-looking screenshots, I got curious - something was clearly wrong here.

So I updated the PTS myself to have a look and... honestly, at first I didn't get what the fuss was about, as both my Republic and Imperial main (who are a body type four cyborg/human respectively) pretty much looked fine to me. But then I loaded up some alts and yeah, I could see that things looked rough. Doing my own before and after shots for my Chiss agent and Mirialan smuggler, they both appeared to have aged about twenty years each.

I figured that obviously couldn't be right, considering that it went completely against what had been said and shown on the livestream, so I was still more amused than worried. I posted some feedback on the PTS forums, but in what I thought was a kind of playful tone - you might want to review some settings on these, guys! I also took further heart from seeing posts like this one from someone who has some knowledge about 3D models and textures and showed that a lot of the issues people were seeing could indeed feasibly just be caused by one slider basically being set to the wrong number.

However, the SWTOR community loves a good freak-out and I still saw many posts that weren't just pointing out that something was wrong, but whose authors were seriously upset, threatening to unsubscribe forever over this, and so on and so forth. As someone who's 41 in real life, I was honestly a bit offended by some of the comments that claimed that the changes made their characters look 70 years old. Have you ever seen a 70-year-old in real life, kiddo?! I'll admit that some of the memes people came up with were amusing, but all in all I found the whole thing a bit tiring, considering that it seemed so obvious to me that it was simply a bug on the PTS, which exists specifically so people can find bugs before go-live.

Fortunately the latest PTS update has improved things and the worst of the panic seems to have subsided... though I'm still seeing some criticisms in the new PTS feedback thread, the most poignant of which to me was the one pointing out that the new faces look a lot worse on low graphics settings than the old faces, which I agree is definitely something that should be looked into.

I also had a kind of strange experience when checking out the new update myself, as I basically logged into the PTS, clicked through my characters on the character selection screen one by one and thought "yep, these all look great". However, after I took a few more screenshots for comparison purposes, I lined them up next to the "buggy" faces and they... actually didn't look all that different? As in, there are still some pretty noticeable differences compared to the old faces, and I can still see more wrinkles than I'd necessarily like to on my idealised video game heroines, but at the same time - it didn't bother me at all while in game, only when staring intensely at the close-up shots, which is not something I would usually do while playing.

Bugged PTS vs. updated PTS

Live vs. updated PTS

Bugged PTS vs. updated PTS

Live vs. updated PTS

My conclusion for now is that I'll be fine and will be happy with my characters getting updated, but I also feel like I have no clue how the majority of players will react to these changes. As mentioned, there are still plenty of complaints being raised in the feedback thread, some of which I can kind of see, but others just make me feel like Pam from The Office, going "They're the same picture" (meaning I honestly don't see what all the fuss is about).

And maybe that makes you think that my eyesight is lacking and obviously everyone will still hate this update, to which I'd respond: Will they though? Because I've also spoken to people who saw that very first, bugged update and genuinely thought it was fine too, going "sure, my character looks a bit older than before, but so what". My hunch is that most players will probably be fine, because even if you do notice differences between old and new that you don't like in the direct comparison shots, I reckon most players don't actually spend that much time staring intently at their character's nostrils in everyday play if you get what I mean. I don't think the differences will be as noticeable when you're actually playing the game normally and not glaring at your character like they're about to have their police mugshot taken.

All in all, I guess this goes to prove once again that player character updates in MMOs are a tricky thing. I remember when I briefly resubbed to World of Warcraft in late 2013 after having been away from the game for more than a year, the low-resolution old character models that I'd always liked before suddenly appalled me, as I'd gotten too used to SWTOR's much better-looking avatars. When WoW then updated its models in 2014, I logged in once just to check out my characters' new looks, and while I thought Blizzard did a decent job with the upgrades overall, I also noted at the time that many characters looked older and angrier than before, and ten years later I'm still not over what they did to female tauren. So this kind of thing is always a bit of a gamble, but remembering my own reaction to WoW's old character models in 2013, it's probably also a necessary one if the game is supposed to continue attracting new players.

If you have any doubts about this update yourself, I can only recommend downloading the PTS, copying over some of your characters, and giving feedback in the relevant forum thread. If you've already seen your characters' updated looks, how do you feel about them?

04/11/2024

Impressions from the 7.6 PTS

A combination of PTS incentives and curiosity about the new dynamic encounter system got me to spend some time on the public test server this past week.

My aging PC doesn't have enough disk space to support having two versions of SWTOR installed nowadays, so I had to put the PTS on my laptop, but that actually worked out quite well this time around as I was travelling last week and had the laptop with me for evening entertainment anyway.

Only two planets have dynamic encounters on the PTS right now: Hoth and Tatooine. It's currently not clear whether that's all 7.6 will launch with or whether these planets were picked for focused testing and we'll be surprised with some more content once the patch goes live. There were some indicators on the PTS galaxy map hinting at dynamic events on other planets like Alderaan and Belsavis, but with no actual content available there so far.

One thing I originally wondered after seeing the sneak peek trailer was whether dynamic encounters would be more like World of Warcraft's world quests (as in, personal to you) or dynamic events in other MMOs (shared and the same for everyone). Interestingly, the answer turned out to be "both". There are two types of events, designated as either "group shared" or "encounter shared". In the former, your progress is personal, and the encounter continues to exist for other players on the map even after you've completed it. In the latter, everyone doing stuff contributes to the event's progression, and once the encounter completes, everyone gets their reward at the same time and it disappears from the map. The shared encounters are generally rarer and can still be soloed if nobody else is around, but they tend to require killing more mobs and can therefore feel like a bit of a slog if you're the only person in the area. On the other hand it's a lot of fun (in my opinion) if there are other players around and you can see things progress really quickly as everybody does their part.

Shintar the trooper on Hoth, holding a curled up ice kitten in her arms. B3-S1 and a white Loth kitten look on curiously.

In general gameplay terms, the encounters are about what you'd expect: a lot of kill x mobs and some clicking on shiny things, though there are some standouts where the devs clearly tried to be creative and come up with more varied activities. 

I don't think dynamic events are intended to be a new "main" gameplay mode, though depending on how many planets will get them when 7.6 launches, I'd be curious to see how much levelling you could get done by just doing dynamic encounters - as an experiment if nothing else! Realistically though, I think they are meant to be similar to side missions, just without all the picking up and handing in required. At max level they currently award a tiny number of tech fragments and Conquest commendations, small enough that they wouldn't make for a great primary source of either currency.

One thing that made me wonder a little was how much focus there is on highlighting these new dynamic encounters on the map. The galaxy map highlights planets that have them active, and on the planetary map they show up as big glowy diamonds. There's nothing wrong with that in principle, but it does seem an odd choice when the devs took multiple steps in the past to hide away exploration missions and/or make them less prominent because they were apparently confusing/distracting people. Surely new levellers will get a lot more distracted by all these big glowy indicators on their maps? I dunno.

Partially uncovered planetary map of Hoth with 15 glowing indicators highlighting dynamic encounters in progress

I'm still a bit torn on whether to try the new lair boss on the PTS as well or not. On the one hand I prefer not to spoil myself when it comes to content like that and would rather see things for the first time on live, but on the other hand every bit of feedback might help with making the Propagator Core a better raid.

The initial round of forum feedback certainly hasn't looked too good. Players were asked what they thought of the fight's different phases, and everyone basically replied "what phases?" because by all accounts, it was just an extremely long slog against an enemy with a lot of hitpoints while trying to manage some bad stuff dropping on the floor.

There has since been another dev post on the forums that basically admitted that almost nothing about the fight was working correctly and that it will see massive changes with the next PTS update. Which is good in the sense that it means the tedious version people experienced in the first week wasn't at all final, though it also makes you wonder why and how an operations boss ended up being put on the PTS in that state in the first place (since you'd expect the devs to be able to verify that at least the very basics are functioning before asking people to play test). I guess I'll have a few more weeks to see how things develop and whether I want to have a go myself.

11/10/2024

7.6 Sneak Peek!

I was planning to write about something else today, but then as I was browsing YouTube last night, a new video from SWTOR's official account suddenly popped up in my recommendations. Whaaa...?!

Here we've all been sitting around, waiting for them to announce the next livestream, and they surprise us with an actual teaser like that. I like it! While I've enjoyed the livestreams over the last few years, they do kind of seem targeted at fans who are already highly invested, while a four-minute video talking about upcoming patch features should be much more accessible to a more mainstream audience.

The three major points of interest from the video are: the new type of gameplay that's coming in 7.6, the new lair boss, and the upcoming PTS.

The new type of gameplay that will take us back to existing planets is called "dynamic encounters" and is basically... world quests? Dynamic events? Something like that. We don't know enough details (such as how often they'll occur, and how much credit will be shared vs. personal) to say which of the comparable features in other MMOs they will resemble the most, but we get the basic idea: They'll be a bit like quests, but instead of picking them up in town, you'll just find them popping up on your map.

This seems like a smart direction for the dev team to take, as it'll allow them to add more things for players to do at all levels without needing more voice acting or fancy cinematics, plus it's likely to make the open world feel a bit more alive as you should encounter more players running around on old planets.

I'm tentatively excited, though it remains to be seen how engaging this stuff turns out to be in the long term, and of course there's always the question of rewards. I thought it was kind of funny that the example in the video showed the player getting literally nothing for completion (obviously since it's still a work in progress) but it does make you wonder. XP and credits seem like a given, but the game already throws plenty of those at you everywhere else too. Is another source of Conquest commendations at max level going to excite anyone? But then, SWTOR has never been as highly reward-driven as other MMOs, so I really wouldn't expect these to suddenly start handing out higher-level currency or anything like that. We'll see.

In fact, we should find out more soon enough as this stuff will be going on the Public Test Server! And there'll even be a new reward for going on there and helping with the testing: a special mini pet. I just thought this was funny since I have a guildie who asks every time the PTS goes up whether there's a new reward, and usually there isn't... so I outright told him at one point that there doesn't seem to be much point in asking that question every time. I of course had to ping him immediately once I saw the video, hah!

The other thing we'll get to try on the PTS will be the new lair boss, a droid called Propagator Core XR-53, found on Ilum among the remnants of the Emperor's old space station. Unsurprisingly, like R-4 Anomaly, the fight won't have a 16-person mode, which I know most people don't care about but I'll keep moaning about it anyway because as a guild who has done and continues to do 16-mans, I miss that option. (When R-4 was a seasons objective the other week and we had 13 people on, that was quite challenging to sort out.)

Aside from that though, XR-53 will have both a story and a veteran mode, and I'm curious to find out what it'll be like. I crave more group content, but R-4 was such an awful experience for me at launch that I'm also still a bit wary of their current design philosophy in that area, so I'm hesitant to get too excited just yet.

What are you most interested in learning more about in regards to patch 7.6?

02/05/2024

7.5 Dev Stream Highlights

Yesterday it was time for another SWTOR dev stream, hurrah! As usual, this is not the place to find all the details about everything that was said, but rather a summary of what I thought were the most important points, with my own opinions sprinkled on top. If you're looking for something more comprehensive and less editorial, let me point you towards one of the sites below instead:

Now, on to my own thoughts...

7.5 Story "Desperate Defiance" on Hutta

We got a little more detail about the next story update coming with 7.5, without really getting into spoilers. As previously established, it will take place on Hutta where we'll be interacting with a number of new characters. My favourite of these was a Hutt called Yusinduu with a cool new look.

Again, without really going into spoilers, they said that Sa'har will follow up on what was said at the end of the 7.4 story, and apparently how we respond to her will have an impact on her development going forward - curious to see what that means.

My only slight disappointment was hearing that the new area on Hutta won't contain a new daily area or anything. It's not so much that I'm particularly dying to have a daily area in every patch, but it kind of sounds like there's literally nothing there other than whatever you do for the main storyline, which sounds kind of wasteful to me if true. We'll see I guess.

Graphical Updates for Hutta

They'll use the addition of the new area on Hutta as an opportunity to also give the planet as a whole a graphical update, which sounded good to me. I mentioned it in the past when they made similar changes on a smaller scale on Tython and Korriban.

The only thing that threw me for a bit of a loop was how utterly different the skybox looked in the footage with the updated graphics. Hutta's sky is currently dominated by yellow clouds that cause the whole planet to be basked in a yellow-ish hue, while the updated version seems to feature a uniform grey cloud cover that looked like it strongly changes the vibe. I don't know how I feel about that yet. If you like the yellow, go and take some screenshots while it lasts I guess!

Below you can see before and after shots of the sky over Jiguuna that I took in the live game and on the PTS. I'll admit the change didn't feel as drastic in game as it looks in the screenshots and the new version is definitely much crisper and more detailed.

I'm curious whether this update will also affect the Karagga's Palace operation, since it is also set on Hutta so might be sharing some assets (but I can't be bothered to check that out on the PTS).

Dantooine Spring Event 

We currently have Nar Shaddaa Night Life in summer (which will start on the 9th of July this year by the way), the Feast of Prosperity in autumn and Life Day in winter, so there was a gap in the calendar that the SWTOR team wanted to fill with this new event. It's going to be full of chill activities like growing crops, dancing around the Star Wars equivalent of a May pole, hunting for eggs (random Easter vibes?), looking after animals, baking and eating pies, and finally... fishing. Yes, after more than twelve years, SWTOR finally gets its own version of fishing!

I don't know, I can't claim to think that this was something that was desperately needed, but I've enjoyed it in other MMOs that have it as an activity, even when it worked in very different ways. The appropriately Star Wars twist on it is that you basically make a little probe droid do the work for you, the notion of which amuses me greatly.

A female twi'lek bounty hunter sitting by a pond that has a probe droid and two green circles hovering over its surface

Yes, I actually logged into the PTS to check this out.

I think this sounds like a lot of wholesome fun and I look forward to experiencing it in full once the event goes live.

Our Own Little Basilisk Companion

Another thing that will happen in 7.5 is that Lane Vizla finally manages to fix that little basilisk from Ruhnuk and it will become our companion - a proper one that fights and everything, not just a non-combat pet. It'll be called B3-S1 or "Bessie" for short. However, there'll be a twist, as we'll have to train the little bugger to truly make it ours, which will involve something called "ventures" and will require you to take Bessie out to do dailies over the course of a longer period of time. I have to admit my initial reaction to this were somewhat mixed feelings.

On the one hand: new companion that we actually have to work for and build a relationship with! Yes! I'm 100% on board with that concept, and we haven't really seen anything like this since the release of HK-51.

However, from the way it was described, I'm not sure why we need a new "feature" with a new UI just for this instead of it simply being a quest chain or tied to an achievement, because it doesn't sound that dramatically different from anything already in the game. In fact, it sounds a lot like yet another way of making us go back to old daily areas, which makes me somewhat less happy. Also, I'm waiting for clarification on whether there's going to be an option to just unlock Bessie for your alts via the legacy system after you've jumped through all the required hoops the first time.

PvP Season 6

This was a bit of a weird one. First off, they announced that they'll be changing the launch timing of PvP seasons and have them more regularly start alongside the big patches. I'm in favour of that in so far as it should avoid some of the weird overlap issues that have been occurring with Galactic Seasons sometimes, assuming that those will continue to go live on the x.1 patches between the major ones.

However, then the devs also said that they wanted to make PvP seasons longer to give people more time to complete them, which sounded fine enough to me, but then they also want to add extra levels and make each level require more points... someone on the forums immediately did the maths and it sounds like you will still need to play pretty much just as many matches each week as before, only for more weeks, which doesn't really sound like an improvement.

Also, they talked about adding warzone medpacks and adrenals as rewards for the extra levels, which made every PvPer go "what?" - you already get more of these through normal gameplay than you could possibly use (because of their internal cooldown, you literally earn them faster than you can click them), and every character that does PvP already has hundreds if not thousands of these. That just seemed... odd. I hope they'll review that particular plan based on people's feedback.

What Now?

There isn't an official launch date for 7.5 yet, but we're probably looking at a late May/early June release.

The Public Test Server is up and you can check out the graphics updates, the spring event and some of the "venture" stuff there if you like (no story content though).

The reward code they gave out during the stream this time was "MalgusWhen", which grants a Darth Malgus in-game poster decoration - if you don't already have it, because unfortunately this one's a repeat of a reward they handed out previously. If, like me, you already had it, you can still enter the code and it will say that you successfully claimed it, but you'll get nothing. It's valid until May 16th.

Speaking of things that are valid until May 16th - in order to celebrate Star Wars Day, there's also some other goodies available. Logging in between now and then will grant you another floating cube droid non-combat pet, there's double XP going on, a Cartel Market sale, and a 50% off Collections sale. Enjoy!

12/02/2023

7.2.1 PTS News - New Credit Sinks and More Seasons

While I was walking home from work on Thursday, I found myself thinking about SWTOR. Specifically, I was thinking about how it had been almost three months since the last patch and how we still had no clue what was going to even be in the next one, never mind when it would land. Life as a SWTOR player is certainly very hand-to-mouth nowadays. Anyway, I figured that surely Bioware would have to give us some kind of hint about what's coming up next soon, and what do you know, I came home to a whole news post about the 7.2.1 PTS going up and what to expect there.

First off, they're continuing testing of their new 64-bit client. I'm quite curious about that, but I've been suffering from a lack of disk space for months, so downloading a second SWTOR client is currently a no-go for me. I'm not tech savvy enough to know what exactly having a 64-bit client would mean for the average player, but someone whom I trust to know these things better than me explained it to me as basically allowing your PC to cache more information so that you might end up with shorter loading screens in places. That sounds like a good thing, though perhaps not that exciting for the average player.

Next up, Bioware are planning to combat inflation by adding some more everyday credit sinks in the form of adding costs to quick and stronghold travel. Naturally this has players on the forums up in arms, because as much as people love to complain about in-game inflation, they love to complain about measures to counter inflation even more. Personally I think it sounds like a great idea, even if the thought of adding a cost to something that was free for more than a decade seems a bit weird at first. However, I figure it's going to be just like planetary travel, a small thing you don't even notice after a while but that slowly removes some credits from the economy. I do think the suggestion I saw repeatedly to not start this at level one is a good one, as you don't want to make life too hard for genuinely new players. Plus veterans who like to hop to their stronghold immediately after character creation to sort out their inventory and maybe get some gear for their newest alt (guilty) shouldn't be prevented from doing so just for the sake of charging them a few credits right there and then.

What kind of shocked me about the news post was that it stated that 7.2.1 is also meant to include the launch of both Galactic Season 4 and PvP Season 2. With both current seasons scheduled to end at the start of March, and assuming maybe a month of turnaround from the PTS to live, that would mean no more than a couple of weeks break between the end of one set of seasons and the start of the next set.

I have to admit I'm actually not really happy about that, because while I've enjoyed Galactic Seasons so far, pacing is an important part of that enjoyment: going all in for several months, and then getting to take a break for a while, during which I play less and recharge the batteries so to speak. If Galactic Season 4 in particular is already meant to start so soon, I'm a little worried that I won't really have the energy to invest in it the way I got excited about the previous two seasons in particular. I can see why Bioware would have an interest in not having too much of a "lull" between seasons as I'm sure they work pretty well at keeping players engaged between story updates, but I can't help but wonder whether pushing out more seasons too quickly isn't going to just cause people to get burned out or bored more quickly as well.

04/12/2021

10 Days to LotS - Taking Stock

Legacy of the Sith is only ten days away! Am I hyped? Do I feel prepared? Let's discuss.

First off, I'm looking forward to the new story as usual. Bioware's storytelling has been consistently enjoyable to me over the last few years, and I've got no reason to assume that Legacy of the Sith will deliver any less. The teaser of the mystery Twi'lek has me intrigued, but I've got to admit that I'm not sitting here racking my brain and speculating about who she could be - I mostly just like to let these things come at me and be surprised.

In terms of everything else, my mood is honestly a bit "eh". I seem to have fallen into a similar pre-expansion funk as I did before Onslaught, where I was initially quite intrigued by the PTS but then quickly lost interest and played very little during the weeks immediately leading up to the expansion launch. (Though once the expansion was actually out, I loved it.)

My ops team has been on a pre-expansion break for several weeks already, and the PTS once again didn't manage to hold my interest - I didn't even end up giving feedback on the Commando class changes, which I really should have done I guess! However, as I observed two years ago, I'm just not that into being an unpaid game tester.

In fact, more than ever I found the PTS to be a very double-edged sword this time around. I think it's good that Bioware is showing us stuff early and that they're taking feedback to make tweaks to optimise things before going live, but at the same time there's a sort of "culture" around PTS reporting that I've really come to despise, picking up on every little thing, spreading it around as news and delving into all kinds of speculation about what this or that is going to mean for the expansion. I know it's well-intended and I don't hold anyone's excitement against them, but at least in my social sphere the effects it's had and that I've had a chance to observe have been mostly off-putting, as every update from the PTS seemed to turn into a game of telephone and people would get all hyped up or panicky about things that nobody even said in the first place.

Eventually I decided to just stay away from most things PTS-related myself, as I simply got tired of repeating "guys, first off that isn't what he said at all, and secondly, you know the PTS isn't final" over and over again. If I saw a Tweet or screenshot pointing out a new feature such as the revamped character creation screen, I'd have a quick glance and then move on. I don't mind a brief heads-up that things are changing, but I don't want to hear all about a bunch of details that may not end up reflecting the final build anyway.

And it does seem that there are a lot of smaller changes coming too, more than we were initially aware of. However, I just don't see the point of fretting too much about them in advance. In a bit more than a week, we can all see for ourselves how it pans out.

A little over two months ago I made a post with pre-expansion goals I'd set for myself. How have I been doing with these? The answer is "alright", but not great. I only achieved two of them in full, which were Renown 999 on my main and to finish levelling my pacifist. In terms of getting my alts caught up with the story, I made some progress but not as much as I'd originally planned, with only five or six of my main eight being fully caught up (though none of them are missing much, so there's still time I guess). I also made good progress on my saboteur agent for a few weeks and then just stopped again. Only four KotET chapters left! One day...

I'm still optimistic about the expansion, and I'm sure I'll have a good time with the new story and doing group content with my guildies again. I've just avoided spending too much energy on preparation and worrying about what's coming. What about you?

02/10/2021

No News Is Good News (from the PTS)?

The PTS for Legacy of the Sith continues to quietly chug along. When I was playing there with guildies recently, one of them commented that there were very few people online, and I replied that that's pretty normal. There's usually a big rush on opening day as everyone logs on to check whether there's anything particularly interesting to see, but since there rarely is, they log off again and don't come back. Even the few who do end up doing genuine testing will usually only play that content for a little while and then go back to doing something else. The PTS just isn't a place to hang out.

That said, I'm surprised by how many hours I've spent there already this time around, especially considering that unlike for Onslaught, Bioware hasn't offered up any rewards for participation. According to Steam I've spent more than ten hours on the PTS so far.

Last night me and six of my guildies ran Terror from Beyond master mode on the PTS with an all-inquisitor group because scaling isn't in yet and we wanted to see what it would be like to be ten levels above the content. The answer is, we managed to one-shot everything up to Terror himself and probably could have got the timer achievement (something many of us have never managed on live) but then we wiped a couple of times on Terror and people didn't feel like pushing on as it was getting late. It was still a fun time. I played as Lightning dps, something I don't think I've ever done in master mode content; I pretty much always heal on the harder stuff.


Previously we'd also tested the new inquisitor skill trees by running the flashpoints added in Onslaught on master mode, using copied level 75 characters. I tanked Objective Meridian and healed Spirit of Vengeance and Secrets of the Enclave. The bonus boss in the latter absolutely wiped the floor with us repeatedly for some reason; it did so much damage (though we did get it down eventually). We did a run on live afterwards just to compare the experience because I was kind of starting to doubt my healing abilities, and there the boss didn't even do the ability that was causing us so much trouble, so that we took almost zero damage... it was very odd.

In terms of how the class changes felt, I can only reiterate what I said in my last post about the PTS - compared to the initial hubbub, they really don't feel like that big a deal. (Though my main class still hasn't been added to the PTS - typical that they'd save the best for last - so I guess I'll reserve judgement until I see that.)

Assassin tank didn't really feel very different at all. At level 70 they make you choose between your knockback, that cone-based AoE they added in Onslaught and that no-one ever used anyway, and Whirlwind, none of which really matter to a tank in PvE. I guess in PvP people might have to decide whether they get more use out of the knockback or the extra CC. Passives are mostly centred around increasing your AoE damage/threat or some new interactions with taunt, which I found hard to judge in terms of their usefulness.

Sorc had more changes going on, but still the overall rotation felt largely the same. The only thing that bugged me at level 75 was that the utility to move while casting Innervate and other key abilities isn't unlocked until 80 now, so I was constantly interrupting myself by moving at the wrong time. Here the proposed choices at 70 are between your friendly pull, Volt Rush and immunity bubble, which is a bit more tricksy. The pull is super situational but where it is useful it's extremely useful - yet, can you really justify choosing it over the bubble? I'm kind of hoping they still change that one.

The changes to passives I found very hard to judge once again. A guildie was playing Madness and cackling about Shock finishing all your dots at once or something like that, which does sound pretty OP, but I didn't see anything as exciting in Lightning or Corruption. Not everything seemed to work properly either... as a healer one option was supposed to allow me to follow up a Dark Infusion with another instant cast but that never seemed to trigger, and as Lightning there were multiple effects that looked like they were meant to be passives but actually gave me another button to press on my bar that didn't really seem to work properly either... it's a bit hard to form strong opinions based on that.

In general I'm surprised by how much I've enjoyed these test runs on the PTS with my guildies though. Stuff like running an unscaled operation offers a different view on content that hasn't been available in the live game for years. And as far as the class changes go, it does kind of feel like the goal of the pruning is simply to make sure you don't need more than two full action bars for your combat abilities and I'm OK with that. That's still plenty of buttons to press.

29/08/2021

More Adventures on the LotS PTS

I never actually wrote a follow-up to my confused post about day one of the Legacy of the Sith PTS, but that doesn't mean that nothing's been happening. Bioware did provide some more information and context for what they were trying to achieve with what was on display there soon after, but to be honest none of it really changed my opinion from "I'm not really sure about this, but I guess I'll wait and see".  The rather confusing initial implementation of the new system on the PTS - which required you to wade through several forum threads to have even the faintest idea of what's going on - didn't exactly help either.

Plus as previously mentioned, the first advanced class/combat style to be tested was Guardian, which I play only casually, so combined with all the other limitations I didn't feel like I could really give any good feedback on that one. After that they tested Sentinels, which I know even less about, as Sentinel/Marauder is probably my least favourite advanced class in the game right now and I play it very little.

However, this past week they added Sniper and Operative, and while I'm not big on Snipers and Gunslingers either, Operative/Scoundrel is something I do play somewhat more frequently, at least in the healer role, so I thought it might be worth checking out.

One thing that was immediately helpful was that they added a very rough work-in-progress UI, which just makes it so much easier to understand what's happening. I wrote in my last post that it felt like they were trying to return to skill trees of a sort, but the new visuals make it clearer that it's more of a merge of the current specialisation "line" and the utility system. So you'll still get a lot of abilities that are tied to your spec as you level up, predetermined like it is now, but then at certain levels, instead of getting a utility point, you may be given a choice of three abilities or passives that modify existing abilities tied to your spec, e.g. as a healing Operative one of my early options was to choose between three passives that added special effects to existing heals. Somehow just seeing it like that made the whole thing immediately less intimidating to me.


In terms of pruning, Operatives didn't seem to have been hit too badly from my point of view. There was a bit of early panic when Sleep Dart was missing from the initial PTS build, which immediately sent everyone's minds racing about the implications of a potential end to crowd control from stealth (no more stealth caps in PvP?!), but that turned out to just have been an error and they added it back in almost immediately. As a healer, all of my heals were still there, and the only thing I noticed being conspicuously absent was the class's raid buff.

Where abilities had been turned into choices, forcing you to pick one out of three, this mostly seemed to be directed at perhaps nerfing the class a bit in PvP by making people choose between things like having more stuns or extra survivability. I don't really have a good read on the details, but that doesn't seem too bad a concept... though the hard stun becoming an elective does make me wonder about PvP balance a bit, even as someone who's more of a PvE person. Every single class having a hard stun on the same cooldown was one of those things the original devs decided to include as an easy balance move... and I'm not saying it's necessarily a bad thing to move away from that, as being stunned in PvP isn't exactly fun, but I can see changing that baseline having a major effect on overall class balance.

With that in mind, I originally wanted to have a bit of a go at seeing how this new setup worked in PvP, but whenever I was on the PTS there weren't enough people queueing. So I went to do a couple of level 75 veteran flashpoints with my guildies instead (since level scaling still isn't implemented the way it is on live). First we did Objective Meridian, in which I healed and it was... actually kinda challening! We even wiped once or twice, and defeating Tau took absolutely forever (which wasn't helped by the fact that only two of us were still standing by the end). This didn't seem down to any weakness of the classes though; more a result of us having none of our usual legacy buffs and all playing characters/roles that we weren't necessarily 100% familiar with. For example one of the new utilities I picked was actually a major buff to one of my heals but then I completely forgot to use it appropriately to take advantage of that.

After that we went into Spirit of Vengeance, and as one of my guildies wanted to try his hand at Operative healing too, I respecced to Concealment - a spec I've actually never played on live, though I did play its Republic equivalent (Scrapper Scoundrel) for a bit when I took my Scoundrel through KotET on master mode. Even with everything being stabby knife moves instead of punches it quickly came back to me how there's a certain rhythm to that spec in terms of building Tactical Advantage and spending it, and I actually found it quite fun, even if I couldn't really tell whether/how it was changed from live. Oh, and we wiped on this flashpoint too, so it wasn't just my healing earlier! But still, it was good fun.

My main takeaway from this round of visiting the PTS is that I'm feeling much more optimistic about what I'm seeing. A big part of my initially rather negative reaction was due to the way the ability changes seemed to have come completely out of the blue, but having a better understanding of what's happening and why certainly makes it all look a lot more palatable and like less of a big deal than it felt like initially.

10/07/2021

LotS PTS Day 1 - WTF Is Going On?

So here I was, making a post full of happy musings about what combat styles will mean for me... and a few hours later the PTS went up. Great, I thought, maybe that can answer some of the questions we have! Me and some of my guildies were on there in a flash to check out what exactly Bioware had meant when they said that this first phase was going to be about Guardian combat styles only. Does that mean that all the Force classes will be able to play as Guardians only or...?

I was not prepared for what I found. Nothing on the PTS right now has anything to do with the whole "switching advanced classes" thing... instead it seems that Bioware is actually also planning to revamp all the classes, by pruning a lot of abilities and re-introducing something similar to the old skill trees, yet different. I was just like... WTF? Why wasn't there a peep about this on the livestream?

On the forums we're being urged not to panic, that this is all early stages and likely not final. Which is fine, but I'm still somewhat alarmed that they were planning to change up the class system that much and didn't even care to mention that when announcing the expansion.

I'm kind of glad now that they started the PTS with Guardian since that's not my main, so it's a bit easier not to freak out entirely. But it's still very bewildering. I went to see the special PTS trainer and the abilities it gave me at level 75 weren't even enough to fill out two action bars. I queued for a warzone and got into an all-Guardian arena where I flailed around very ineffectively, struggling to find buttons that I could push that weren't on cooldown. Later I found out that there was a known issue with the PTS training droid and it only gave out half of your intended abilities.

As a bit of a contrast, I then did a veteran mode Mandalorian Raiders with my guildies and we absolutely destroyed everything, even with half of our abilities missing. The final boss only had about twice the health of a normal player. Then we read that content scaling's apparently broken on the PTS as well. How do we know what's a bug and what's a feature?


Speaking to the training droid multiple times afterwards did fill up my bars a little more, but not a lot. A lot of basic abilities were still missing, such as our interrupt, stun breaker, or Saber Throw (a Guardian's only ranged ability). Others were present but suddenly limited to a single spec when they used to be available to all Guardians. There was a very long post explaining the specs on the forums but to be honest with you I still found that very confusing. This kind of skill tree really needs some sort of visual to be easily understandable. Swtorista made a valiant attempt at creating a graphic for the Focus path and posting it on reddit, but honestly I was still confused because when actually playing I found that not everything was actually working as laid out by Bioware either. Again, what's a bug and what's a feature?

My initial thoughts on ability pruning are this: I don't like it much, but I can see the logic behind it. There are probably a few abilities that they could remove and we'd all be fine. I was a bit sad when my Commando lost Pulse Cannon and Stockstrike back in the day, but I got over it. And if I'm being honest, part of the appeal of doing things like playing in the lowbie PvP bracket is that things are simpler there, without classes having 27 different cooldowns. But the current iteration of the PTS feels like it's taking it too far.

As for returning to some sort of skill tree... mweurgh. I liked the game's original skill trees and was a bit sad when they turned into a mere line with Shadow of Revan. But the reason Bioware did that was to make things more straightforward for new players, and this feels... more complicated than what we started out with? The whole "taking away abilities and making you choose between them" thing reminds me of modern World of Warcraft and I don't like it there either. Suddenly there'll be right and wrong ways to spec again, and we'll likely lose access to some abilities that add a lot of flavour to each advanced class. A Guardian without Saber Reflect sounds pretty sad to me to be honest! Plus do we really need advanced classes and specialisations and these combat styles on top of each other? It feels like they're taking away some of the complexity of "choosing the right buttons on your action bar while playing" and simply shifting it towards "choosing the right abilities while speccing your character" - is that really more fun?

I'm not sure Bioware will be doing themselves a favour with this added complexity either. They just added all these set bonuses in Onslaught... how confident are they really in being able to adjust everything so that nothing clashes or becomes unbalanced or outright weird? As an extremely simple example (which I'm sure will be fixed in time, but there'll be lots of these), I started my session on the PTS by buying the gear set from the vendor that my Guardian also uses on live... and then realised that it buffs an ability that doesn't actually exist on the PTS right now. I'm also thinking of how my guild's current master mode progression relies on characters being able to chain every single cooldown they have - so that means all those fights will need re-turning. You're creating a lot of work for yourselves by having to straighten that all out, Bioware.

I really want to have faith in them here, but at the same time I'm struggling to get on board with this particular vision. I'm really curious about what Commando and Sage testing will be like now, since those are the classes I know best and where I'll feel any changes most sharply. I'm just kind of taken aback by how unnecessary all this feels. The ability to swap between advanced classes as announced on the stream was going to be enough to change things up and people's reactions to that seemed to be largely positive. This... not so much.

13/11/2020

Grumbling About Login Rewards

Yesterday the PTS server for 6.2 went up (gosh, it's kind of painful to think that Onslaught has been out for over a year and we're still on 6.1...) and with it a bunch of posts on the PTS forum asking players for feedback on specific new features. One of those features were... "daily login rewards".

Based on the reactions I've seen, most people seem to be 100% on board with getting free stuff just for logging in, but my own gut reaction was more akin to Michael Scott's upon realising that Toby is back in The Office. I am not a fan of daily login rewards at all, and here is why.

Basically, having experienced these kinds of systems in different MMOs, my reaction to them can be summed up like this:

If I'm super casual about the game, just sort of exploring it with little commitment, I don't really care about them because I'm not invested enough to really want to maximise my personal character gains. Depending on the nature of the rewards, they can make for a nice surprise every so often (or annoying inventory clutter the rest of the time), but they don't really make me want to log in more often.

If I'm super hardcore about the game, I log in every day anyway because I actually want to play, and the rewards are likely to not be of great use to me, so once again I don't really care.

If I'm somewhere in the middle however, which is to say somewhat invested in the game but not necessarily driven to log in every single day, log-in rewards are a road to resentment and burnout, as I'll feel compelled to collect them every day to maximise my gains, but at the same time don't really feel like playing every day, making the whole thing feel like a chore. Worst case I end up spending weeks or even months doing nothing but logging in to collect my freebies, until I get so sick and tired of the whole thing that I don't really want to play anymore at all.

Basically, the best-case scenario is that I'm neutral towards the rewards and don't care.

One of the things I've long loved about SWTOR is that in this day of more and more MMOs feeling the need to add "retention mechanics" like this, it has remained surprisingly chill. Yes, there are daily and weekly quests, but there is little compulsion to actually do anything every single day. The game just wants you to have fun on your own terms, and if that involves not logging in for a few days that's okay too. I really don't want it to turn into the kind of game that values engagement metrics over whether players are actually enjoying the game and having fun.

Now, this post was actually going to be a whole lot rantier (yes, really), but then a dev posted an update on the forum thread about the login rewards to explain more about how the system is supposed to work, and it seems they want to avoid the sort of "must log in every day" compulsion that other games are going for.

Assuming I'm understanding everything he said correctly, there won't be any exclusive, time-limited rewards, but instead it's going to be more of an ongoing loyalty system that rotates through a total of 112 generic rewards or so every day you log in, and once you reach the end, the cycle starts all over again. So while logging in more often will give you more stuff faster, you're not actually missing anything if you skip a few days for whatever reason, merely delaying it.

I'll admit that's... probably the least annoying implementation of this kind of system they could have gone for, so thanks for that. I just still kinda wish it wasn't going to be a thing at all.

10/10/2019

PTS Success (Sorta)

Yesterday the official SWTOR Twitter account helpfully reminded me that the Onslaught PTS is scheduled to shut down tomorrow on Friday, so I decided to finally sit down and get those PTS achievements done that I started working on over a month ago.
I returned to my level 73 Guardian tank on the PTS, queued up for all the group content (which is when I noticed that they added the one-boss operations like Toborro's Courtyard and the Colossal Monolith to the group finder, which is nice) and for unranked PvP and went off to do some heroics while I waited for the queue to pop.

I had only completed two by the time I got bored of waiting and figured that there clearly weren't enough people queuing for PvE group content to make anything happen on Republic side. That I wasn't getting any pops in the sub-75 PvP bracket was hardly a surprise either, so I returned to Odessen to use the terminal there to level up to 75.

When I re-queued after dinging, I got a warzone pop almost instantly, so that's how I then ended up spending most of my evening. I would have preferred to have a look at some of the newly re-tuned flashpoints to be honest but when you need to get your achievement credit now you take what you can get.

The gear rewards from PvP were really lackluster. While PvE content apparently showers you in loot right now, I only got a little loot box every other PvP match, which usually contained some crafting mats, some warzone adrenals and a green piece of gear. Half a dozen greens wasn't exactly a fantastic payout for a whole evening of PvPing.

I also couldn't quite figure out what was needed to qualify for a reward box, whether you simply needed to win a match or what. I'll admit that this was at least partially my own fault though as my inventory was a huge mess, meaning that I didn't always notice the appearance of a new box right away.

Some more changes had been made to the UI since my last PTS play session, such as an updated character window, which I didn't mind nearly as much as the new item tooltips. The only annoying thing about it was that it was not yet implemented/broken for other characters, so if I tried to inspect another player the result was only a blank window with an alignment bar in it.

Also, the little person icon on the very left of the top navigation bar kept flashing (like the icon for proficiencies does if you have unspent points) but I couldn't figure out what it was that it wanted me to do so it kept flashing away all evening.


The biggest point of interest was the amplifier system/UI though, which we were supposed to actively give feedback about. Initially I mostly found it very unintuitive - for example it required a double click to open the re-roll window. What the hell? Nothing else in the entire game requires double-clicking! I only really figured it out by accidental rage-clicking. (Why isn't this working...)

All the different effects and the process of re-rolling are kind of intriguing right now, but also overwhelming. Remember when they got rid of Aim, Cunning, Strength and Willpower two expansions ago because it was considered too complicated for players to figure out which of these four stats mapped onto which base class? Why do they now give us something like twenty new stats, many of which have weird and ambiguous names? What do you think "Aural Rejuvenation" does? Something to do with hearing? Shouts? (Nope, it increases AoE healing apparently.)

Seeing all of that on the PTS and knowing that Onslaught's launch is less than two weeks away now, I honestly can't help but feel slightly nervous about this whole gearing revamp. Unlike others, I'm not getting any Galactic Command 2.0 vibes here - Galactic Command's initial implementation wasn't at all complicated, just an obviously bad idea.

Spoils of War, at least from what little I've seen, just feels slightly overwhelming and confusing instead, which I suppose could go either way. Either I'll figure it out and enjoy the newly added complexity, or I'll freeze like a deer in the headlights as my inventory gets filled up with green items with two dozen different amplifiers on them, because I can't decide what to keep and throw away as I can't tell what's good anymore.

Oh well, I guess I'll focus on the new story to start with and then take it from there. At least I got my titles and silly log mount for my public testing duties! I had no idea it was going to look this phallic by the way.

10/09/2019

PTS Malaise

I'm in a bit of a holding pattern with SWTOR right now. For a number of reasons I don't feel like playing too much at the moment (though my enthusiasm for 6.0 remains undiminished) and when I do play on live I keep thinking that I should probably be on the PTS to help with testing instead.

Rationally, I know that this is silly considering that this is a game - something that's supposed to be fun - and that nobody's paying me to be a beta tester for the expansion, but part of me feels like I should be helping more and giving feedback, because I really want Onslaught to be a success after how long we've had to wait for it. I just... honestly don't find testing very fun.

For example the current testing of the new loot drop system on the PTS is limited to Hammer Station and Karagga's Palace... and while I fully understand that they need to keep it tight and focused, I also find the thought of running both of those instances on repeat boring as all hell. I participated in one run of each this week (plus I got lucky enough to get in on an additional kill of just Karagga himself) but I already feel so done with the whole thing. I expect to go back for the additional two runs to get the phase two achievement and title reward, but it does feel like the mother of all MMO chores, something I'm usually very keen to avoid.


Me tanking Karagga on the PTS. You can tell because my legacy name is "O'Testington" and I'm in a guild called "TSS PTS".

I also feel like I don't actually have very much to say on the loot changes so far, mostly because I copied some of my level 70 characters over and didn't insta-ding them to 75, so they got very few rewards and nothing they could actually equip. I did give that as feedback of its own (Why should useful rewards be limited to max-level characters?) but I also know that this is not what Bioware or most of the testers are looking for.

From what I've picked up from others, the main thing being worked on so far has been the amount of loot dropped, which was initially considered too little, until the devs decided to turn up the faucet to eleven. After that, my max-level guildies in the above-mentioned KP run kept complaining that their inventories were overflowing from all the personal loot, which is an odd problem to have. I'm sure Bioware will figure out a balance that's good enough for me.

Oddly, the thing that annoyed me more than anything else is something different related to gear drops. First off, they changed the design of the tooltips that give detailed item information, and I really dislike it for reasons I can't quite articulate. Mostly I think that thick coloured border at the top looks really ugly.


Somewhat more importantly though, I strongly dislike the way they've decided to go about the way loot adjusts to your worn gear level. Apparently everything appears to drop as an empty shell, which then miraculously auto-populates itself with level-appropriate modifications when you pick it up. I can only base this on second-hand information, because the gear drops I picked up myself didn't do so: They remained empty shells, presumably because my characters weren't high enough level. I'm curious whether they'll suddenly fill up when I ding or whether I've basically bugged them out.

The thing is, even if it does work, I hate the idea of receiving loot that looks like it's nothing but an empty shell. It's unintuitive beyond belief and I felt confused even after my more PTS-savvy guildies explained to me how it's supposed to work. I'm fine with the stats magically adjusting to what I'm wearing I guess, but let that happen in the background when the item first drops, not after I've picked it up. If it's shared loot that needs to be rolled for by the whole party, just let it have fixed stats.

I don't want every loot drop to feel inherently disappointing because it comes with no stats and only has the potential to maybe be better later. It reminds me of Queenie's "rolling for another roll for loot" and I didn't like that either. It's just too much blatant dice-rolling out in the open, which makes me hope that this is also still a work in progress.

I'm sure Bioware will work out something serviceable in time for the expansion launch; I actually do have that faith. And I am extremely grateful to all the people who've been spending lots of time playing on the PTS and giving highly detailed feedback on their findings. Unfortunately I personally find it too tiring to spend much time even thinking about it.

31/08/2019

Onslaught Expansion to Launch on October 22nd

Last Monday, when nothing much of interest was happening in the MMO world, Bioware decided to finally give us an actual release date for Onslaught: October 22nd. This went against their initial announcement of 6.0 coming out in September, but I for one was relieved about the delay, not chagrined. Anyone who's been on the PTS could tell that the new systems were not ready yet, and who would benefit from a much-anticipated expansion launching as a broken mess just to meet a self-imposed deadline? Nobody, that's who.


Still, to make sure that nobody who'd subscribed early specifically in anticipation of a September launch would feel tricked or disappointed, they changed it so that Nautolans won't count as an expansion feature but as a subscriber reward for which you become eligible from September. So if your sub runs out in September, you could technically let it lapse, "earn" Nautolans that way and then claim them and/or check out the new content later.

Personally I've been on the six-month recurring sub for years anyway, so a delay makes no real difference for me on that front, but to be totally honest another reason I don't mind is that I, too, have been swept up in WoW Classic fever, and am therefore quite happy to have another month to get that out of my system before it's time to get excited about facing Darth Malgus again.

Even if you're not playing anything else though, there is no lack of things to do until October. Most importantly, Bioware can still use our help on the PTS! Phase two of PTS testing has officially started, which means that you can now earn titles for your live account by participating in group content on the PTS. The linked article gives more information about what to do and look out for if you are interested in helping out and earning those limited time rewards.

The first big ticket item to deserve attention is the new gear acquisition system, and unfortunately people's first impressions aren't very good. I think I even saw some comments along the lines of "Galactic Command 2.0" flying around... yikes!

However, even if the way things stand right now isn't good (purely based on other people's observations), I think it's important to remember that there's one very important difference compared to Galactic Command: the latter was dropped on us as a fait accompli, with player criticism and concerns being largely dismissed with assurances that we were sure to love the system if only we gave it a chance - only when people actually started to leave the game over it did Bioware rapidly start to backpedal and then spent the next few months fixing things up.

This time it's all on the PTS, with clear and explicit intent to make it as fun as possible for us and to give feedback on how to make it better. Hopefully if enough people get in there and make their voices heard, there is still time to mould the Spoils of War system into something that we'll all enjoy.

09/08/2019

PTS Adventures

I don't recall ever seeing as much excitement about the PTS as I've been seeing in the run-up to Onslaught. I don't know if it's just that I'm being exposed to more people talking about it now or whether is really is getting that much more attention, but the 6.0 PTS definitely feels different to previous public tests. I finally logged in myself the other night and was awed by the number of people just hanging out and messing around with the new gear on Odessen. It's not even like there was a special event going on or anything!


As none of the trooper/bounty hunter stuff was up for testing yet, I made do with a Sorcerer since I still consider my Sage my "main alt" and all the things we were being asked to test were Imperial only. From a healing point of view I wasn't sure what to make of the new set bonuses; the one I tried didn't really feel like it was affecting my play in any way. Of the three tactical items I saw for healing Sorcs so far, two unfortunately seemed pretty worthless due to how weak their effects were, but I made sure to say as much in the feedback thread on the PTS forum and am hopeful that Bioware will still tweak those numbers.

My guildies and I ran a master mode Hammer Station together since Bioware is apparently also changing the way level-syncing endgame content works. It did feel hard enough (the giant lobel Asteroid Beast wiped us twice as a certain someone spent way too much time goofing off), but apparently there's still a lot of tuning to be done on veteran mode and operations. Ajay on Twitter posted about suddenly being able to complete master mode Scum & Villainy in a pug in 25 minutes! Sounds scarily out of whack, but then again being able to take part in this kind of nonsense is precisely what makes it fun to play in a testing environment.


That said, I sure hope that Bioware will be able to gather enough data and take appropriate follow-up actions before Onslaught launches. We still haven't got an official release date for the expansion, but if they stick to their original September target, it's less than two months away now and public testing has only just started. Chuck and Brian said as much in the most recent episode of the Bad Feeling Podcast as well. I almost find myself hoping that the expansion will end up being delayed just to make sure that the devs actually have enough time to iron out all the kinks - looking at the current state of the PTS and thinking that this is what's supposed to go live in about six weeks or so doesn't inspire a lot of confidence.

Anyway, if you're interested in giving the public test server a try yourself, here's the official article on how it all works and what to look out for. Once the next phase goes live, there'll even be rewards you can earn for the live game by participating in testing, something that Bioware hasn't done in years and that I definitely wouldn't want to miss this time around. What can I say? Sometimes, bribery simply does work.

31/05/2019

Onslaught Gearing Stream Thoughts

I've said often enough that I'm a grumpy old fogey when it comes to streaming (it's not for me), but that didn't stop me from staying up late last night to watch the planned dev livestream about gearing in Onslaught. 10pm wasn't that late even for a work night, and to be honest I was just way too curious about what Charles and Eric would have to say about the new gearing system, feeling a mix of positive excitement and slight trepidation. I've never doubted Bioware's good intentions, but I do remember that there was a time when they genuinely thought that Galactic Command was a great idea, and any arguments brought forth by the community about why this wasn't so just resulted in us being told to wait, and that we'd be sure to love it once we saw it. (We all know how that turned out.)

I needn't have worried this time though. The stream was highly informative and entertaining, and the tl;dr version of this post is basically that I thought most of it sounded good. I'm sure there'll be things that need tweaking, and there'll be something that doesn't work out as intended, simply because MMOs are complicated and that's how these things always go, but you could tell that a great deal of thought went into their plans for the new system and they made sure to avoid any obvious pitfalls.

Also worth noting was that they started the stream by stating that they were very dedicated to gathering feedback in a timely manner this time around (which is again, a nice contrast to Galactic Command, which was dropped on us as a done deal). There will be several rounds of PTS testing for which they are even planning to bring back the old reward titles, there'll be reddit AMAs, and they'll even send out surveys!

Keith also made an appearance early on and said that the game had subjected us to a veritable rollercoaster of emotions over the years when it came to gearing: "whether to get data crystals, not get data crystals, whether to use Galactic Command, not use Galactic Command" etc. and that he wanted the team to go back to the drawing board and learn from all this. Honestly, that was just incredibly heartening to me and once again made me appreciate just how great it is to now have a Game Producer who both knows and loves the game and understands where its problems lie. [/end Keith fangirling]


Also, the way he just sort of slid into the frame during the stream was kind of funny, as captured in gif form by Snave.

Anyway, if you just want a factual summary of what was said, you can find one in this forum post and a proper official blog is still supposed to be forthcoming as well. I'm not going to repeat it all in detail; I'm just going to pick out some parts to share my opinion on.

They went into some more detail about the new set bonuses and tactical items, which didn't really reveal anything drastically new in my opinion, just expanded on what had already been said. The only thing that was noteworthy to me here was that they explicitly stated that tactical items are meant to be rare, at least initially. They also listed some examples of item effects they've come up with so far, most of which made chat go "whoa, that sounds OP". Trying to balance all this is going to be fun...

The one entirely new thing they brought up was that the new gear is also supposed to have a new thing called "amplifiers" on them (apologies for saying "new" three times in a row there), which is basically a chance at that item having some random extra secondary stats such as "increased dot damage" or "faster gathering". I initially had a moment of panic there, thinking that this sounded a lot like one of the things that WoW players have been complaining about in recent years, but Eric was quick to clarify that while the original stat assignment is random, you can "recalibrate" amps to change their stats to something else. Okay.

Mostly I wasn't sure what to think of this one. Did we really need another stat slot on top of armourings, mods, enhancements and augments? Is this the sort of thing that excites people? At the same time it almost sounded as if they didn't want us to worry about it too much, as apparently amps won't be taken into consideration for PvE boss tuning and will only have a relatively small impact. It's like they want us to care and not care about them at the same time. Gonna file these away under "wait and see".

The second half of the stream focused on how we will acquire gear in Onslaught and that's where things got interesting. Basically they did still want to realise the original idea behind Galactic Command, to let people earn gear from pretty much anything, but it sounds like they also wanted to give us back the feeling of actually getting rewarded with items for completing specific tasks. As Charles and Eric put it: "Gear drops from enemies, hey!" - "Wild concept!" I do have to admit the thought of actually getting useful loot drops from flashpoints again really excited me, as that's something we haven't had in many years.

There will still be vertical progression, with harder content rewarding better gear, but mainly the focus seems to be on getting us to collect armour with different set bonuses and tactical items. Everything will be legacy bound and they fully expect us to trade things around between different characters. This brought up the issue of storage space, which led to Eric dropping the almost off-hand comment of: "What if you didn't have to store any of your crafting materials in any of your inventories? Hopefully that'll clear up some space for ya!" - which made the chat go wild (including me). Right now I only have a couple of free slots in my legacy cargo hold, and about three and a half of my six tabs are taken up by crafting mats, so yes, this change will make a big difference.

Useless gear drops are supposed to be drastically reduced via RNG protection and the gear level of rewards scaling with what you're already wearing. I'm not sure if that means that everything will be personal loot going forward? Waiting on clarification on that...

Galactic Command will become Galactic Renown, intended to be purely supplementary and with no more tiers, so that you can theoretically get the best gear out of your very first crate (depending on what you're already wearing). Levels will become pointless and basically just a cosmetic thing to raise for bragging rights, and they will also reset every so often in what will now be considered seasons. Not sure what's going to happen to the other stuff that currently comes from Command crates, such as cosmetic gear and pets - some open questions here. Also, apparently Conquest will start to give gear too?! I'll save my thoughts on that as well as on the changes to (C/R)XP for a separate post I think, as it's something quite near and dear to my heart.

Now, with the sheer number of new gear faucets, we'll still end up with lots of stuff we don't want or need, or that one slot for which we can't quite get the right thing. This is where the new currency comes in! It doesn't have an official name yet, so they jokingly referred to it on the stream as Charles Points / Chuck Bucks.


Twitter user Greyias even drew a picture of one. You know you've done well when your stream inspires people to do fan art.

You can deconstruct unwanted gear (which is going to be similar to reverse engineering but doesn't require you to be a crafter) to turn it into crafting materials and this new currency, and then use that to craft or buy what you actually want from a vendor.  (You'll also be getting more of the new currency as an activity reward.) I guess this is not dissimilar to the way unassembled components work now, but I guess the balancing will be different as you will also get the new currency from PvE and other activities.

So basically what you'll be doing is: run specific content you like for (somewhat but not completely random) rewards, then convert any unwanted rewards into materials or currency that you can use to acquire what you're missing and optimise what you already have.


Pretty much like they illustrated on the slides. Don't mind the not so happy expressions I somehow managed to capture here.

It didn't occur to me immediately after watching the stream, but now that I'm spelling it all out to myself a second time, this does feel like a system that tries to learn from the past and take all the parts of previous gearing systems that worked best:

- Making it rewarding to do actual content (e.g. getting set bonus items from flashpoints, something that was something that I loved in the base game)
- Allowing more than one avenue to acquire gear with the best item level (like we had with the final iteration of Galactic Command, before Ossus)
- Allowing people to simply go to a vendor for what they're missing (as has been the case throughout several iterations of the game pre-Galactic Command)
- Allowing unwanted gear to be turned into currency too (like you can currently do with Command crate drops)

The big unknowns are mostly the new factors:
- Everything being legacy-bound sounds great in principle but there might still be some unintended side effects. For example I personally prefer to get each character their own gear set - will I feel pressured to send my main's gear around to all my alts going forward purely so that their rewards will scale higher?
- Just how well will this loot scaling thing work? (See above.)
- Inventory management (even with the additional storage, the new focus on collecting different set bonuses might result in overcrowded cargo bays)
- Various unknowns, such as how exactly you'll be rewarded for doing PvP or GSF. Will you just get a box with a random item?

All that said, overall I'm feeling optimistic about everything I've heard, and especially about Bioware's renewed dedication to gathering and listening to feedback. I actually went and posted some questions in the forum threads currently dedicated to feedback about what was said on the stream, and I'll definitely also fill out any surveys they'll send me. Plus I should probably check out the PTS when they put it live! I haven't been back there since checking out the Rishi stronghold and the big PvP changes last summer, but this sounds like something that would really benefit from as many people as possible playing around with it, and the return of the title rewards sounds great too. (I currently only own one of them, First Line of Defense).

I'll definitely be keeping a close eye on more news about this as it gets released. Is there anything that stood out to you about this news drop above anything else?