Community Q&A on character classes in Star Wars: The Old Republic

Now for the good stuff, the Community Q&A, where you ask the questions and the developers answer. This go round the devs answered over ten questions so I’ll post (in my opinion) the top three then you guys can read them for yourselves on SWTOR’s official website.

Q: Will Bounty Hunters be able to use their jetpacks outside of battle to get around faster or for another way of movement other than walking/jumping? – JornFalm

A: We have no plans currently for jetpacks as a mode of fast travel outside of combat. You’ll have to rely on your personal transportation for that (details to be revealed later!) which offers a much more comfortable ride anyway.

I think this one is EXTREMLY interesting for the fact that a dev confirms personal transportation! Speeder bikes anyone?

Q: Will all classes have a main Companion Character or several different ones? Also, how important will Companion Characters be? – Frozentorch

A: Over the course of the game, your character will meet a number of companions. There are several companion archetypes, each with their own ability set (including, but not limited to medics, ranged damage dealers and tanks). By maximum level, all classes will have one companion of each archetype. Which companion becomes your ‘main companion’ is left to your choice of playstyle and personal preference.

Furthermore, you can customize your companions with kits that add extra abilities such as Grenade Launchers, Flame Throwers, etc. Regardless of which companion you choose to travel with, they will shape how your character approaches combat and will complement your strengths or help make up for your weaknesses.

This question is great for those of you who like to solo. Being a fan of soloing, I love the idea of companions. Being a Tank it will be great being able to always pack a healer around with me, or for you healers imagine being able to constantly have a meat shield to take the heat while you get some soloing in. Or if you feel you’re up for it that extra damage from a DPS companion would be nice. Companions are one of the things that sets this MMO apart from all others, and I have a feeling its going to be a great addition to the MMO formula.

Q: Will both skill sets in a particular Advanced Class require the same set of stats, thereby enabling a Sawbones-spec Scoundrel to respec to a Scrapper-spec without having to carry a second Scrapper-specific set of gear to function at optimal capacity? – Finalcaliber

A: If changing skill distribution also involves a role change for the character (such as from damage focused to medic), chances are you will need to obtain a new set of equipment to go along with the change in gameplay experience. If no role change is involved (e.g. changing skills within the Gunslinger Advanced Class), you are likely able to reuse most if not all of your equipment.

This question and it’s answer pertain more towards end-game and PvP, but what I got from it was you will be able to re-roll your stats later in the game. So take a tank build – a Guardian can in-turn swap out his stats and skills to become a single saber damage dealer or a hybrid of the two to make a PvP build or go back to pure tank for endgame raids.

As always this is Alec “Dekin” Bailey signing off, and may the Force be with you!

 

 

 

Sith Temple concepts and community Q&A

Bioware’s Concept Artist Diego Almazan takes us inside the process of creating the concept art for a Sith temple. Almazan Starts with a basic idea on the mood he wants to set for the temple. “I wanted to keep in mind that this temple is as much an ancient prison for the dead as it is a tomb or necropolis. It’s dark, eerie, and foreboding, so I started with some basic shapes and colors that work in those ideas.“

Almazan goes into how he uses large shapes and organic details to further create the mood he wishes to bring to the temple. Diego’s task is more than just designing a temple or building; his design goes straight to the level creation team where they take them and turn them into reality. Almazan then adds details and a color change to the Sith temple to simplify the transition from design to creation. Diego says, “Up to this point the material had been a bit ambiguous, so I proceeded to add chips, cracks and discoloration to show how the stone has aged over time. I made the sculpture at the top a bit more faceted to push the stone look, while the pattern on the overhang was changed to be more decorative. The pillars add a nice aggressive touch, and function as a lock for tombs that should not be opened.” Diego Almazan then adds spider webs, both old and new, to show age and that critters still lurk the halls of this Sith temple. He adds yet another color change to bring back more of that dark feeling in his final cut of the concept art for the dark and ominous Sith temple.

This Friday Bioware also releases it’s monthly Q&A, questions from fans answered by executive producer of Star Wars: The Old Republic and Vice President of production, Bioware Austin, Rich Vogel. (It’s fair to say the response from the community, as evidenced by the comments on the Q&A, was rather lukewarm – Ed).

The first question asked is will force users be overpowered in comparison to non-force using classes. Bioware answers that whether your playing Warzones or Flashpoints, “there will be good reasons to play every class – it’s our intent that no one feels punished for playing the class they love. “ says Rich Vogel.

The next question asked concerns the treatment of the Consular, “Will Consulars be pigeonholed into one role? “ asked by Brian. Rich Vogel answers by bringing up the multiple roles each class can take and reassures the community that the role your hero takes will be that of your choosing.

Community member Benjamin asks ”How friendly will this game be for solo players in the endgame? “ Vogel replies that there will be plenty to do for soloers, even if they do not wish to participate in Flashpoints or Guilds, Bioware wants every play style to have plenty to do at endgame. Another question asks if player choices will affect faction alignment, Vogel says “At this time, we don’t plan on allowing characters to change faction as part of the class story. One of the main reasons for this is that it would interfere with your class story’s continuity.” Kes, a member of the SWTOR community, asks what range of hardware SWTOR will run on. Rich says “It’s important to us that The Old Republic can look great and run well on a wide variety of hardware configurations. To that effect, we’ve done as much as we can to create a compelling, detailed world that can scale easily based on your hardware’s abilities.”

The last question is one that I have been curious about myself and was asked by community member Philip “Is there a jump button?” Vogel replies “Absolutely! If you can’t jump, that takes away a lot of the “realism” of exploration.” For the full Story and the Fan Friday update, which included new concept art, smilies, and forum avatars, go here

May the Force be with you!

A Third Element?

I don’t know about you, but when I first saw the title of ‘The Third Element’ I wondered if Bruce Willis was involved somehow. What can I say, I loved ‘The Fifth Element’. Korbin Dallas’ form of negotiation will always be my favorite scene in a movie. It was with a little bit of a pang I read that Bioware considered community to be the third element in a great game. Then I started nodding.

I got involved in MMOs back in 2003. Being a Star Wars fan, I had little choice in the matter. Star Wars Galaxies (SWG), was the way to go. I bought the game, rolled a Wookiee Teras Kasi Artist and started my journey into Star Wars. I played SWG for two years and I have to say that those two years were the most fun I have ever had in my time on a computer. Every day after school, I would log on and look for my friends to hunt Imperials, cause havoc or just sit in the cantina shooting the bull. It wasn’t the game that made my life so interesting – it was the communities. There were so many issues with the game: glitches, bugs, exploits, pathing, almost any problem a game can have was there. And it didn’t matter. To myself and a number of other people, the major draw to SWG was not the game itself, it was the people we played with.

SWG was my first incursion into online games. I had heard a lot of negative things about them, and frankly, I wasn’t sure I had the income to continue the subscription. I found the money after the first week. I was part of several guilds, my Wookiee being a bit of a wanderer. I am very much a solo player at heart, but there was something about the communities that drew me back.

Then came 2005, the year that will live in SWG infamy. I am not ashamed to say I cried when I logged in and my Wookiee TKM, master pistoleer was gone after the NGE. I had been on a trip, and logged out for a week. I came back and found nothing. Everything was gone, everything had changed. I had gone through so many iterations with him; he was almost a kind of family member. I went online, looking for my friends. Most were gone. A few were standing around the opening areas of the new game, and everyone was sad. SOE had decided we were not worth listening to or keeping, so we were gone. All of us. I think there were five of us that day, out of a guild of a hundred and six. We gave each other our farewells and I logged out and uninstalled the game. To this day I wonder what might have been. I tried the NGE with the free trial once in 2008 and had to shut my computer off. It just wasn’t the same, no sense of community.

I have looked for that sense of community in other MMOs. I tried World of Warcraft for a week before getting bored with the grindfest and the idiots on the server I was on. I played City of Heroes/City of Villains, and had a level 50 hero and villain, but the few groups I tried to stay with just disintegrated. No one was willing to invest the amount of time and effort in creating an online community for fear of what happened to SWG – having their long term work just vanish one day. Many veterans (survivors) of SWG were present and I caught up with a couple of old friends, but it just wasn’t the same. It wasn’t Star Wars, and it had no community.

The closest I have ever come since 2005 to that sense of community was in a game called Tabula Rasa. I heard about it while playing City of Heroes and was unsure. So I joined the open beta for it and was astounded. It had its problems, sure, but the people were a definite pull. I hadn’t felt such a strong sense of belonging to a community since SWG. Both the players and developers wanted it to work. Unfortunately, the publisher apparently did NOT want it to work, so after a year they canned it. Tabula Rasa had a strong story, incredible graphics and music, and one of the most dedicated player bases I had seen since SWG. I truly felt I was part of something big. And then they threw it away in the name of selling more micro transaction, free-to-play utterly boring MMOs that were only to be sold in Korea. Or it was back room politics, depending on who you talk to. But for a little while, just over  a year, I was part of a community again online, and it felt good.

And that is the main thing: humans are at heart, still herd animals. Just look on any highway on Earth sometime if you don’t believe that. Where are all the cars? Clustered together – it makes no sense from a safety standpoint, but instinctively humans seem to want to be close to one another. Humans need social interaction, be it face to face, over internet chat boards or in MMOs. We need to feel we are part of something. We need to belong. We need community.

According to Wikipedia: “In biological terms, a community is a group of interacting organisms (or different species) sharing an environment. In human communities, intent, belief, resources, preferences, needs, risks, and a number of other conditions may be present and common, affecting the identity of the participants and their degree of cohesiveness.”

In other words, we share with each other. Humans are social animals for the most part. Aberrant types exist in all species, and anti social behaviors are not uncommon, but for the most part, humans want to interact with each other. And online games provide that interaction. If you want just to blast things, online First Person Shooter (FPS) multiplayer is for you. It is far more challenging than facing artificial intelligence enemies for the most part. But for many of us, the main draw is the social aspect, the community aspect. So, we are drawn to MMOs.

Bioware has the reputation of being very good at what they do. They have created some of the greatest games I have played over the years. Mass Effect, Dragon Age: Origins, Neverwinter Nights, Baldur’s Gate, Knights of the Old Republic, the list goes on and on. They were all great games. But in all those games something was always lacking. Something was missing. Something powerful, something necessary, something that humans seem to need. A sense of belonging, a sense of community.

Bioware seems to understand that and be focusing on that aspect, and if so, I personally will be first in line to stand up and shout ‘TOR forever!”

Over to you, what do you want in a community online?