SWTOR upcoming PvP changes
Star Wars The Old Republic user base is growing fast and just like in any MMO with a huge community, user feedback is massive and helps developers. In this post we take a look at what has been discussed at SWTOR community last week.
Thanks to the latest blog post on Star Wars The Old Republic official site, we were able to find out what the developers have been discussing last week.
The biggest change we should expect gameplay wise is related to PvP. Principal Lead Combat Designer Georg Zoeller posted this:
Patch 1.2, among many other PvP changes, will remove the reliance on daily quests for your gear progression (and therefore increasing the value of the commendations you get for playing a match to the end) and implement penalties for quitters.
This is to address one of the most common problems in MMO games. I have no idea why the developers miss this in the first place and wait until players start complaining about it. Nevertheless, we should be seeing improvements with patch 1.2.
It's not all about the PvP.
Principal Lead Systems Designer Damion Schubert has been posting about the "need vs. greed in SWTOR", hinting on changes to the current system. Schubert said they would be adding a new button in between need and greed so that players can choose if they in the gear for these purposes but this adjustment won't be arriving with patch 1.2
Need vs. greed isn't as simple in our game because of companions, as well as Orange Gear and mod extraction. We will probably limit the 'need' button to only people who match the primary class the gear is meant for, and add a new button in between need and greed for players to choose if they intend the gear for these purposes - this will allow CC users to roll against each other without competing with the guy who wants to sell the gear for credits.
I don't have a timeline on this for you guys right now, though - certainly not in the next major patch. In the meantime, I strongly recommend that players who care clearly decide the expected need/greed role behaviors ('no companion need rolling or you're out!') when a group is initially formed. In the meantime, I'll work on getting this feature in the works.
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