Feb 6, 2012

Posted by in Yellow Posts | 0 Comments

Yellow Posts: Guild Summit, More on PvP Gear, And BioChem Changes

Well, BioWare tried to put me out of a job this week, but little do they know that if they strike me down I shall become more powerful than…no, I’m not going to do it. First up this week is a post by Stephen Reid, Senior Online Community Manager, about the upcoming Guild Summit. Unfortunately, BioWare does not have unlimited space for the event so not all guilds who applied will receive invites. This inevitably leads to controversy as some people think that they were unfairly or even intentionally left out. Here is and excerpt of what Mr. Reid has to say on the selection criteria:

Guilds were selected with the ultimate aim of ensuring we had a broad representative mixture of guild sizes, playstyles and geographical locations at the summit (with the assumption that no-one might turn up of their own accord). We have guilds from all types of playstyles, large guilds (2,000+ members), small guilds (20 members) and guilds from across North America and Europe. (Note: many guilds are multi-national; our invites were for guild leaders, who were mostly located in NA/EU.) Guilds were also selected because of their constructive and critical feedback during testing of The Old Republic, both pre-launch and post-launch.

If you read Wild Space this week, then you know that PvP rewards are getting some changes in the near future. They are doing this in order to correct a perceived over-gearing of some lucky players who got a lot of good loot in PvP reward bags. Some have thought that to fix this imbalance BioWare should retroactively reduce the stats on that gear. That isn’t the current plan according to Georg Zoeller, Principal Lead Combat Designer. Check out this excerpt:

To spell it out: We currently have no intention to modify the stats on existing PvP gear downwards (which I assume you mean by ‘nerf’). Nobody has talked about eliminating the gap between old level 50s and new level 50s either.

Last up this week, another major change coming in the 1.1.2 patch is that BioChem is getting some more changes. Specifically the requirement that you have to have the BioChem skill to use Energized and Exotech BioChem products. This change was put in place for the following reasons, per Georg Zoeller:

This was done to (a) remove pressure of players to pick up BioChem for optimal combat performance and (b) to open up the sale of BioChem products to a larger audience on the Galactic Trade Network.

To me, it sounds like BioWare is really trying to keep BioChem from being a “required” crew skill for end game players. They really want all skills to be viable at the end game. Here’s more from Georg Zoeller:

It is our intention to gradually, over multiple patches, reduce the impact of situational consumables on endgame combat resolution and shift the factors which determine the outcome of combat more towards personal skill.

Check out the full article for interesting insights into the future of BioChem.


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