Sep 2, 2011

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Blue Milk & Cereal: Should TOR Have Flying Vehicles/Mounts?

No day would be complete without the breakfast of Jedi: Blue Milk & Cereal.  Every morning, the team at Ask A Jedi will get Force-induced thoughts coursing through your head with delicious issues from around the galaxy! Join in the discussion below to make your voice heard!

Every MMO player knows that one of the exciting things about progressing through the game is getting access to other forms of travel – be it special spells, vehicles, mounts or other means of transporting oneself.

Player vehicles or mounts generally allow players to move at a faster speed and sometimes offer other perks – such as giving your friend a lift, the ability to reach areas otherwise unreachable on-foot and even  advantages in PvP.

Some games even allow flying mounts, enabling players to freely control their transportation in virtually any direction they wish to go. In fact, just recently (and completely out of the blue), Star Wars Galaxies announced atmospheric flight, which is especially odd since that game is shutting down in December.

But, flying vehicles can also create a few problems of its own, such as bypassing content or not doing/going to the places where the developers planned the content. Of course you could attribute that to poor design on developers part – but adding an entire extra axis to the game world doesn’t exactly make game design any easier!

We already know that TOR is going to have quite a variety of ground-based player vehicles, but it seems that we won’t be getting any player-controlled flying mounts, at least not at launch. It makes some sense when you understand that BioWare is very focused on story and delivering a great experience to the player. There are a couple of threads on the official forums on this topic, here and here. It seems to depend on the perspective which way the player-base votes.

Personally, I hope to see flying vehicles in a future expansion, if not sooner. Perhaps the same exapsnion that brings multiplayer space combat to the game. Let it be a PvP region or simple co-op – both would greatly enhance the game we all cannot wait to get our hands on.

So what do you think? Should TOR have atmospheric travel / flying mounts? Let us know below!

Should TOR have flying vehicles/atmospheric flight?

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Mar 7, 2012

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Yellow Posts: Inter-Faction Mail and Asia/Australia Server Transfer Information

Ever wanted to send an in-game mail to a member of the opposing faction? Even if you have two characters, one Republic and one Empire, you still couldn’t  send a mail between those two characters. Geeluc wanted to know why this restriction exists in his post “No Interfactional Emails”. Principal Lead Combat Designer Georg Zoeller answered to tell us that this restriction is being removed in the future:

It’s a restriction we’re working to lift soon. 

Hopefully this will allow us to also send credits and items to members of the opposing faction. If that functionality is just limited to characters on the same account, that would be fine too.

A rather large post popped up from melsione titled “Australian server transfer in LATE April!” the purpose being to complain that free server transfers from US/Europe servers to the new Asia/Australia servers are going live in late April, almost two months after the launch of the Asia/Australia servers themselves. While it’s awesome that BioWare is providing free character transfers for these customers, it sucks that it wasn’t ready in time for launch. However, creating a character transfer system is not easy and Stephen Reid, Senior Online Community Manager, responded with a lengthy post to try and explain what the devs are doing and why it is taking so long:

Hello everyone. I can absolutely understand the frustrations expressed here, and I appreciate that for the most part, you’re being constructive in your comments. Here’s a little more insight into the situation.

The character transfer system is being actively worked on by the development team. It’s a large, complex project, made more complicated by the Legacy System – and it has to work perfectly. As always, it is not the only task the team as a whole is undertaking, but it’s a priority. It has not been deliberately delayed, nor is it being ‘held back’ for any reason. As you know, the first stage of the system will be a one-off, optional transfer for those who are based in the regions defined in our FAQ. At some point after that, we’ll bring a more fully-featured character transfer system online for all to use.

I can understand the frustration of those of you who have been playing on the US servers and waiting for transfers. We know your enthusiasm and excitement for the game – you wouldn’t have taken the steps you did to get the game earlier than the official launch if you weren’t enthusiastic. We’re working as hard as we can to get the system in place. If we could have brought it online earlier, we would have. However, priorities post-launch had to be directed towards the game itself. The team’s been working flat-out to improve the game, including bug fixes and additional content.

When we announced our launch territories last year we knew many more fans were excited to play The Old Republic. That’s why we moved quickly to launch in Australia, New Zealand, Hong Kong and Singapore, with more territories being lined up for future launches. Our primary focus when launching in any new territory has to be to reach more players. Ultimately, that’s best for the continuing success of the game. We want everyone who wishes to play on the new servers to be able to do so, hence character transfer being offered. With that said, in this case we felt it was important to get the game into the hands of new players as soon as possible. That, combined with our post-launch development priorities, meant that character transfer did not make our launch date for these territories.

The development team remains committed to delivering a robust character transfer system for all, with our first priority being for Asia-Pacific players. If we can bring the system to you earlier than expected, we will, but for now we’re aiming towards late April.

The final, and long, dev post of the week also comes from Stephen Reid, responding to the thread “What happens to my legacy levels if I character transfer?” created by jakedamus and expanded upon by Palathas. Basically, these players want to know what happens to their Legacy points and levels if they character transfer to an Asia/Australia server. Unfortunately, the devs haven’t quite worked out that part yet, but it sounds like their goal is to keep the Legacy points intact, they just aren’t making any promises yet. Stephen Reid explains further and answers a couple more questions about character transfers:

Quote:
Originally Posted by Palathas
1) As above about legacy levels.
2) Is it just the one character or is it a server full of characters?

3) Are all items carried over from the characters personal hold and what they are wearing? (More of a confirmation)

I’m not creating any Asia-Pacific characters at the moment due to the uncertainty of what’s exactly happening with the transfers.

We’ll have more information about Legacy levels and experience a little closer to the window for character transfer. The system is still in development, and I don’t want to promise anything that may not happen for whatever reason.

With that said, the development team is being very careful to ensure that the experience is as smooth as possible. We don’t want to penalize anyone’s progression just because they transferred their character.

On question (2), you will be able to transfer multiple characters, although there will be some limitations (eg available slots on a server). Again, more details will come closer to the time, but you will not be limited to one character.

On question (3) the only current restrictions are listed in the FAQ. After transfer:

The character will no longer be a part of its guild – Guilds and guild membership will not be transferred to your new server. You will need to create or join a new guild on your new server.

Your Friends list will be reset – Friend lists are server specific, so you will need to repopulate your list with players from your new server.

Before you transfer your character, it is important to ensure the following:

The character has no items listed on the Galactic Trade Network (auction house) – active Galactic Trade Network listings will not be transferred to your new server.

The character has no items or credits in their mailbox – In-game mail will not be transferred to your new server. Make sure you have removed everything in your mailbox before initiating the transfer. Otherwise, the contents will be lost.

Hope that helps clarify a little!

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Feb 10, 2012

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United We Stand: Stand Back, We’re Learning

Dear Parents, don’t worry. Your kids are going to be alright even if they are spending a ton of time playing Star Wars: The Old Republic. It’s not antisocial, it’s not useless, and it’s not a waste of time. It’s learning, and according to James Paul Gee’s book What Video Games Have to Teach Us About Learning and Literacy, they are doing a better job than our schools are. “They operate withthat is, they build into their designs and encouragegood principles of learning, principles that are better than those in many of our skill-and-drill, back-to-basics, test-them-until-they-drop schools.” (Gee, 205)

Check out that handsome book cover.

And he is absolutely right. In this book, he highlights thirty-six learning principles identified by learning and literacy studies and talks about how they are used in modern game design. An excellent example that he uses is the pattern teaching strategy that first person shooters use. They teach you have to move, how to shoot, and how to not die then they throw enemies at you. When fighting, you develop strategies and learn tactics that are effective against your enemies. Then, as the game progresses to more difficult enemies, the game forces you to use everything you have learned in new and different ways. Then, as the final boss nears, the game tears these strategies’ away from you and makes you look for solutions outside of the box, drawing on all the experiences you have had throughout the game.

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Jan 31, 2012

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Blue Milk & Cereal: Do You Miss Having A Reputation System In TOR?

No day would be complete without the breakfast of Jedi: Blue Milk & Cereal.  Every morning, the team at Ask A Jedi will get Force-induced thoughts coursing through your head with delicious issues from around the galaxy! Join in the discussion below to make your voice heard!

Editor’s Note: Today we take another stroll back in time, and re-ask a question that we asked long before Star Wars: The Old Republic was in the hands of players. This time, it’s all about reputation systems. 

Learning that there wasn’t going to be any sort of reputation system in Star Wars: The Old Republic was sort of a let down for me. This revelation came as a bit of a surprise, since this type of system has been an MMO staple almost since the beginning of time. The ability to gain (or lose) favor with a given group of NPCs to unlock content or rewards presents an opportunity for interesting dynamics, especially in the Star Wars galaxy where political undertones play such a big part in the story. As a matter of fact, this page has been on the Holonet since the site launched in 2008. It looked ripe for expansion, but nothing ever came of it. That page sure made it look like a reputation system in waiting!

On the down side of these systems, the implementation of these reputations or factions in other games tended to lean toward the “grindy” side of available activities, and we know BioWare is interested in removing that aspect of the genre as much as possible. Now, you might be able to make the argument that the companion system is a type of “reputation” system, but I think that is a stretch.

Still, I think with a little creativity and ingenuity, a reputation system could work in a game like The Old Republic. What if it were called “diplomacy” as opposed to reputation? It suddenly takes on a whole new life. Perhaps this is something that BioWare would add to the game through an expansion, or maybe we’ll never see it at all.

How about you? What do you think of the absence of a reputation system in TOR? Do you miss it? What ideas do you have to make one that isn’t so “grindy”? Let’s hear ’em!

Do you miss having a reputation system in TOR?

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Jan 10, 2012

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Council Chambers: Next Steps, Or “The Hows”

Council Chambers is all about the ins and outs of guild leadership in Star Wars: The Old Republic.  Each week, we’ll look at running and managing a guild through good times, bad times and everything in between.  

Whether you have been playing MMOs for five days or five years, if you are new to guild leadership, you will need to think some about the hows – how does one form a guild, what should you do in advance, and how do you make it work? All you need to go is go pay your money and buy a charter, right?

Well, there is a little more to it than that – perhaps not in the most basic sense, but in actually building a guild that will last longer than it took to find three people to sign the charter. So, how does one try to set up a guild that will work?

1. Make Sure You Have Enough Time to Run a Guild

Running a guild is very time intensive, even for small or casual guilds. Especially early on, you will be the main point of contact for anyone who is interested in the guild, or for any members that have questions. As you promote officers and gain stability, you will not need to be around quite so often. In the early days though, plan on being around at least every other night if not more – at least until you have gotten a good, reliable support crew of an officer or two to fill your shoes on the nights you are not around.

Even once the guild is established, you should try to still be a visible presence online. People get skittish when the guild leader vanishes for long periods of time – so even once the guild has been around for a while, it is still helpful to check in a few hours a week and be present for your members. If your time and availability change so that you cannot continue to do so, it might be time to think about transitioning leadership to another person. If you cannot commit a couple hours a week to the guild forming up, then I would strongly encourage you think twice, and perhaps consider not, forming a guild. Guilds are like gardens – beautiful when you invest the time in tending to it, but prone to getting clogged with weeds or overgrowth if you stop paying attention or lack the time to take care of it any longer.

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