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AllisonBerryman

Broadsword
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Everything posted by AllisonBerryman

  1. The forums are one part of our plans, and so far we've definitely been increasing efforts to get responses to questions we see on the forums that we're able to answer. There are still questions that are important to the community that we do not have answers for yet, but, just like we've done with the forums, we're making efforts to get answers to those questions through, and we're making strong efforts internally to continue to escalate feedback and concerns from the community. You'll continue to see answers to questions on the forums, and we have more to come.
  2. We haven't deleted anything from the dev tracker - I believe that, occasionally, when the dev tracker pulls posts, there is a time period during which you'll see less pages than are actually there. This should be resolved shortly (and if it isn't, there may be a bug we're unaware of). I'll keep an eye out and make sure something unintended isn't going on.
  3. We're very excited to see constructive feedback, and the threads mentioned here have generally been exactly that. Part of what the community team does is read what players are saying across many outlets (the forums, social networking, places like reddit, etc), compile feedback, and send it along. These threads have provided us with a lot of good and generally focused and detailed feedback, and we wanted to encourage them so we'd see even more constructive feedback in them to round up and pass along! I don't have any specific plans of action on individual items to share (and remember, we're always gathering and passing feedback along already - you may remember the class feedback threads we posted a while ago), but your suggestions, complaints, and feedback definitely reach the developers, and it helps inform decisions about upcoming changes and content.
  4. Hey folks - I'm not sure what happened with the icon showing up next to this thread. We don't have any updates about Hard Modes for these Flashpoints, but it is something we'd like to include.
  5. We'll be implementing individual servers forums once automatic transfers are complete!
  6. I talked to Jesse Sky (Lead Flashpoints and Operations Designer) and Damion Schubert (Principal Lead Systems Designer) about duels in current non-dueling areas, and have some information for you! Currently, dueling is disabled in the main areas of the Fleets partially because it can have a negative impact on performance in those areas and partially because it can be an unwelcome distraction to other players. This is something we may be able to address in the future, and we appreciate your ideas, but changing it isn't something that will happen in the immediate future.
  7. I talked to Jason Attard (Senior Game Balance Designer) and he was able to shed some light on modifications in endgame items and how stats are distributed. Our goal is that a highly-skilled player can complete content without needing to swap mods on their gear, but spending the time and credits necessary to optimize the mods should still make a noticeable difference. When we generate mods for endgame gear, we generate all the mod variants at a given item level and then run a process that combines the mods with endgame shell items to create the items needed for an Operation. This process helps us ensure that the stats are useful for Advanced Classes and roles, but it doesn't generate gear that is completely optimal for every spec. We always manually check the results and tweak items where necessary. We have had some problems in the past with gear that stacks a single rating too much and with incorrect armorings being assigned to some items (high Endurance gear should go to tanking items, Aim/Cunning/Strength/Willpower should go into DPS and healing items), and we're continuing to refine the processes we use to make more useful gear. In future tiers, you'll see many issues with mod allocation corrected!
  8. This isn't a bug, but it is something we'll be changing in the near future. Currently, the Group Finder puts you outside the group content you just ran once you've finished, but we will be adding in an option to return to where you were when you entered.
  9. Just hopping in to confirm that we don't have any new information right now. When we do, we'll make sure it's very visible!
  10. We are definitely aware of issues with some Codex entries, and fixing them up is something we're working on. If you notice a Codex entry that you're having an issue with, please do make sure you report it via the in-game Customer Service portal (in case there are some individual instances we aren't aware of yet)! We don't have plans to scrap the Codex system, but we will be working to improve it.
  11. Hey everyone! I can confirm that we won't be attending PAX this year. We'll definitely miss going; we always love PAX!
  12. Hey everyone, I talked to Todd Davies (Audio Director), and he had some information to share with you all! First off, music should be looping on a fairly regular frequency. There could be some issues preventing this, and we'll definitely take a look and address any bugs we find. Secondly, we're definitely open to providing more customizable options for music looping and frequency in the future; it's something we'd like to take a look at.
  13. Hey everyone! I don't have answers to all the questions in the OP and throughout the thread, but I'll keep them coming as I'm able to. Here are a couple I got answers for after talking to Rob Hinkle (Senior PvP Designer). Ancient Hypergates will be available in the Ranked Warzones queue as soon as it's in-game; no wait for it to get added. Regarding queuing as an 8-player team for non-ranked Warzones: We won't say "never," but we don't have plans for this right now. We want to try to keep the regular Warzones competitive in their own right, and allowing full pre-mades to potentially match with a full PUG could be problematic. We'd want to avoid situations like that. For Ranked Warzones and queuing with less than 8 players: This is something we have plans for, but we haven't announced a timeframe for it (it won't be available in 1.4). About Season 1: Right now, we have a little more work that needs to be done overall before we're ready to officially kick it off, and I can tell you that it won't be launched as part of 1.4. We'll keep you updated! The PvP game won't be neglected - we do have Ancient Hypergates on the way as well as new PvP gear, and we have a lot more in store for you!
  14. As some of the other folks have stated, we do have plans to introduce individual server forum after automatic transfers. I don't have an update on when the automatic transfers will happen, but it is definitely in our plans for the forums to create individual server forums!
  15. To address the question in the title of this thread, I talked to Jonathan Crow, a Gameplay Telemetry Analyst here. The data that we have shows that nearly half of all currently active players have played at least one Space Combat Mission in the past 30 days. To address another point brought up in the OP, it's important to note that we are working to bring more Space Combat in addition to the many other types of content that players enjoy (including things like the new Operation, Terror from Beyond, and the new Warzone we talked about at Gamescom).
  16. I asked Senior Game Balance Designer Jason Attard about the Accuracy on attacks from Operation bosses, and he let me know that the default boss accuracy is 100% for special attacks and 90% on basic weapon attacks. Any accuracy debuffs applied to the boss (or defense buffs applied to yourself) should reduce the boss's chance to hit. We do have the ability to increase accuracy dramatically for a special attack if we want to guarantee that it hits, but typically that only occurs for abilities that are critical to fight mechanics.
  17. I asked Lead Flashpoints and Operations Designer Jesse Sky about the respawn timer on the Nightmare Pilgrim. He said that now that server populations are more dense on our destination servers, it makes sense to reduce the respawn timer. In a future update, it will be lowered to 30 minutes, and we'll continue monitoring feedback about it!
  18. This is a really interesting feedback thread! Thanks to those of you posting your top 3's - keep them coming!
  19. For those curious about Eurogamer Expo, we do not have plans to attend this year. Sorry to disappoint!
  20. We do have plans to make more character slots available per server and will bring you more info as soon as we can. Thanks for all your suggestions in this thread!
  21. There are some mask/hood combinations that do work in the game right now, but not all of the combinations currently display. If you've noticed a particular set of items that don't display together, you can report them in-game for us to look at - not all of the combinations will be made to work, but we'll take a look at those that we can.
  22. Making the crafting UI easier to navigate and more organized for players with large numbers of schematics is something that we do have plans to do in the future! Thanks for posting your ideas!
  23. Hey everyone - thanks for sharing your thoughts about the events in this thread (and, of course, in the many others we've been reading)! We've been reading lots of feedback on the two events and will be sharing it all with the team. Special thanks to those of you taking the time to really describe what you liked and disliked; the details are very helpful!
  24. Though we are working to interact more on the forums, there are some questions that we don't have any news for at the moment. However, the Community team is also working hard to make sure your questions and concerns are escalated to the right places, and that the biggest questions in the community are known internally. As soon as we have news, we'll definitely share it, and in the meantime, we'll keep grabbing questions we can answer and posting here. And, of course, when we have big news or announcements, you'll definitely see us support those with blogs and detailed information!
  25. As some others here have mentioned, we do plan on introducing this change very soon. You'll be able to return to where you were playing before you entered a Flashpoint or Operation once it is complete in the near future!
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