http://forums.station.sony.com/swg/p...opic_id=652811
Devs: Blixtev, DeadMeat, Valara, Loche, Shadowbrak, AdeptStrain, lucas arts guys
1.) summary of what they've done so far this year, highlights of chapter 8,9 and game updates 1,2,3
2.) Chapter 11 will bring Hoth. Hoth will be an instance in much the same way that Heroic Defense of Mos Espa is. They understand it is slightly out of continuity... they plan to bill it as, this is an attempt to give you the movie experience and then"return to your regular routine". Two (known) indigenous species doesn't give a lot of room for whole planet development, and tusken king has proven they can do big things in little packages
a.) concept art for ion cannons and snow speeders were shown
b.) concept art for snow rebel trooper and snowtrooper uniforms
c.) no idea whether snow speeders will be pilotable, and if they will use the space or ground vehicle interface for it. worst case scenario is that we'll see npcs flying them
d.) at-at's are planned. Even though right now the at-at's are storyteller props and can be made attackable, if they gave at-at's the current npc ai they'd be able to turn on a dime, shoot through walls, and teleport like npcs do right now. worst case scenario is we will see them walk in a straight line and attack them along the way
e.) end point of the instance for imps is TBD, for rebels it will be the line "the first transport is away"
3.) chapter 11 will also include droid commander
4.) chapter 10 will include meat lump themepark. meant to help bridge the gap between 45-65. Less combat, more puzzles, and the combat that is there will spawn level-appropriate, so it will remain an interesting challenge for level 90 players too.
5.) down the road: appearance tab, return of astromech stats feature, pilot updates, slow introduction of the rest of the named lightsaber crystals, a house packup
6.) interesting questions:
a.) the reason why there is no gcw tick in deep space but there is on the ground is because on the ground, it is easier to predict where the toons are and what the response will be when the server queries them to determine if they are eligible. due to the massive size of space, and the fact that when you die you load into a totally different zone, and the fact that ships move much much faster, makes it hard to account for client responses
b.) instance transition. Official confirmation from Shadowbrak and Blixtev that when you cannot get back into the instance, like Exar Kun, it is because the process that is supposed to move you into the instance has crashed and the servers take 5 minutes to respond. Blixtev made the analogy of a turnstile in the subway... if someone ahead of you breaks the turnstile, no one can get through. that means that it might not even have been someone in your group that crashed the server, might have been someone in the group before you. May also relate to a server boundary issue inside the instance as well. DevH has written a fix that will go into update 3 that reduces that server restart time from 5 to 1 min, and another update will contain the fix for the problem of someone else bugging it for you, but they still don't know why it crashes for individuals. because instance transition is such a big issue, don't expect fixes in hotfixes, they will only be released with the major updates.
c.) mustafar instance transition. crashes occur for a different reason. update 4 will update mustafar to the heroic instance logging system
d.) blixtev said, flat out, the elder robe cannot be the end-all be all forever, and its time to move on
e.) no plans to implement space heroics.... this is because placing modifiers on players/chassis or constructing a space instance in such a way that a group of certain chassis makeups would be required, would piss off the pilot community too much who all say its all about skill and gear has nothing to do with it. Pilots would cry foul if there are behind the scene changes, or a need for specific chassis dependence/interdependence w/in a heroic space encounter. If they were required to fly a different chassis than the one they usually do all their pve content in, they would be upset.
f.) no immediate plans to allow the addition of storage increases to municipal buildings like hospitals and cantinas. they can't do it because there is still hidden code that can allow these structures to be automatically destroyed upon city demotion. when they look at the city code in a future update, they'll revisit the issue.
g.) meta-grouping.... something they'd like to move to... these are groups of groups.... still need to consider will these just be linked for communication purposes or how will buffs work.... don't want a situation where less officers are needed on the battlefield because one officer now buffs 20 people instead of 8. they realize this sucks for entertainers who used to be able to have band flourishes and dance troupe flourishes of larger #s of folks. they'll have to see if they have time to implement it.
h.) they are reluctant to add more solo-oriented content beyond things like the jedi challenges associated with the new cloaks in update 3. nk-necrosis was never intended to be soloable.
i.) smuggling things of value seems a low priority since it would be content only for one system, and right now the concern is smuggler combat usefulness and expertise updating. blixtev did like my idea of traders or other players making contracts for smuggled goods at npc handlers, but doesn't know when it can be implemented if at all.
j.) weaponsmith.... ahhh.... so very hard.... they want to improve traders by giving them more useful things to make, and generating repeat business, without just adding new schems. there was talk of allowing the skin of a weapon to be chosen separately from its combat level, so that folks are not resticted to one type of weapon all the time.
k.) server merges... probably a bad idea.... chapter 10 will bring a new lfg interface that will make it easier to find folks for grouping .... they want eisley and aurilia to remain "hubs".... server merges and free server transfers will likely not be implemented because it doesn't do anything to incentivize staying on your server and maintaining the roots you established there.
l.) group waypoint arrows not pointing the right way ... soft log fixes this ....
m.) afk play -- probably won't be implementing "zones" within the cantinas where if you go afk it will be considered "disruptive."
n.) no plans to introduce ent/trader related GCW. DeadMeat said the focus of the GCW is about combat, and there would be balance considerations if they allowed ents/traders to earn GCW at the amounts and levels combat toons earn it.
o.) the reason why we don't have collision detection, as it was promised for november of 2006, is because the programs implemented it and then art discovered that collision for objects like walls was only ever designed for knee-level. Raph Koster and his design team 8-9 years ago never designed the game with the ability to jump, so that's why the jetpack still bumps into rocks on the ground, because your collision box is just extended to the ground invisibly. The team found that when they implemented jumping, you could get stuck inside an object because you "jumped" over the knee-level collision but couldn't get back out.
ask me questions and i'll try to reach into the recesses of my cobweb-like memory banks