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Service scheduled for roll-out early summer


In late February, BioWare opened the Oceanic servers. With the expansion, free character transfers were announced. But this left one question unanswered, "When will character transfers become available to everyone?"

In last week's developer Q&A, SWTOR forum user Arymono asked this question of the developers and Dallas Dickonson (Senior Producer of Live Services) chimed in on the subject:
We will be rolling out our Character Transfer Service in early summer. First we’ll have some targeted free transfers from/to specific servers, but that will be followed with a broader system where you can either take advantage of free promotional transfers to specific servers or paid transfers to the server of your choice. We know everyone has more questions about character transfer, and we’ll reveal more details closer to the launch date.


Dicksonson also mentioned in the same Q&A that this service will also address low server populations. When the new service rolls out, players on select servers will have the opportunity to transfer from high- and low-density population servers.

We will bring you further announcements and updates as they become available.



Origin, retailers will sell game to expanded clientele

Early this morning, BioWare announced that starting today, the epic saga of Star Wars:The Old Republic will expand into Eastern Europe and the Middle East.

Two versions of the game will be available, a Standard Edition and Digital Deluxe Edition. The Digital Deluxe Edition will come with some unique in-game items and will be exclusively available from Origin.

Those who have already purchased a physical copy wont be left out though. BioWare has made a Digital Upgrade package available for purchase from Origin where available.

The Standard Edition will also be available at select retailers in most of the countries.

All editions include 30 days of game time and will have the option of one, three and six month recurring subscriptions.

Below is the list of the countries included in the expansion:

Europe

  • Albania
  • Andorra
  • Belarus (only available at Origin.com)
  • Bosnia and Herzegovina
  • Bulgaria
  • Croatia
  • Cyprus
  • Estonia (only available at Origin.com)
  • Gibraltar
  • Iceland
  • Kazakhstan (only available at Origin.com)
  • Latvia (only available at Origin.com)
  • Lithuania (only available at Origin.com)
  • Luxembourg (not available at Origin.com)
  • Macedonia
  • Malta
  • Moldova
  • Romania
  • Serbia
  • Slovakia
  • Slovenia
  • Turkey
  • Ukraine (only available at Origin.com)

Middle East

  • Afghanistan
  • Algeria (not available at Origin.com)
  • Bahrain
  • Egypt
  • Israel
  • Kuwait
  • Lebanon
  • Libya
  • Morocco
  • Oman
  • Qatar
  • Saudi Arabia
  • Tunisia (not available at Origin.com)
  • United Arab Emirates
  • Yemen

More information about the expansion is available at the Additional EU and Middle Eastern Launch FAQ page on the SWTOR website.

We will keep you up-to-date with any announcements or statements from BioWare as they become available.

New Skill Tree Calculator
12 апр. 2012 г.



A new Skill tree calculator is now available to let you try out new builds. It works exactly like in the game with few nifty features:
  • Automatically max out all points in any tree!
  • Be able to reset one tree at a time.
  • Share your build easily with a persistent URL that reflects your current build exactly as it is on your screen!

If you have any suggestions for improvement, or features you'd like to see us add for this tool, feel free to let us know in our Suggestions Forum!

BioWare: SWTOR Patch 1.2 review
9 апр. 2012 г.


Patch brings new features, class overhauls

With a lot of talk on the horizon about the exciting new features in SWTOR Patch 1.2, the community reeled in excitement when James Ohlen (Lead Designer) announced to PAX-East convention attendees and our friends at Massively that the major content patch will release this week.

Ohlen told the Boston-area convention attendees, "We have our update 1.2 coming in the next week, and then after that, it's going to continue to roll out month after month. It's exciting."

This update brings many features and major content releases announced during BioWare's Guild Summit as well as several blogs on the SWTOR Community Website.

So what exactly is being released with this patch? We delve in for a brief overview of key features and updates.

Legacy System

This is a feature which has received a lot of speculation since the game's release. First announced at the SWTOR Guild Summit to release with Patch 1.2 , this new feature allows players to include all of their played characters into a single bloodline and even to pass down abilities and emotes.

William Wallace, SWTOR Senior Game Designer explains:
"Where would you start if you were constructing the Skywalker family tree? Let’s start with Anakin. If you ask me, Anakin is a level 50 Sith Warrior anchoring the top of the family tree. He’s married to Padme Amidala and they have two kids, Luke and Leia. Luke and Leia were both strong in the Force, like their father before them. Leia ends up marrying Han Solo, undoubtedly a level 50 Smuggler, and they have three children who all turn out to be Jedi. Luke marries Mara Jade, and they in turn have Ben, who is also a powerful Jedi Knight. Looking at their family tree, it’s clear that the Skywalker legacy produces powerful Force users and great heroes.

From the very beginning of development on Star Wars™: The Old Republic™, we felt that the idea of familial bonds was a cornerstone of the Star Wars™ experience."


Characters will be automatically added to the Legacy Tree upon completion of Chapter One, regardless of faction. After Chapter Two, characters will begin passing down special emotes as well as certain special abilities. Players will also be able to unlock role-specific unlocks for completing companion quests, the ability to unlock unique class combinations, ship unlocks and many more milestone-based unlocks.

Some unlocks will also be purchasable. According to Daniel Erickson, Lead Game Designer, alternative methods will be available for species unlocks. These type of unlocks will utilize Legacy Level as well as currency.

PvP Changes

Several changes are also being made to PvP and Warfronts with Patch 1.2. The most notable of these features is the addition of a new Warfront called Novare Coast. In this new zone, players will battle for a strategic beachhead by gaining control of mortars which bombard the enemy.

The mechanics of this warfront differ from those of the Alerdaraan Civil War. In this warfont, the time required to capture a mortar is based upon a sliding timer based upon the number of players involved in its capture. Enemies may stop the timer and gain movement toward their capture by defeating all enemy players and interacting with the mortar.

Leaderboards and Ranked Matches will also be introduced with this update. In addition to Ranked Warzones Solo and Group Ratings, players will now have several other PvP stats tracked including:
  • Player Kills
  • Medals Earned
  • MVP Votes Received
  • Total Warzone Wins
  • Solo Ranked
    • Wins
    • Losses
    • Highest Rating
    • Current Rating
  • Group Ranked
    • Wins
    • Losses
    • Highest Rating
    • Current Rating

The rated warfront system will also include its own tier of PvP gear. Called Rated War Hero Gear, this tier will be available only to the higher rated players. This gear will have the same stats as the War Hero gear, but with what BioWare calls, "a more prestigious appearance".

An AFK Vote Kick system will also be employed. This is rather a misnomer as the system was explained to be similar to the Report AFK feature of other games, where a number of reports initiates the system. There is no word as to if the Deserter system (already in place during warfronts) will be revamped or removed in the future with the implementation of this system.

Explosive Conflict: New Operation

A new operation entitled "Explosive Conflict" will be introduced with 1.2. BioWare reveals some of the lore:
"The Trandoshan mercenary warlord Kephess has seized the planet Denova, a world rich in resources valuable to the war effort. Players must assault his war camp, situated atop a mountain in densely-wooded terrain, fighting Imperial defectors and heavy war machines along the way. 8- and 16-player Story and Hard Modes are currently available for this Operation."


Lost Island: New Flashpoint

A new flashpoint will also be added to the game. BioWare describes this new level 50 adventure:
"Having uncovered the sources of the Rakghoul plague outbreak in the Tion Hegemony, players must travel to Ord Mantell and confront Dr. Lorrick, the mad scientist who engineered this horrific biological weapon."


Guild Features

There are several features which will be implemented over the course of the releases for Patch 1.2. Immediately with the content release, players will have access to a Guild Bank, which will allow players of the same guild to enjoy a common storage unique to the guild.

There are several other features which BioWare intends to implement later in this patch cycle. They include:
  • Guild Calendar
  • Guild Capital Ships
  • Guild Emblems
  • Guild Advertisement
  • Guild Progression

UI Customization and Improvements

Starting with this update, players will be able to fully customize their user interface. This will include the ability to completely resize as well as move all elements the UI. There are also several quality-of-life improvements:
  • An "Awareness Radius" option will be added. This will allow players to avoid that ghastly lag on board their Fleet Ships and elsewhere across the galaxy by tuning down the radius at which players and NPC's appear.
  • A new preference, "Character Texture Atlasing," will be available. Enabling this option increases the texture quality used when rendering character models.
  • Vehicles will now be able to be used in Spaceports and Orbital Space Stations
  • Players will now have a "Customize" feature added to their character sheets. This will provide some options to customize the appearance of their character, including to color-coordinate their gear to their equipped chest piece.

Crew Skills and Gathering Professions

To be included with this patch are several sweeping and quality-of-life changes to both Crew Skills and Gathering Professions. Many of these changes were announced in the SWTOR Crew Skill Blog. Here are some of the highlights:
  • Characters with the Armormech profession will be able to learn Aim, Cunning, Shield and Absorb augments schematics, which may be reverse engineered for a chance to research their prototype and artifact variants.
  • Characters with the Armstech profession will be able to learn Endurance, Surge, Critical, Accuracy and Power augment schematics, which may be reverse engineered for a chance to research their prototype and artifact variants.
  • Artificers will be able to craft top-end crystals for all available colors, as well as schematics for PvP crafting.
  • If your character has the Cybertech profession, you will be able to sell any of the vehicles you create on the Galactic Trade Network, as we have removed their binding restrictions from the game.
  • Players with the Synthweaving profession will be able to learn schematics allowing the creation of Strength, Willpower, Defense, Alacrity and Presence augments, which may be reverse engineered and researched into their prototype and artifact level variants. As with Armormech, a critical success crafting custom (orange) outfits will add an additional augment slot to the resulting item.
  • Augment Slicing missions will become the source of Sliced Tech Parts - the main material component used in the creation of Augments by Synthweaving, Armstech and Armormech crafters.

Class Changes

Sweeping class changes have been made to all classes, many of which are balance-based. As a result, most skill trees have been re-worked and most classes will log in post-patch to skill point resets.

The changes are far too numerous to name here, but may be found on the patch notes. For those who are unfamiliar with where to locate the patch notes currently in testing, fear not! The rather lengthy but informative notes may be found on the SWTOR Community Website.

Please remember that all changes are in testing and may be subject to change before going live!

We will continue to provide updates and announcements as they become available.



Lead Combat Designer tackles questions from the community


Today, Lead combat Designer Damion Schubert held a Q&A session on Facebook. Users submitted their questions, and BioWare returned Schubert's answers, with the users credited by their name.

Below, we have quoted the questions and answers as found on the SWTOR Official Facebook Page

Tim Simmons

Cantinas are wonderful, big empty spaces - any plans to have the abilities to make music and dance (I don't mean entertainer classes per se, more a reason to "hang around" them - small buffs of something)... ?

Damion

We have some ideas, but nothing planned for the immediate future.
Paul Holding

Are there going to be more world bosses added? They're one of the best parts of the game

Damion

We will probably add these sporadically throughout the life of the game. I can tell you there's at least one new one in 1.2.
Luca Rio

How big are the expectations for patch 1.2? I mean, as a team, how much are you looking forward to it and how strong do you think it will affect the current gameplay?

Damion

That's a tough question to answer - the game was pretty strong before 1.2 came out. That being said, this game update is an incredibly large and ambitious update, and has some definite key improvements to the game experience. I think that in particular Legacy will offer an all-new dynamic for people to play around with, no matter what their play style is.
Chris Scott

What Space Combat and Starship changes can we expect? Will we see customizations and new upgrades?

Damion

The space team has several initiatives moving at once right now - I wish I could speak to them all. Once these are more concrete, we'll be happy to tell you more about them.
Damiano Vitali

Is there any chance we could have target marks to be key-bindable in 1.2? Many tanks and RL would be pleased.

Damion

That will definitely go on the GUI backlog today. I don't have an ETA for when this will get to you, as their top priority for 1.2 is being sure that GUI customization is clean and ready to go.
Stefan Viskovic

will we be able to tranfer the already discovered taxi/teleportation nodes through legacy from our mains to our alts?

Damion

Not at this time.
Nathan E-lie Pavely

Will you ever change it so characters aren't always right handed? Where's the love for lefties?

Damion

This is fairly non-trivial for our game, due to the choreographed combat and the in-game cinematics. Sorry to say, we have no plans for this at this time.
Gabriel Santiago

Will assassins be able to use electrostaves without restricting moves? since carrying a glowing and humming weapon is not stealthy

Damion

I've passed this feedback on to the combat team.
Jeffrey Peck

With what sounds like a continued NERF to biochem reusables in the future, what are the plans to make it competitive with the rest of the crafting skills after they seem to all be getting boosts?

Damion

The balance team has no plans to make Biochem inferior to other classes at the endgame, but instead to bring a level of parity across all crafted items. We think the changes in 1.2 should bring all the crafting skills to be much closer in line with each other.
Lee Mathe

Will we be able to crit craft exisiting orange schematics already in the game?

Damion

Our lead crafting designer says: Yes! All craftable orange (custom) gear can be crit crafted.
Matty Debilde

"About the raid calendar, is there maybe also some consideration about recording loot from events on the calender, assigning it to people and maybe even assigning points to people, as in making it possible to use/create a dkp system ingame?"

Damion

We've talked about this before and may examine it again in the future. Part of the problem is that guilds use a wide variety of different DKP methods, and there's a wide swath of players who are hostile to any sort of DKP system at all, and who don't want to feel the game is forcing one down their throats. Any solution we come up with needs to be general enough to take all of these play styles and considerations in mind.
Chris Welbourn

Currently you can preview the appearance of armour for your character and companions. Will it be possible to please view weapons, as well, in this fashion?

Damion

Someday. No immediate ETA.
Oren Shed

I am not thrilled about creating multiple characters and like to stick to just one, as well as a lot of the other population in the game in sure. With the legacy system, would someone like me be losing out a lot of new skills/abilities now since I dont want to create other toons?

Damion

We are very sensitive to this, and want to be sure that we don't undermine your playstyle. In particular, we want to be sure that the amount of alt-playing you have to do in order to take part in other activities you might like (warzones, operations) is limited at most. This is why the unlockable 'Heroic Moment' abilities are limited in their usage, and why players can unlock some of the key buffs in the tree with credits instead of alt-playing. Also, as is possible now, players can gain legacy levels and experience even when their normal level is at cap. Yeah, you'll miss out on some cool toys, but for the most part, there will be ways for you to get everything that you need to get.
Rob Levi

Since we are under Legacy system, is there a way our alts can appear in a room either on our ships or the guild ships? It would be awesome to see our characters and maybe even exchange inventory with them on the ship

Damion

No on the 'seeing alts' thing (at this time). We do have plans for the future to streamline inventory swapping between legacy characters, but for right now, you'll have to use mail. Note: we are removing the faction limitations on sending mail to yourself to facilitate this.
James Brown

Is there going to be a way to change the appearance of our armor? Seeing the same old armor is getting quite old.

Damion

1.2 will have an increase in the amount of moddable gear, as well as improvements allowing for moddable gear to be used at the endgame. Between that and the new color unify system going in, players should have a remarkable amount of freedom in customizing the look of their character's gearset.



Panels announce sweeping changes


The SWTOR Guild Summit is still in full motion! This summit, being held until March 8th, is a meeting between BioWare developers and select guilds from across the world.

Yesterday, BioWare held a series of developer panels at the summit. These panels discussed many of the changes we will see in 1.2, as well as what is being planned in the future, We were taking notes, and tried to boil it down to the most relevant information. There are a lot of changes to cover, so let's delve in!

PvP

Patch 1.2
  • Zones
    • New Warzone, "Novare Coast"
    • Ilum will be redesigned
    • Outlaw's Den will see some changes
  • New Warzone dailies
  • Items
    • A new tier of PvP gear, called "War Hero"
    • PvP crafting
    • New lightsaber colors
    • 18 new medals
  • Warzone Mechanics
    • A vote-kick system will be introduced to remove inactive players from a Warzone
      • Measures to prevent abuse of the vote-kick system
    • Same-faction queueing will be added to existing Warzones to prevent repeated Huttball queues
  • Class balance will be addressed
  • There will be continued efforts to crack down on exploiters

Legacy

Patch 1.2
  • Legacy spells at max level
  • Legacy "Family Trees"
  • Legacy global unlocks
  • Specialized item drops

Guilds

Patch 1.2
  • Guild Banks will be implemented
  • Guild Calendar will be implemented
  • Guild Capital Ships will be implemented
  • Guild Emblems will be implemented
  • Guild Advertisement will be implemented
  • Guild Progression will be implemented

Flashpoints and Operations

Patch 1.2
  • New Operation, "Explosive Conflict"
    • Will provide a higher level of difficulty than currently implemented operations.
  • New Flashpoint, "Lost Island"

Patch 1.3
  • Group finder will be implemented

User Interface

Patch 1.2
  • Chat bubbles will be implemented
  • New role-play emotes will be implemented
  • The mission tracker will include a button to use mission items, eliminating the need for searching inventory
  • High res textures will be implemented
  • "Unify to Chest" will return

Items

Patch 1.2
  • Craftable augments will be implemented
  • Orange gear will be "more viable in end-game"
    • To accomplish this, the Destined Loot system will be removed from Normal Mode Operations

Missions and Events

Patch 1.2
  • New daily missions
  • Server-wide limited time events will be implemented
  • Less "static" worlds have been announced

Live Facebook Q&A

Also announced, BioWare will be conducting a Facebook Q&A session with Lead Combat Designer Damion Schubert today. To participate, players should post on the Star Wars Official Facebook page. Later today, BioWare will compile the questions, and select questions will be answered on the wall.

We will re-post this Q&A once it goes live.

SWTOR Opens Oceanic Servers
29 февр. 2012 г.


New servers launch for Australia, New Zealand, Asia Minor

For months, players in Australia, New Zealand and Asia Minor had formed a daisy chain of guilds and networks to form a virtual server on the U.S. realm Swiftsure. Earlier in the month, BioWare announced that it would open up Ocenic servers on March 1st.

Though most in the U.S. may check their calendars and observe today is February 29th, our friends in Asia (who are on the other side of the International Date Line) woke up to some good news as BioWare welcomed it's new players in Australia, New Zealand, Hong Kong and Singapore.

In its original announcment, Dr. Greg Zeschuk, General Manager of the BioWare Label’s MMO Business Unit and Co-Founder of BioWare said, “Our biggest priority for The Old Republic has always been to deliver a high quality product and high quality service and we are pleased with our results in North America and Europe. We appreciate that our fans in these countries have been patient and we are excited to deliver this same great customer experience to players this March.”

Characters who may already be on a US realm are eligible for transfer to an Oceanic Server. Details may be found on the Asia Pacific Launch FAQ Page. Transfers will be free for those whose accounts whose account options already declare that they are from Australia, New Zealand, Hong Kong or Singapore. Guild transfers are not yet available at this time. For those who do not qualify for the free transfers, there is a paid transfer service available.
UPDATE (2/29/12): The calendar gnomes have verified that today is February 29th, not March 29th. Sorry for any confusion or missed appointments.



Statement tackles false claims, bullying


Yesterday, a series of internet attacks against SWTOR writer Jennifer Hepler streaked across social media, and even prompted Magelo's first editorial.

A few moments ago, Dr. Ray Muzika (co-founder of BioWare) issued a statement in support of Ms. Hepler and against internet bullying. Below, we have quoted the entire post as found on the BioWare Social Network Website:
Hi Everyone

Below, please see a message from BioWare co-founder Dr. Ray Muzyka in regards to the recent attacks on Jennfer Hepler.

Jennifer is a valued, talented employee who has been with BioWare for many years and we hope will be with us for many more. It is awful that a few people have decided to make her a target for hate and threats, going so far as fabricating forum posts and attributing them to her, and singling her out for projects to which she has not contributed (i.e., Jennifer is not even a part of the Mass Effect writing team). All of us at BioWare support and will continue to support Jennifer fully, and are happy to see so many people out there are also supporting her during this difficult time.
  • Dr. Ray Muzyka. Co-Founder of BioWare; General Manager, BioWare Label; Senior Vice President, Electronic Arts

Additionally we will be making a donation of $1000 in Jennifer's name to Bullying Canada. Please feel free to also donate to this worthy cause in support.

Thank you again to everyone who has supported Jennifer and BioWare in this difficult time.


We at Magelo support BioWare's stance and wish Ms. Hepler all the best.



editorial \ˌe-də-ˈtȯr-ē-əl \ (noun)

1) a newspaper or magazine article that gives the opinions of the editors or publishers; also : an expression of opinion that resembles such an article;
2) Is the opinion of the author and does not necessarily reflect the opinions of Magelo.

Throughout yesterday, Twitter and Facebook jumped alive over a controversy. This was no ordinary controversy over a class nerf, nor a developer gaffe, nor a game closure. Far from the topics covered by gaming internet misanthropy, the subject centered around Jennifer Hepler, a writer for the BioWare team on several games (including SWTOR).

Before I get to why this is the first editorial you will see on Magelo, let's get some background on what happened:

See, Jennifer is a writer, and as such she finds herself particularly immersed in the lore of games, and not the combat aspects. To me, this is fine. After all, we all have our particular interests in the games we play. For some it may be PvP, for others it may be dungeons or raids. In the case of this particular individual (and many others who sometimes hide in the shadows), she prefers the story underwriting the game. Not itself an item of controversy.

But in what is often referred to in the media industry as a "gotya moment" she admitted this while answering the question commonly asked of women in the gaming industry: "If you could tell developers of games to make sure to put one thing in games to appeal to a broader audience which includes women, what would that one thing be?"

While her answer may not be representative of all females who play games, this is what she actually said:
A fast-forward button. Games almost always include a way to "button through" dialogue without paying attention, because they understand that some players don't enjoy listening to dialogue and they don't want to stop their fun. Yet they persist in practically coming into your living room and forcing you to play through the combats even if you're a player who only enjoys the dialogue. In a game with sufficient story to be interesting without the fighting, there is no reason on earth that you can't have a little button at the corner of the screen that you can click to skip to the end of the fighting.

While there were other quite similar opinions expressed during the same interview, this is the quote which has received the most attention with such eye-catching titles as "Killer Woman: Jennifer Hepler", forum posts which call her "a poison which is killing BioWare" and even accuse her of attempting to "kill Mass Effect 3 by making Shepard gay".

Matters only got worse when Ms. Hepler responded in a rather quick fashion to the controversy in a now-deleted Twitter post, accusing those participating in the harassment campaign as being misogynists. While the opinion may (or may not) be entirely accurate, this didn't exactly help the situation.

While I have always prided myself in accrediting my sources with any news story, this isn't a news story and I have decided that to link to the various forum posts and so-called "news articles" which participate in this would be reckless and irresponsible to our viewers, to Ms. Helper and to the gaming community as a whole.

I literally sat here for hours as the controversy unfolded, deciding how to cover this. See we aren't known at Magelo for TMZ-style reporter-ship, and I categorically refuse to exploit gaffes in the name of ratings for any reason. And it was while thinking about this that I decided to revisit our old friend "civility".

See, we often refer to ourselves as a "gaming community". But what does this actually mean? According to Webster's Dictionary, a "community" is, "a group of people with a common characteristic or interest living together within a larger society". For us, that common characteristic is the desire to escape from our everyday lives of work, drama and for many the common metropolitan foes of rudeness, discomfort and scrutiny.

Moreover (and especially with this controversy), we have forgotten that even in that unique aspect we have in common, we have different opinions. Otherwise we would all be playing the same game. What I consider "fun" is not necessarily what another person would.

Those who have gamed with me know how deeply interested I am in lore. I must have a reason to want to go out and kill things. In that, myself and Ms. Hepler find a certain commonality. As such, I don't necessarily agree with Ms. Hepler's opinion. In fact, I believe that even implementing an option to skip combat would take far too much away from an MMO. That being said, I completely respect Ms. Hepler's opinion, her right to express it and what she considers "fun".

It seems so often that we see gamers so staunch to their own opinions that they disenfranchise themselves with why they play them in the first place. To go farther than that into a harassment campaign is not only immoral, but in many places illegal and attacks the very core of what a community is.

So as you go along in your gaming or forum-trolling affairs, please try and remember that the person on the other end of the keyboard is just that: a human being... with all the feelings, dreams, hopes and ambitions as any other. Try and find the commonality that may lie under the surface. If this fails, and you find that you completely disagree with them, smile and thank them for doing exactly what you are also trying (hopefully!) to do: To add your two cents in the common desire to add a glimmer of sunshine into what otherwise may be a day filled with haste and debauchery.

For those who have read this far, thank you for your time.



New Indie RTS game to be released soon


Arnie Jorgensen, Alex Thomas, and John Watson (what is being called the "Developer Trio" for Star Wars: The Old Republic), have spent the last five years working for SWTOR. So, how does a trio like this take a break after writing the largest sci-fi MMO ever? For these three, the answer is apparently to form their own company.

The Trio has opened a gaming studio called Stoic Studio (a joint venture by Jorgensen, Thomas and Watson). The company describes its mission:
It sounds like a cliche, but we're making the kind of games we'd like to play. We appreciate good art, thoughtful design and engaging story and think there are plenty gamers out there who agree.

Stoic has already announced an upcoming game called "The Banner Saga". This game, which calls itself "role-playing meets turn-based strategy", promises free multi-player combat as well as game-changing conversation options. Quoting from the studio website:
Travel through stunning landscapes straight out of an animated film as your party escapes what could be the end of everything. Battle painstakingly hand-animated foes in strategic, turn-based combat. Make decisions with real consequences in conversations with people you'll actually care about.

The Banner Saga is a mature game aimed at gamers who appreciate art, story and strategy. Hope you'll join the caravan.

There is no statement from BioWare about the departure or the new game studio, nor who will take over their development pipeline. We will bring you updates and announcements as they are available.

BioWare Lead Writer Leaves Company
17 февр. 2012 г.


Karpyshyn leaves behind twelve-year record of success


Today, BioWare Lead Writer and SWTOR co-writer Drew Karpyshyn announced that he will be leaving BioWare. Karpyshyn, better known for his books which formed the lore of Star Wars: Knights of the Old Republic (and served as a primer for the lore of Star Wars: The Old Republic), as well as his work with Mass Effect 3 and a few other BioWare titles, stated in his blog that he is leaving in order to pursue his novel-writing endeavors.

Quoting from his blog:
For the past twelve years I’ve had the privilege to work at one of the best companies in the video game industry, side by side with the most talented and incredible group of people I’ve ever had the good fortune to know. I’ve enjoyed my time at BioWare immensely, but it’s time for me to move on.

I’m leaving to focus more time and energy on my novels and other non-video game related projects. But even though I’ll no longer be working on games for BioWare, I’m not going to be severing all ties with them. Many of my closest friends still work at the company, and I’m also in the process of writing the next Star Wars: The Old Republic novel, though I can’t say too much about it yet.

During my time at BioWare I worked on a number of beloved and award winning titles. I’m proud of everything we accomplished, and I know going forward that BioWare will continue to live up to its well deserved reputation for making the best story driven games in the industry. The story and dialog in any BioWare game is the result of an entire team of writers working together, and I often felt I received an excessive amount of the credit for the games we created. The Dragon Age games and the continued success of the Mass Effect series after my departure make it pretty clear that BioWare can get along just fine without me, and I’m looking forward to experiencing the games as a fan rather than from the other side of the fence. (I alluded to this earlier when I was talking about ME3. That’s a little writer’s trick called foreshadowing.)

I realize some of you may be shocked by this announcement. Maybe even disappointed. (And others simply won’t care. But it’s my website, so I’m going to ramble on.) My identity has been closely tied with BioWare ever since I crawled into the public eye, and I know it’s a risk to move away from my comfort zone. However, I feel that’s an essential step for every creative artist to take at some point. It keeps us fresh, it keeps us energized.

Even if you are someone who is going to miss my contributions to the video game world, I hope you’ll be somewhat mollified by the fact that I’m going to have more time for novels, screenplays and other projects. (Like finally finishing Children of Fire, the first novel in my original fantasy series, which I’ve been perpetually working on for almost a decade.)

I’ll always have fond memories of BioWare, and a great appreciation for everything it meant to me. But my future is wide open, and I can’t wait to see what’s in store. (Plus, now I’ll have more time for golf.)

We wish Mr. Karpyshyn the best of luck in his future endeavors (and his golf).



Developer, guild summit to take place in March

Have you ever just wanted to get together with your guild? Well, BioWare is offering the opportunity, as well as to provide an open avenue to speak to the developers.

From March 4 through 6, guilds will have the opportunity to meet with each other as well as developers. Quoting BioWare's official announcement
The goal of the summit is to facilitate an open discussion between guild leaders and the game design team. This event will provide an opportunity for attendees to voice their feedback directly to the teams responsible for the design of Star Wars: The Old Republic, hear the team’s thoughts and reasons behind design decisions, and discuss the current direction of the game.

The summit will occur at the Doubletree Hotel in Austin. BioWare states that due to space concerns, the event will be invitation-only and you must be 21 or older to attend.

Guild leaders who are interested should visit here for more information and to submit an application. Applications will be accepted worldwide, however, the events will all be conducted in English.

We will continue to provide updates or announcements about the summit as they are available.



SWTOR gamers 'On Dark Side' says organization


"In a galaxy not so far far away, Star Wars gamers have already gone to the dark side." That comment came from Tony Perkins of the Family Research Council (FRC) in a radio address this morning as he targets SWTOR and what he calls "homosexual activists".

Being targeted is a not yet live feature which will allow players to have same-sex romantic options for their companion. BioWare had previously announced last year that this would be implemented as a "post-launch feature".

This announcement, however, was no longer found on the SWTOR Community Forums as we were going to print. Below, we have an archived text of the post (Source: Massively):
Due to the design constraints of a fully voiced MMO of this scale and size, many choices had to be made as to the launch and post-launch feature set. Same gender romances with companion characters in Star Wars: The Old Republic will be a post-launch feature. Because The Old Republic is an MMO, the game will live on through content expansions which allow us to include content and features that could not be included at launch, including the addition of more companion characters who will have additional romance options.

The radio address did not discuss any action to be taken by the activist organization, instead advising listeners to "show companies who the Force is really with." Below, we have included the entire statement as found on the FRC website:
In a new Star Wars game, the biggest threat to the empire may be homosexual activists! Hello, I'm Tony Perkins of the Family Research Council in Washington, D.C. In a galaxy not so far far away, Star Wars gamers have already gone to the dark side. The new video game, Star Wars: The Old Republic, has added a special feature: gay relationships. Bioware, the company that developed the game, said it's launching a same-sex romance component to satisfy some complaints. That surprised a lot of gamers, since Bioware had made it clear in 2009 that "gay" and "lesbian" don't exist in the Star Wars universe. Since the announcement, homosexuals have been celebrating the news, but parents sure aren't. On the game's website, there are more than 300 pages of comments--a lot of them expressing anger that their kids will be exposed to this Star Warped way of thinking. You can join them by logging on and speaking up. It's time to show companies who the Force is really with!

BioWare has not yet made a release about this statement, though we will post further developments as they happen.



Lead Combat Designer tackles three most common combat response issues

In the initial stages of publishing, every game has had issues. Whether it be character abilities, PvP objectives or combat systems, every MMO has had concepts which worked far better on the drawing board than in application.

One issue which has hit many players hard in SWTOR has been with combat response, particularly in PvP. If you were one of those people in a warfront who said to themselves, "Wait, wasn't my medpack off cooldown?" - worry not, it isn't necessarily your imagination.

In a recent release on the SWTOR Community Website, Georg Zoeller (Principal Lead Combat Designer) acknowledged player concerns with the combat system, particularly focusing on the issue know as "Ability Delay".

This refers to any issue or bug which results in a delay or non-reponse from when a player initiates a player action to when the character begins that action.

'Ability Delay' issues targeted by BioWare

Specifically, three problems were addressed:
  1. Abilities on global cooldown to appear available to the player, resulting in unresponsive/ignored player input.
  2. Player input for certain instant abilities fail in frantic combat situations, resulting in unpredictable and frustrating gameplay issues for the affected player.
  3. Significant delay between player input and ability execution in certain game situations, most notably (but not limited to) fast paced PvP.

More fixes to come

While some issues rest within the game itself, the public statement intimated there were additional factors that could play into "Ability Delay", specifically processor hardware. Mr. Zoeller states that there is a bug fix in final testing stages on Public Test and will push live soon.

There are more fixes on-the-way as well. Quoting Mr. Zoeller's statement:
"We're still investigating a number of additional issues, along with some usability and quality of life improvements for responsiveness regarding player input, but the above mentioned developments should provide a very measurable improvement in combat responsiveness."

We will continue to provide updates, including patch notes, as they are available.



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Almost a month has passed since the debut of Star Wars: The Old Republic (SWTOR). Whether hailing from Koriban or from BioWare Austin, Daniel Erickson is a big part of SWTOR lore and the everyday player experience.

We had the opportunity to speak in-depth with Mr. Erickson, Lead Writer for SWTOR about lore, game development and much more!

About the Developer


Name: Daniel Erickson
Title: Lead Writer
Previous Projects: Dragon Age: Origins (2009)
NBA Street 2, 3 (2002-2005)
Favorite Class: Sith Juggernaut

Q: Going from EA Sports BIG Division to SWTOR is quite a career jump. What brought you to work for BioWare?
My dream job had always been to work for BioWare. When I was doing basketball games, my team used to always joke that I would try to put dwarves and elves into them at some point. Everyone knew where my passions were.


Q: So gaming was always your dream job?
And BioWare specifically. BioWare is what got me into making games. In fact, KOTOR specifically. Originally, I was a critic before I got into games (and to making games). I had degrees in Ancient History and Play Writing. Writing had always been a big passion of mine.

It was actually playing the Mission/Zaalbar series from the original Knights of the Old Republic and going down the dark side path where you can actually have Zaalbar kill his lifelong friend. And I remember playing it, really being disgusted with what I had done and really feeling regret. Which was a very complex emotional concept from a game at that time. It really sparked me off, and it said, “Okay, we're in the early days of storytelling in this medium but it's going somewhere, and I want to be a part of that.”


Q: If you don't mind my asking, what does the Lead Writer for Star Wars play during the holidays?
Right now I am playing my incredibly Care Bear, nice as peaches-and-cream Sith Juggernaut. Literally, he is the sweetest Sith you've ever met. I was surprised because a lot of times we test the primary path, even though I had read the dialog and read the pieces a long time ago (the warrior was one of the original prototypes we did, and one of the earliest characters we had done).

The reason I had chosen it was the one I had not seen the longest amount of time. So, I wanted to see what the Cinematics Team had done there. And what I had forgotten was how many extra options there were for light-side warriors. How many scenes you end up in, how many quests you go and do that you never would have seen if you had always taken the number one option of Vader (who tends to be the “Kill everyone for everything”-guy). There's some incredibly interesting story telling there.

About the Lore


Q: It's been said that in the lore of SWTOR, you actually try and trip people up on the storylines. Let's say for instance, I'm on the light side and being tempted to dark. Would you be able to tell us a bit about this?
Oh definitely. We talk about our “Tempt and Test” options which are just a good part of dramatic storytelling. The guy who says in the movie, “I'm going to be the best guy ever”, always going to be moral – and then never has temptation not to be – is not an interesting character. So one of the things we like to check are, “What are your trigger buttons?”

I know a lot of people were very surprised when we took the prequel's route and said that romances and relationships were a bad idea for Jedi. And very quickly, we saw a lot of the BioWare fans who both wanted to be the Jedi Knight and sort of the Paragon – almost the prototypical BioWare hero-- but also wanted their romances. And you put them in some interesting quandaries. This is where you get really interesting role-playing.


Q: Who are the members of your team, is there anyone you would like to recognize?
It would take a long time to go down that list. I think there's 20 accredited writers on the game. At the end of The Old Republic we did the final calculations and there were 60 man-years worth of writing on The Old Republic. So it would have taken one person their entire natural life to write this game.


Q: How much involvement did George Lucas and the LucasArts team have with the writing of the story of SWTOR? Did LucasArts play a direct role in the writing of the story?
Sure, yes they see everything. One thing that's amazing about working with Lucas is that they are completely open. They empower their authors and their storytellers to a huge degree, which is why we have so many Star Wars extended universe lines and books, comics and series.

All of the writing was done at BioWare Austin with some help from the folks at BioWare Edmonton. We did do some borrowing. But it was all BioWare-side. That said, they see it all, they approve stuff and so on. One of the things that's really good about working with them is sometimes they'll be able to point to you some things that you did not know because it's a really odd piece off to the side, or it's in a novel coming up where they'll say, “Hey, there is a series that will discuss the beginning of the Jedi. You're probably going to want to see this.”

So they were really, really good on the publishing arm about getting us the information we needed. But really, they were empowering us to do our own stuff.

Game Development


Q: If you could share one lesson about game development based upon your work with SWTOR, what would it be?
Understand that multi-path dialog and multi-path story telling is probably the most complicated scripting and is the hardest undertaking in the industry. And taking it to an MMO level multiplies it exponentially. You really have to be process-driven. You have to check every box, cross every “T”, dot every “I” because every problem that sneaks in is going to cascade. And it's going to hit tons of people.

In the traditional world of development, even if you did have a bug which was sort of off the beaten path – a pretty big edge case-- you might actually be able to get away with it by saying, “Well, if this happens, people will just reload their game and it'll be fine.” In an MMO world, everything becomes about precision and details.

Q: If you had to pick only one thing and call it “The Best of SWTOR”, what would it be and why?
There is a lot that has actually surprised me when I got there and played it. I would have to go double on that one because they are mirror pieces of each other. The Black Talon and The Esseles, which are the first big flashpoints you come to on either side. It's where not only is the storyline tight, but because we can do these incredibly scripted pieces, game design, combat and music; it really comes together to feel like you're playing your own Star Wars movie.

Class Design


Q: As early in the game as we are, there is one major class question that has come up. Some players have noted difficulty holding threat on multiple MoB's with their Juggernaut tanks. Is this by design, or is this something in the pipeline?
My main is actually a Juggernaut tank, and I had some of the same questions early on. Right around your 30's, you start getting some of your AoE taunts and things begin getting a lot easier. That being said, the combat guys are on top of this stuff all the time. They are pulling all the metrics and they can see who's soaking the most damage in warzones, and what all the classes are doing in raids.

The one thing I recommend to the community is-- in a well-thought out, polite manner-- please post your feedback and experiences on the forums. One of the messages we always want to get out is that we take all the feedback very seriously. Because sometimes it just turns out to be a fluke, sometimes it 's something random was going on that rolled really bad. But we investigate each and every one of those.

Summary


We did ask the BioWare team if there were any announcements about the future of SWTOR. While the team wasn't able to get into specifics, we were told that there will be a release soon. We were told that, “Players will look at it and say, 'Wow! This is really what I expected BioWare to do with with a game;' so stay tuned... there is more to come very soon!”