May 2018 - last edited May 2018
Hi everyone-
This Roadmap coincides with my first full year as the Lead Producer for Star Wars™: The Old Republic™ and I’m excited to have the opportunity to share our Summer Roadmap with you. As I’ve mentioned throughout the last year, the team’s priority will continue to be providing fun story-driven gameplay with a variety of multiplayer Star Wars™ battles while making Quality of Life improvements. We recently released Game Update 5.9 – The Nathema Conspiracy, which brought an end to the Traitor storyline. We hope you’ve enjoyed your interactions with Theron Shan.
We’ve met with a lot of players, influencers, press, did Livestreams, held Cantinas, received lots of emails and private messages, and reviewed the feedback on our Forums and on Social Media. As a result, we’ll be making a lot of changes based on your feedback, beginning with our PvP plans this summer. At the end of the year, we’ll introduce an exciting new storyline and multiplayer gameplay – all leading to an explosive conflict with new characters to meet and planets to explore in the new year.
Quality of Life Improvements
From our perspective, having a quality experience every time you play the game is as vital to the game as new gameplay experiences. This means we’re looking at ways to enhance our game’s systems to make it easier to add new gameplay by advancing the utility of our internal tools, improving Game Servers and augmenting tech infrastructure. We are also focusing on continuously improving gameplay features based on player suggestions to refine Galactic Command, augment the Conquest system, and improve Ranked PvP.*
Based on your feedback, we made substantial changes to Galactic Command which is now a very solid secondary gearing system. We are turning our attention to Guilds, their management tools and related competitive features. This includes the Guild Conquest system we rolled out at the end of March 2018 and we’ll continue to refine and improve them for Guilds of all sizes.
A key piece of feedback we’ve received is that more of you want to provide us with feedback prior to the release of an update. This was extremely valuable last year for both Galactic Starfighter and the Gods from the Machine Operation. The interaction between our developers and players was extensive and made a serious improvement to the quality and functionality of both. As a result, our plan is to give more players the opportunity to participate with us on our Public Test Server (PTS) in the testing of pre-release gameplay including some of the PvP changes planned this summer.
With respect to updates, here’s what we have in the works for you over the next few months:
Game Update 5.9.1 – Solo fun
As we all know, Solo: A Star Wars™ Story, hits the theaters on May 25, 2018, so we’re celebrating by bringing back the casino with our Nar Shaddaa Nightlife event and offering a variety of new Cartel Market items including a sale of Scoundrel specific items. All of this will be available starting on May 22nd for 10 days, including double XP, CXP, and GSF rewards. The Nar Shaddaa event will continue through midnight on June 30, 2018.
Also, don’t miss your chance to get your hands on the new ‘TF-4 Rampage’ Speeder by being a Premium Player on May 31, 2018. Popular on the black market, this industrial mining vehicle is the perfect vehicle for criminals (and heroes) on the run! Your new speeder will be delivered via in-game mail by June 9th.
Player versus Player
Starting with a Game Update in early July and continuing through September, we’ll provide a variety of changes for some of our most passionate players who love PvP. PVP is enjoyed by many players, so the team wanted to give this group a bit of focused development time to provide requested changes and new challenges.
Here’s the list of improvements we are planning:
PvP over the Summer:
Beyond September
For our Story and PvE players, you have not been forgotten and coming this Fall, along with the return of some very cool Companions, and big updates for Guilds, we’ll introduce a completely new storyline that will kick off a new set of challenges and adventures that will continue into the new year. That’s a highlight of the things you can expect to see in the coming year. Keep your eyes on Twitch, social media, and our forums as we continue to release more details around each update. Feel free to reach out with questions, as always, we’re listening and learning from you.
Thanks everyone for your continued participation with Star Wars™: The Old Republic™
-Keith-
Lead Game Producer
Star Wars™: The Old Republic™
Note: This Roadmap is from the official SWTOR website. I don't work for EA/BW!
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June 2018
Hey folks,
Based on all of the feedback we have been reading in this thread, we are going to be walking back some of our proposed Huttball changes along with adding a few new ones. Let’s start with what we are not doing:
Although we are fine with tanks being the best ball carriers while under the effects of Hinder, we hear your concerns that these changes could cause Huttball to become a stalemate too often. We are also sensitive over your feeling that certain Classes would be too limited and unable to defend themselves while carrying the Huttball, since many defensive capabilities are tied to movement abilities for several Classes.
On the other hand, we plan to keep the proposed attacker point changes. We feel that players who properly position themselves to receive a Huttball pass should be rewarded. We also plan to keep the change that prevents stunned targets from catching the Huttball, as it allows characters that lack a knockback ability to have a viable and reliable way to intercept passes. It also has an additional benefit of giving players another reason to use their stun abilities on characters other than the ball carrier. Ultimately, it should mean that you get stunned a little less often while carrying the Huttball.
The hinder change was aimed at addressing specific issues with Huttball, and since we are reverting it, we’ll be tackling those issues with some new proposed changes.
New Huttball (and Queshball) Changes
The first change is intended to encourage passing the Huttball and increase tension when attempting to turtle for a win in a close match. The latter two changes will adjust how we approach this Warzone. If you see Huttball as a sport within SWTOR, we want to have the Warzone play out more as “who can score the most points within a 10 minute match” as opposed to “race to 6 points to win.” This will also ensure that all Huttball matches are 12 minutes or less (if you count pre-match). We hope that these changes along with our updates in matchmaking will lead to a lot closer and more compelling Huttball matches.
Let us know your thoughts on these changes!
-eric
Note: This Post is from the official SWTOR forum. I don't work for EA/BW!
May 2018
May 2018
It's tricky. They have very limited resources, so everything takes a really long time and players want to have new content and are basically asked to follow a trickle of content.
The next expansion won't come till 2019 then and the summer's about PvP.
I have to commend BW Austin for not giving up and just trying what they can. The PvP Stronghold is something I suggested years ago and I just hope it's not too little too late.
Seeing that explorable planets will return next year is another great thing.
But here's my issue...I quit playing in January because I've played for a long time and taking regular breaks didn't help anymore. So as much as I see positives, I have no reason to come back to the game. I cannot imagine I'm alone in that. Perhaps in a year or two it will if it keeps with the idea of going back to Star Wars as I see it and having things like explorable planets again. One can dare dream of class stories but I suspect that's out of the range of capabilities.
Let's hope the game lives on for another year or two then. I might feel like I might want to give it a go again then. Until then, I hope it's enough for those who still play.
May 2018
Hey folks,
As Keith mentioned in the roadmap we are looking to make some Warzone changes this year, starting in July. It is our plan to try to get these on PTS as well, but before we get to that point we wanted to get your opinion on our plans. Below you will find the changes along with our goal for these changes. Let us know your thoughts.
The goals of these changes are:
Voidstar changes - We want to give the offense a much better chance of completing the objectives. We want to make Voidstar more about a race to complete the objectives as opposed to a map which often ends in a stalemate. Less stalemates will shorten the overall time of the map.
Ancient Hypergates - We want running orbs to be more impactful to the WZs gameplay, with the goal of shortening each map.
Alderaan - Shortening the match time.
Yavin - Further differentiate the map from Alderaan Civil War along with shortening the match time.
-eric
Note: This Post is from the official SWTOR forum. I don't work for EA/BW!
June 2018 - last edited June 2018
Hey folks,
There have been a lot of great comments in this thread about the currently planned changes. Based on that feedback here are a few additional changes:
-eric
Note: This Post is from the official SWTOR forum. I don't work for EA/BW!
June 2018 - last edited June 2018
Hey folks,
Matchmaking is another place that we wanted to make some pretty big improvements for Game Update 5.9.2. Below you will find our planned changes:
All of these changes have the goal of making Warzone and Starfighter matches pop more regularly and be more balanced overall. Let us know your thoughts!
-eric
Note: This Post is from the official SWTOR forum. I don't work for EA/BW!
June 2018
Hey folks,
Welcome to part 2 of our planned Warzone changes for GU 5.9.2. If you haven’t already done so, we recommend you go take a look at part 1 and our upcoming matchmaking changes. The following changes focus on Huttball and Arenas, so let’s dive in:
Huttball (and Queshball) – We have some concerns about the dominance of Classes with movement abilities in Huttball. The proposed changes will help encourage more teamplay in the Warzone. We also want to create more situations for counterplay and competition in Huttball while ensuring all players are rewarded for their efforts.
We know these changes will be pretty substantial in affecting how you play Huttball. Before we make these adjustments, we want to know your thoughts. We are getting your feedback early to see what changes we should, or should not make.
Arenas – There are quite a few places where players can exploit to prevent themselves from dying. We plan to address them and implement ways to penalize those players. Additionally, we wanted to take another look at how the acid mechanics work at the end of Arena matches to see if we can improve that experience for stalemates. Here are our thoughts:
This will mean the very end of an Arena match will now get progressively more dangerous. This gives more time for players to fight each other and counterplay, before their inevitable acid death. This should also address cases where stealth characters in particular can just CC and run away to win a match.
Let us know your thoughts!
-eric
Note: This Post is from the official SWTOR forum. I don't work for EA/BW!
June 2018
Hey folks,
Based on all of the feedback we have been reading in this thread, we are going to be walking back some of our proposed Huttball changes along with adding a few new ones. Let’s start with what we are not doing:
Although we are fine with tanks being the best ball carriers while under the effects of Hinder, we hear your concerns that these changes could cause Huttball to become a stalemate too often. We are also sensitive over your feeling that certain Classes would be too limited and unable to defend themselves while carrying the Huttball, since many defensive capabilities are tied to movement abilities for several Classes.
On the other hand, we plan to keep the proposed attacker point changes. We feel that players who properly position themselves to receive a Huttball pass should be rewarded. We also plan to keep the change that prevents stunned targets from catching the Huttball, as it allows characters that lack a knockback ability to have a viable and reliable way to intercept passes. It also has an additional benefit of giving players another reason to use their stun abilities on characters other than the ball carrier. Ultimately, it should mean that you get stunned a little less often while carrying the Huttball.
The hinder change was aimed at addressing specific issues with Huttball, and since we are reverting it, we’ll be tackling those issues with some new proposed changes.
New Huttball (and Queshball) Changes
The first change is intended to encourage passing the Huttball and increase tension when attempting to turtle for a win in a close match. The latter two changes will adjust how we approach this Warzone. If you see Huttball as a sport within SWTOR, we want to have the Warzone play out more as “who can score the most points within a 10 minute match” as opposed to “race to 6 points to win.” This will also ensure that all Huttball matches are 12 minutes or less (if you count pre-match). We hope that these changes along with our updates in matchmaking will lead to a lot closer and more compelling Huttball matches.
Let us know your thoughts on these changes!
-eric
Note: This Post is from the official SWTOR forum. I don't work for EA/BW!
June 2018
Hey folks,
One of the topics we have seen quite a bit of feedback about is the viability of tanks in PvP. There are a few reasons for this which we would still like to address down the line, but we have one change planned for 5.9.2 which we hope will help their survivability in PvP. This will also help incentivize tanks to wear tanking gear in PvP.
Currently, only regular hits from players can be impacted by shield procs. By including crits, this gives the potential for much more damage mitigation for tanks when being targeted by DPS classes. Here is a very basic example. Let’s say a normal hit would do 1,000 damage and a critical hit would do 2,000 damage. You are a tank and when your shield procs, you reduce damage by 25%. Previously you could reduce the normal hit to 750 damage, but would always take the 2,000 from a crit. After 5.9.2 you can also reduce the critical hit damage down to 1,500. This allows shield and absorb to be a direct counter-stat to Crit Rating for DPS classes.
Let us know your thoughts.
-eric
Note: This Post is from the official SWTOR forum. I don't work for EA/BW!