SWTOR Sith HexerSWTOR 1.1.2 ist seit Kurzem auf dem Test-Server verfügbar. Die neue Version wird u.a. einige Änderungen am Beruf Biochemie beinhalten, die in erster Linie die Energized- und Exotech-Stims, die Adrenals und die Rakata-Stimpacks betreffen. Auf die geplanten Änderungen ging Principal Lead Combat Designer Georg Zoeller nun im Detail ein.

In Version 1.1.2 (vorläufige Patchnotes) wird Biochemie keine Voraussetzung mehr sein, um die Energized- und Exotech-Stims sowie die Adrenals nutzen zu können. Sie sind nicht mehr gebunden und können mit anderen Spielern gehandelt werden. Diese Änderung wurde laut Zoeller aus zwei Gründen beschlossen: Zum einen soll damit der Druck genommen werden, Biochemie wählen zu müssen, um im Kampf optimal gerüstet zu sein, zum anderen soll der Verkauf von Biochemie-Produkten einem größeren Publikum eröffnet werden.

Zudem wird mit SWTOR 1.1.2 auch die Wirkung des Rakata-Stimpacks heruntergesetzt und an die Energized-Stimpacks angepasst. Ihr Vorteil solle laut Zoeller in der Kostenersparnis über die Zeit liegen und nicht in einer Erhöhung der Power. Weitere Details zu den Änderungen sowie einen kurzen Ausblick in die Zukunft findest du im Statement von Georg Zoeller:

Hi,

I wanted to drop some notes on the changes made to the BioChem profession in the patch (1.1.2) that just went onto the Public Test Server, how they fit in the big picture and how we are proceeding forward with crafting professions in endgame in general.

First off, we removed the requirement to have the BioChem profession to use Energized and Exotech stims and adrenals. This was done to (a) remove pressure of players to pick up BioChem for optimal combat performance and (b) to open up the sale of BioChem products to a larger audience on the Galactic Trade Network.

Additionally, we’ve reduced the effectiveness of the BioChem exclusive Rakata Stimpacks to be equal to Energized stimpacks. Their intended benefit is the cost savings they provide over time, not an increase in power. We are also in progress of reviewing the creation costs of many consumables in the game against the economic realities (acquisition cost of purple mission materials on our live servers) and will likely make adjustments to these in the future.

It is our intention to gradually, over multiple patches, reduce the impact of situational consumables on endgame combat resolution and shift the factors which determine the outcome of combat more towards personal skill. As part of this effort, specifically for PvP, we are also working on changes that will reduce the gear related power difference between new characters at level 50 and players in full PvP gear. We feel that at the current time, this difference is too high.

On a more general note about crafting, our changes to make BioChem consumables freely tradeable are just a small first step as part of a larger scale effort to extend our crafting gameplay, for all professions, into the endgame.

Major changes are currently on schedule for the next major content patch, such as extractable basemods (armoring, barrel, etc.) from purple items, critical crafting successes on orange outfits, more bind-on-equip schematic drops for artifice and other professions, increased relevance of augments, better reverse engineering chance, and other improvements. We want to create significant incentive for players to engage in the crafting economy – as provider of goods or supplier – without requiring players to take up a specific profession as a ticket into endgame.

Long term, our plan is to evolve Star Wars: The Old Republic’s game economy to a more player driven model, strengthen and improve the GTN and embrace the game’s extensive appearance customization throughout the game. We have a long list of improvements planned for that but we’re also anxious to hear from you. Feel free to use this thread to give us your feedback on the topic!

Regards
Georg


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