BioWares’ Georg Zoeller (Principal Lead Combat Designer) has updated the community on the current state of the “Ability Delay” that users are seeing in PVP.

Hi everyone; I wanted to give you all an update on the ability delay situation.

Thanks to constructive feedback from the community, including some great videos, we were able to identify an issue that could cause abilities on global cooldown to appear available to the player, resulting in unresponsive/ignored player input. A fix for the issue is currently scheduled to go to the public test server with our next update.

Additionally, we have located an issue that would cause player input for certain instant abilities to fail in frantic combat situations, resulting in unpredictable and frustrating gameplay issues for the affected player. A fix for the issue is currently scheduled to go to the public test server with our next update.

Finally, our engineers have identified an issue introducing a significant delay between player input and ability execution in certain game situations, most notably (but not limited to) fast paced PvP. The magnitude of the delay varies with a number of factors, including processor hardware, but can, especially on dual core CPUs, result in a very perceivable reduction in game responsiveness. We are in the later stages of testing a fix for the problem and hope to be able to roll it out to the servers very soon.

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.

Thanks again for your patience and support and we hope to see you on the public test server to help us validate these improvements before pushing them to the live servers.

Georg Zoeller

Things are looking good! BioWare continue to impress me with the consistent feedback they provide and their willingness to let the players shape decisions/design choices with their feedback.

More news soon!

In my “Experiences with The Old Republic beta” article; I briefly mentioned that I couldn’t find a combat-log of any sort. I figured I’d simply over-looked it or it wasn’t yet complete but would be in the retail version of the game. Turns out I was close, in an interview/Q&A session with Fansite Summit; lead combat designer Georg Zoeller revealed this:

Interviewer: So we talk about analytics and what you guys do on the developer side. Players like to do their own analytics and how to improve their characters. What tools in the game help you do that? Will you be able to export a combat log or anything like that?

Georg Zoeller: Not at this point, but it’s something very high on our priority list

Interviewer: What’s the pro and con of having something like that in? What’s your approach to players min-maxing?

Georg Zoeller: I have no problem with players min-maxing. I’m min-maxing myself. We do have pretty good… the tooltips are pretty good. The information on the items I think is pretty good. We’re right now lacking a bit is in the evaluating your performance or your group’s performance. Umm what I can tell you is there’s no conspiracy where we’re like we’re hiding this so people aren’t discriminating against other players. If you want to, you know, run a very competitive operations group and you wanna improve, having this data is certainly interesting. Umm and we’re not against it, it’s just right now not in. Will it make it in for launch? We don’t know at this point but it’s very high priority.

So hopefully we’ll have more information soon. At the moment, the lack of a combat-log makes it difficult to put together the best-possible rotation for your character but it’s nice to see that the devs are quickly finding and addressing concerns from their community.

Source: http://www.swtor.com/community/showthread.php?t=66910 – First post contains a link to mp3 should you wish to listen to the interview yourself.

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