See all of the Xmas 9$ OFF swtor credit buy on Swtor2credits


Posted December 26, 2018 by kellybam

See all of the Xmas 9$ OFF swtor credit buy on Swtor2credits
 
In December, the Jedi will be under siege in our newest. But the Jedi aren’t the only ones who should be afraid. Iokath’s Gods have woken up and they are going to be coming after you in some of the hardest encounters that have ever existed in Star Wars?: The Old Republic?. We sat down with Lead Operations Designer Matt Pucevich to talk about what it was like building the Master Mode version of Gods from the Machine Operation.Q: Matt, let’s start with something easy. Can you tell everyone who you are and what your role is on Star Wars: The Old Republic?

A: My natural instinct is to answer that question with “I’m me!”, but I guess more usefully:

My name’s Matt Pucevich, and I’m the lead Operations designer for SWTOR. I spend most of my time working with encounter design, though now and again I do get to stretch my legs and dabble in other

bits of development, like world and quest scripting. I’ve done some work with a couple of the Imperial story missions on Ossus, for example.

Now that I think about it, I guess world and quest design for me is a “keeping in touch with my roots” kind of thing –it’s what I originally did when I started on SWTOR. That was… what… almost ten years ago…

…I suddenly feel old.

Here is what you can expect in Dec this year of swtor credits(2019):

Q: What is different for you about building Master Mode Gods from the Machine, compared to your prior work on the Operation?

A: We’re usually not starting from scratch with Master Modes. Over the course of developing Story and Veteran modes some ideas naturally pop into mind for possible future Master mechanics (or variations to existing mechanics) that can really shake up the way an encounter plays and take it up a notch. As an example, in Master Mode, Tyth’s Energy Wave attack (his line area of effect attack) has a knockback whose power scales up with his rage. This single addition completely changes the way that players need to approach the encounter, transforming it into an intricate awareness and positioning challenge.

Contrasting those ideas against the real-world Veteran play data, we usually have a pretty good idea of where to go. Being able to know and watch how players deal with the Veteran version of an encounter is extremely helpful in grounding assumptions, and culling unknowns. This is the main reason I vastly prefer to design Master Modes after the release of Veteran Mode.

Specific to Gods from the Machine, and arguably more importantly, the design of a Master Mode has allowed us to revisit the Veteran Mode and pull its difficulty back to a more Veteran-appropriate place. The PTS testing feedback on that has been encouraging, by the way, so I would encourage you all to check it out if you’ll excuse the shameless plug.
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Last Updated December 26, 2018