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Star Wars Battlefront II EA

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Shagrat:
EA hat das Fiasko bisher wohl 3,1 Milliarden US Dollar gekostet

Ar-Sakalthôr:
Sinds nicht 3.1 Billionen? xD
Soll mir recht sein. Mal sehen was Disney machen wird. EA haut ja einen Patzer nach dem anderen Raus, anstatt mal zu sagen: Hey wir haben scheisse gebaut. Tut uns Leid.
Das beste daran war, als  der Finanzchef von EA sagte: Ja ein Pinker Darth Vader ist nicht Canon. Ne, aber Yoda der Kylo Ren auf dem 2. Todesstern bekämpft ist Canon ne... EA reitet sich immer mehr in die eigene Scheisse rein.
Ich mag zwar das Spiel sehr und an dieser Stelle ein grosses Lob and DICE, etc die das ganze Gameplay gemachten. Wirklich erstklassige Arbeit.
Nur EA kriegts mal wieder nicht hin. Hoffe die bekommen mal richtig eins auf den Deckel. Scheinbar machts erst weh, wenns im Geldbeutel weh macht.

Gnomi:
Nein, billionen wäre viel zu viel. Stell dir das mal vor^^ das ist ja schon für ein land sehe viel. Dein fehler kam wahrscheinlich bei der übersetzung. Wenn man im englischen a billion hat, dann sind das im deutschen eine milliarde. Eine deutsche billion wäre im englischen a trillion.

Ar-Sakalthôr:
Patch Notes 1.2

Heroes and Villains Balancing:

Boba Fett
We’ve made a substantial change to the way Boba Fett’s jet pack feels when flying. We think you’re going to love the increased maneuverability! Furthermore, we improved his efficiency at distance with the EE-3. Previously, it could be frustrating to try to shoot with the EE-3’s high dispersion, especially while flying. As a result, we improved the EE-3 in a few areas and we hope this will combine with the jetpack changes to make Boba Fett even more fun to use on the battlefront.

    Jet Pack - Jet Pack controllability improved
    EE-3 - Reduced the minimum dispersion angle from 0.6 to 0.4
    EE-3 - Reduced the maximum dispersion angle from 1.2 to 0.8
    EE-3 - Increased End Damage from 20 to 25
    Increased damage drop-off start distance from 15 to 20 meters


Iden Versio
We’ve heard your feedback that Iden's Droid Stun was very difficult to predict. We’ve made it much snappier and feel this should be a significant improvement to Iden, even though the droid’s damage has been slightly reduced.

    Fixed an issue where Iden’s Droid Stun didn’t give damage on the first attack
    Droid Stun - Reduced the time between the ability activation and shock
    Reduced the damage from 50 to 40


Bossk
Bossk's Relby V-10 had a somewhat awkwardly high recoil. We reduced it a bit while adjusting the animation to make it feel more responsive. We also reduced the damage output of the Explosive Traps as we felt it was a bit too high. The Multi-Trap Star Card values were incorrect and the Epic Star Card could increase the radius of the damage past what was listed on the card. This unintentionally lead to Bossk having very high AoE damage.

    Relby V-10 - Reduced recoil from 5 to 2.2
    Explosive Traps - Reduced damage from 80 to 76 per trap
    Multi-Trap - Fixed the Blast Damage Radius to fit the star cards numbers


Rey
Rey's signature Ability Insight had an incredible range and could go as far as 75 meters when paired with certain Star Cards. This was a bit too much and we’ve decided to reduce it drastically. We'll monitor how this change affects Rey's performance.

    Mind Control - Reduced Mind Control radius from 20 to 18 meters
    Insight - Reduced Insight radius from 50 to 30
    Far Sight - Reduced bonus by 10% (now 10, 20, 30, 40%)


Kylo Ren
Kylo Ren had two of his Abilities on a 25 second timer, effectively making him less efficient and fun to play than other characters. As such, we reduced the cooldown for Pull and Freeze. We also felt he needed some damage absorption while being close to his targets, so we gave him some while Frenzy is active.

    Pull - Reducing Pull recharge time from 25 to 20 seconds
    Freeze - Reducing Freeze recharge time from 25 to 24 seconds
    Frenzy - Kylo Ren now has 40% damage absorption while Frenzy is active


Luke Skywalker
We heard your wishes to have Luke traverse faster so we increased his sprint speed as much as possible without breaking the animation. Related to that update, we decided to push Luke more towards a "Hit & Run" game style. He’ll quickly jump into a skirmish and then bounce out to regain health before heading off for the next battle.

    Increased Luke's sprint speed by .6 meters/second
    Increased Luke Health from 700 to 750
    Increased Health Regeneration rate from 50 to 110
    Decreased Regeneration delay from 5 to 2.7
    Decreased Max Regeneration amount from 250 to 200


Emperor Palpatine
Emperor Palpatine now requires line of sight on his target to trigger damage with his Dark Aura and default Lightning ability. Both abilities will no longer go through obstacles and walls. While we loved the fantasy fulfillment there, the frustration of not knowing what was damaging you was too high for us not to act on.

    Lightning - Increased reach of the ability from 12 to 14 meters to compensate for the tighter collision check


Chewbacca
Chewbacca had one of the longest stun duration abilities in the game and it made him quite powerful. However, we wanted the stun to be a bit more tactical, so we reduced the duration.

    Stun Grenade - Reduced the shock time from 1.6 to 1 second
    Reduced Bowcaster side projectiles explosive damage from 25 to 21
    Reduced furious Bowcaster side projectiles explosive damage from 12 to 10


Yoda
Yoda's lightsaber attacks were very weak compared to all other lightsaber wielders, so we have increased his attack damage significantly to bring him on par with the others. Additionally, in an effort to make Yoda feel more true to character, we've made a change to his Barrier ability. It now will break immobilizing effects upon activation.

    Lightsaber - Increased damage from 80 to 115
    Barrier - Added the functionality to break out of immobilizing effects on activation
    Unleash - Increased energy holding time from 0.7 to 0.9 seconds
    Unleash - Increased angle from 40 to 45 degrees.
    Unleash - Increased first tier damage from 100 to 110, second tier damage from 125 to 130, third tier damage from 150 to 160, and fourth tier damage from 175 to 190


Lando Calrissian
We felt that Lando needed a boost to increase his effectiveness against lightsaber users. The best tool he had against them had a 25-second cooldown. To combat this, we significantly reduced the cooldown of Disruptor and of Smoke Grenade.

    Disruptor - Reduced recharge time of disruptor from 25 to 19 seconds
    Smoke Grenade - Reduced recharge time from 15 to 14 seconds


Darth Vader
We changed how Choke works in order to simplify comprehension for the player that is Darth Vader and for their target. In an effort to also make Darth Vader more "tanky" we granted him a health bonus when activating Focused Rage.

    Focused Rage - Vader now receives 200 temporary bonus health when activating the Focused Rage ability
    Reduced max health from 900 to 800


Captain Phasma
We took notice of your feedback regarding the utility of Captain Phasma's staff. We are improving it so that it feels faster and more fluid when used.

    Staff Strikes - Increased the animation speed of the ability
    Staff Strikes - Increased the transition speed between each strike
    Increased how quickly Captain Phasma can use her blaster after performing a Staff Strike


Heroes and Villains Bug Fixes:

    Lightsaber closers are deactivated while blinded
    Fixed an issue where you would be in a "stun" state forever.
    The maximum stun duration is now 5 seconds
    Boba Fett - Fixed an issue that prevented Boba Fett from using his Jetpack ability when "For the Hunt" was activated while his Jetpack fuel was depleted
    Luke Skywalker - Epicenter - The ability will now deal the proper amount of damaged when used
    Yoda - Feel the Force - Edited the description of this ability to make it clear that all friendlies will receive a health bonus when used
    Yoda - Enduring the Force - This ability will now apply the proper amount of bonus time
    Yoda - Master of the Force - This ability will no longer damage players inconsistently and only when released at maximum power
    Finn - Deadeye - The targeting crosshair should be properly removed after the ability has been used


Classes, Special Units, & Infantry Combat:

The Dodge ability has been proven to be too powerful, which was not our initial intent. Dodging granted far too many benefits like damage reduction, the inability to transition into a hit animation, ignoring lightsaber damage, and the inability to be targeted by lightsaber closers.

In order to handle this, we added an “unstaggerable” window during a set period of time when you dodge. You will still receive the same benefits during that window, but now you have a narrow time in which to gain those benefits. Now you’ll need to time your rolls better and predict attacks. While testing these changes, we feel good with the results so far and we really hope that you do too. This is a change that we will monitor closely.

    All Classes - Fixed an issue on Blaster Rifles and the S-5, weapons that can be toggled with a high zoom level through Dual Zoom, where the scope glint would always appear when zooming. It now only appears when the dual zoom scope is equipped and toggled to its highest magnification level.
    All Troopers have now received two default emotes.
    Reduced the time it takes until you can shoot after executing a melee attack
    Assault - Vanguard Shotgun - Lowered start damage per bullet from 14 to 12
    Assault - CR2 - Fixed an issue with inconsistent Super Success triggers compared to other blasters
    Heavy - Supercharged Sentry - Reverted the heat per bullet tweak made for 1.1 patch, from 0.17 to 0.15
    Officer - Blurrg-1120 - Lowered start damage from 37 to 35 and end damage from 20 to 16



Milestones:

Milestones are now claimed automatically upon completion!

    "Making an Impression" - Changed criteria from 25 to 10 kills
    "Starting Heavy Training" - Changed criteria from 10,000 to 2,500 score
    "Stay True" - Changed criteria from 40 to 20 kills
    "Starting Assault Training" - Criteria changed from “Get 5000 Assist Score with Scan Dart” to “50 Targets Scanned”


Location Design Balance Changes:

    Kamino - Phase 1 and 3 in Galactic Assault has been made easier for attackers
    Tatooine – In Phase 1 of Galactic Assault we adjusted spawn points, added cover, and tweaked the out of bounds area to make this phase easier for attackers
    Hoth – In Phase 2 of Galactic Assault we adjusted spawn points to prevent players from being targeted by the AT-AT
    Naboo - Phase 2 of Galactic Assault has had balance tweaks
    Endor – Galactic Assault has extended the fallback timer from 30 to 45 seconds before the attackers’ spawn points are moved forward


Location Design Bug Fixes:

    Jakku - Fixed an issue in Galactic Assault where the out of bounds warning message would not trigger correctly under certain conditions
    Jakku - Tweaked the combat area on Jakku in Galactic Assault in order to prevent an exploit where players could circle around the map with the AT-ST
    Jakku - Fixed several collision issues
    Endor - Fixed a bug in Galactic Assault that caused the Endor AT-AT Orbital Strike to break
    Endor - Fixed a bug in Strike where players could spawn outside the combat area
    Crait - Added delay before attacker spawns are moved forward in Galactic Assault
    Crait - Fixed several collision issues
    Takodana - Fixed a bug in Galactic Assault that prevented the First Order AT-ST from being available in Phase 1
    Hoth - Fixed a bug in Galactic Assault that prevented players from passing through doors when retreating during the last Phase
    Kashyyyk - Fixed an issue where players could get stuck between containers
    Kamino - Mobility improvements on platform ledges
    Yavin 4 - Fixed an issue where Boba Fett could reach restricted areas
    Fixed an issue where grenades could fall through the floor on Naboo and Kashyyyk
    Fixed various collision issues across all locations
    Fixed issues where players could get outside the intended play areas of various locations
    Fixed an issue where AI units would move through objects in Arcade
    Fixed an issue where environmental fire damage would not cause high enough damage to players standing in it


General Improvements and Bug Fixes::

    Fixed an issue where players would not receive credits for duplicate star cards - Players who encountered this issue previously will retroactively be awarded with the proper amounts of credits over time.
    Increased Credit payout for duplicate items
    - Common – From 200 to 300
    - Uncommon – From 400 to 600
    - Rare – From 800 to 900
    - Epic – From 1200 to 3600
    Increased the glow of blaster bolts to make them look more vibrant
    Increased the dismemberment probability of the B1 Battle Droids from 20% to 40%
    Reduced the stretched bloom effect for a clearer image
    Improved the glow, thickness, and lighting of lightsabers
    U-Wing - when firing from the gunner position, the gun, muzzle flash, and blaster bolt are now shown properly
    Fixed an issue where the camera would enter a bad state when being the target of Darth Vader's Choke
    End of Round - Fixed an issue where the map would sometimes overlap with the intro video in Starfighter Assault
    Fixed an issue where the wrong loading screen would be seen when loading a level
    Fixed an issue where some menu options would disappear under certain conditions
    Fixed an issue where the camera would stutter when spawning in with a Hero in Custom Arcade
    Fixed an issue where the AT-RT Repair ability did not work correctly
    Fixed an issue where players would not get the "Heroic Sacrifice" scoring event when defeated by a Hero
    Fixed an issue where Darth Vader would not take any damage from Luke Skywalker's Push ability if standing near a wall
    Fixed an issue where the AAT would take too much damage when colliding with surrounding objects
    Fixed an issue where Turrets and Grenades could inflict damage after the round ended
    Fixed an issue where players would not receive Score for grenade kills made after their character had died
    Fixed an issue where a friendly First Order AT-ST showed up as an enemy on radar
    Fixed an issue where players could survive when knocked down from a platform in Heroes vs Villains
    Fixed an issue where players could equip class specific Star Cards to other classes
    Tweaked the color-blind settings to make Squad members easier to distinguish on the minimap
    Fixed an issue where Brawler boost card didn’t refresh some ability cards.
    Fixed an issue where players could force respawn during the Heroes vs Villains intro sequence and respawn in a new location
    Reduced the amount of Battle Points you received when attacking the objective on Crait with a Ski Speeder
    Fixed an issue where the character would disappear on the client after combat rolls
    Fixed an issue in the Campaign where the weapon HUD wouldn’t indicate when aiming at an enemy
    Fixed an issue where AI troopers in Arcade would constantly melee attack each other
    Fixed an issue where Assault troopers in Arcade would attempt to use the Scan Dart ability as a regular weapon
    Various bug fixes in Arcade
    Several performance and stability improvements
    Fixed several localization issues
    Various UI improvements and bug fixes
    Trooper Crate cost decreased from 4000 to 3000 Credits



Known Issues:

    Yoda does not break out of several immobilizing abilities when using Presence
    Darth Vader's Punishing Grip Star Card effect is not applied when Choke is used
    Finn’s targeting marker from Dead Eye will sometimes persist after the ability effect has ended
    Emperor Palpatine’s first basic and secondary attack deal no damage
    Yoda’s Feel the Force Star Card description is incorrect
    Yoda’s Master of the Force Star Card does not work as intended
    Rey's Mind Trick ability can affect players further than intended
    Rey’s Far Sight Star Card is increasing Insight ability range more than specified in the Star Card
    EL-16HFE scope glint does not appear with dual zoom equipped and is toggled to the highest magnification
    If you open a crate that grants a duplicate item and it shows the old value for credits rewarded, you need to restart your game client. You did in fact get the new reward amount, but the client will show the old values in the UI until you restart the game.

Ar-Sakalthôr:
Battlefront II Progression Update

Nun ist es offiziel. EA und DICE haben das Lootboxensystem fast komplett über den haufen geschmiessen und ein völlig neues System aufgebaut. Das Update soll am 21.03 rauskommen. Hier 2 Videos dazu und wie genau man nun levelt etc...

https://www.youtube.com/watch?v=2MwOIZ_90ro

https://www.youtube.com/watch?v=y3JfNR4cK2Y

Eine kleine Erklärung was das ganze soll/ist.
Seit dem Erscheinen haben wir hart an Veränderungen auf Basis eures Feedbacks gearbeitet, um das Spiel für alle unsere Spieler zu verbessern. Heute kündigen wir voller Freude an, dass das Star Wars™ Battlefront™ II-Fortschritt-Update mit einer kompletten Überarbeitung des Ingame-Fortschrittssystems am 21. März erscheinen wird. Daneben wird es noch einige kosmetische Veränderungen im Spiel geben, aber dazu kommen wir gleich ...
 
Mit diesem Update ist der Fortschritt jetzt linear. Sternkarten und alle weiteren Objekte, die das Gameplay beeinflussen, können ausschließlich durch Gameplay errungen und nicht gekauft werden. Stattdessen erhältst du Erfahrungspunkte für die Klassen, Heldencharaktere und Schiffe, die du im Multiplayer spielst. Hast du genügend Erfahrungspunkte gesammelt, um mit dieser Einheit eine Stufe aufzusteigen, erhältst du einen Fähigkeiten-Punkt, mit dem du die zulässige Sternkarte, die du ausrüsten möchtest, freischalten oder verbessern kannst.
 
Alles, was du bisher errungen und freigeschaltet hast, behältst du. Du behältst also sämtliche Sternkarten, Helden, Waffen und alles anderes, was du bereits erhalten hast. Was du bisher erhalten hast, kannst du mit diesem Update auch weiterhin nutzen, unabhängig davon, wie viel oder wie wenig Fortschritt du damit bereits gemacht hast.
 
Kisten enthalten keine Sternkarten mehr und können nicht gekauft werden. Kisten erhältst du, wenn du dich täglich anmeldest, Meilensteine abschließt und Herausforderungen mit Zeitvorgabe meisterst. In diesen Kisten findest du Kredits oder kosmetische Objekte wie Emotes oder Siegerposen, aber nichts, was das Gameplay beeinflusst.
 
Ab April kannst du Aussehen direkt mit Ingame-Kredits oder -Kristallen kaufen. Die ersten neuen Aussehen erscheinen schon bald, und du kannst dir dann direkt neue Aussehen für deine Helden und Truppler holen, und zwar mit Kredits (werden im Spiel errungen) oder Kristallen (können im Spiel und in First-Party-Stores gekauft werden). Falls du schon immer mal als Rodianer zum Widerstand gehören wolltest, bekommst du in Kürze Gelegenheit dazu.
 
Diese Änderungen sind ein großer Schritt auf unserem Weg, den Kern des Spiels zu verbessern und neue Inhalte hinzuzufügen. Und das ist längst nicht alles. Neben weiteren Balancing-Patches werden wir Star Wars Battlefront II in den nächsten Monaten auch einige Modi hinzufügen, die außergewöhnliche, brandneue Spielerlebnisse bieten werden. Einige davon, wie das kürzlich veröffentlichte und zeitlich begrenzte Jetpack-Fracht, unterscheiden sich radikal von allem, was du bisher im Spiel erlebt hast, und wir freuen uns schon sehr darauf, dich mit unseren Plänen zu überraschen.
 
Das Star Wars Battlefront II-Fortschritt-Update erscheint am 21. März, und weitere Inhalte folgen dann in den nächsten Wochen. Wir freuen uns wirklich sehr auf die Zukunft des Spiels und würden uns geehrt fühlen, wenn du uns bei dieser Reise begleiten würdest.
Und hier noch ein FAQ zum neuen System
The Progression Update FAQ:

Q.) What kind of items can I buy when microtransactions/monetization return?
A.) Players will only be able to purchase Crystals as microtransactions, which can only be used to unlock available Appearances that a player can select. Players cannot purchase Star Cards or items that would impact gameplay or progression.

Q.) Can I buy Star Cards with money?
A.) No. We are removing all Star Cards from Crates and introducing a system where you level up your units exclusively by playing as them and earning experience.

Q.) What happens with my existing Star Cards in the transition?
A.) You get to keep any and all Star Cards that you currently own at their current rarity level. As you level up, you will start earning Skill Points that can be used to unlock and upgrade Star Cards.

Q.) I have played the game extensively before the Progression Update. How will this be reflected after the transition to the new system?
A.) You will get to keep any and all Star Cards that you already have in your Collection at their current rarity level, and you will get a Unit Level per unit that is based on your current inventory. Moving forward, as you progress, your Unit Level will determine which additional Star Cards you can unlock and whether or not you’re advanced enough to use Skill Points to upgrade Star Cards to Rare or Epic.

Q.) How should I prepare for the Spring Progression Update?
A.) It depends on what you'd rather do: speed up progression or save up for cosmetics. If you want to maximize your Unit Levels at the outset of the new system, you should primarily focus on earning more Star Cards and Parts right now by using your Credits to purchase Crates. If you want to unlock new Appearances, you should save your Credits for the update in April.

Q.) What happens with Parts?
A.) As of the Progression Update, Parts will no longer be awarded. You will keep your current balance, and in April you will be able to convert parts into Skill Points (at 40 Parts per Skill Point). Player’s Parts totals will be rounded up so that players will not be left with unusable Parts.

Q.) Can I still craft Star Cards using Parts?
A.) No. While Parts have been used as a Star Card crafting resource, the new resource for Star Card unlocking and upgrading is Skill Points, gained by leveling up your respective Unit.

Q.) How do I progress with a hero or class?
A.) You level up a hero or class by playing them. The same goes for all other units (units being Any playable unit in the game, whether it's a ship, special unit, hero, trooper, hero ship, vehicle, mount etc;, the more you play, the more Skill Points you gain to upgrade them.

Q.) How do I earn new Star Cards?
A.) When you level up a unit in the Progression Update, you earn a Skill Point. Skill Points are unit-specific and can be used to unlock a Star Card at Common level, or to upgrade an existing Star Card to the next Card Level.

Q.) What are Skill Points?
A.) When you level up a unit, you earn a Skill Point. Skill Points are unit-specific and can be used to unlock a Star Card at Common level, or to upgrade an existing Star Card to the next Level.

Q.) Can I use Skill Points that I earned from one unit to upgrade another unit?
A.) No. Skill Points are unit-specific. Skill Points earned when leveling up your Heavy cannot be used to unlock or upgrade Star Cards for Yoda. The more you play as your favorite unit the more Skill Points you earn for them.

Q.) What can Skill Points be used for?
A.) Skill Points allow you to unlock and upgrade Star Cards for the unit you've earned them for.

Q.) What happens with my Star Card Level number?
A.) Instead of a Star Card Level, we have a Unit Level which will more clearly and accurately represent a player’s overall progress and power level as it counts the value of all Skill Points applied across that Unit’s collection.

Q.) How is my starting Unit Level calculated?
A.) For new players, every Unit will start at Level 1, however if you are an existing player, your starting Unit Levels will factor in your previously collected Star Cards.

Q.) Can you give a specific example of Unit Level calculation for an existing player?
A.) Let’s say your Assault is Card Level 24 when the update goes live. Your inventory is as follows: 13 Commons (+13 Card Level), 2 Uncommons (+4 Card Level), 1 Rare (+3 Card Level), 1 Epic (+4 Card Level). In the transition, that Assault character would keep all of those Star Cards and gain a Class Level of 24 (old Card Level) + 1. For a new player starting as Assault Class Level 1 in the new system, she would have to level up to Class Level 25 to gain an Assault Star Card collection of the equivalent value.

Q.) Can I upgrade Rare and Epic Star Cards using my Skill Points?
A.) Yes, as long as you meet the Level requirement for upgrading them in the new system. As a Trooper, for example, you will need to be Unit Level 22 to upgrade a Star Card to Rare, and Unit Level 35 to upgrade a Star Card to Epic. Each unit has their own level requirements for upgrading to Rare or Epic respectively based on what we think will provide the best experience for gameplay.

Q.) What happens to my existing Epic Star Cards in the transition if I do not reach the required Unit Level to upgrade Star Cards to Epic with one or more characters?
A.) You get to keep any and all Star Cards, Epic or not, regardless of where we put the upgrade gate for Epic Star Cards. However, any Star Cards that you wish to upgrade to Epic after the transition need to follow the new rules for Unit Level requirements.

Q.) What type of progression will each unit have in the new system?
A.) For each unit, the Star Cards are tiered to require a specific Unit Level to be available to unlock. Unlocked in this case means that you can choose to spend a Skill Point to unlock that Star Card at the Common level (and subsequently upgrade it to Epic, if you meet the Class Level requirement for upgrading Epic Star Cards).

Q.) How do I unlock Star Card slots in the new system?
A.) All Star Card slots for all units will be unlocked by default in the new system.

Q.) What will my initial journey with a character be like in the new system?
A.) We intend to make your first time with any class a rewarding one. Specifically, the time needed to level up any Unit in the beginning will be quick, meaning that you will earn Skill Points and unlock Star Cards at a quick rate early on.

Q.) How will I know when I level up with each class?
A.) There will be prominent messaging in game every time you level up a unit. That information will also be displayed at the end of each round if you gain a level for that unit.

Q.) How do you decide which Star Cards are unlocked early and which are unlocked late in a Unit’s journey?
A.) Star Cards unlocked early are hand-picked to be focused on improving existing things, like the Improved Shock Grenade for the Specialist Trooper. Later choices offer side-grades and more niche abilities that require you to switch up your play style, like the Repulsor Cannon for Specialist.

Q.) What unlock gates will there be for any given unit in the new system?
A.) Each Star Card will be unlocked at a specific Unit Level. Additionally, to upgrade a Star Card to Rare or Epic, you need to meet the required Level for that unit. Depending on your Levels, you might be able to upgrade Star Cards to Epic for your Assault Trooper but not your Heavy until you level up the Heavy Trooper further.

Q.) Will you have level caps in the new system?
A.) Yes. Initially, trooper Classes will be capped at 70, while heroes, starfighters, and hero starfighters will be capped at 40. The Armor, Speeder, Enforcer, and Aerial classes will be capped at 30. But even if you cap out your unit, you can still earn credits when you increase your Player Rank.

Q.) Why are there different level caps for different groups of characters in the new system?
A.) The caps are set to guarantee that you will be able to earn the amount of Skill Points needed to take every Star Card in that class to Epic. Since each unit differ in the amount of Star Cards they have in their collection, that leads to different level caps as well.

Q.) How many Skill Points can I earn with any given Unit?
A.) Exactly the amount needed to take every Star Card available to that Unit to Epic.

Q.) Why is the level cap for Trooper set to 70?
A.) A Trooper starts the game at Unit Level 1, and has 17 Star Cards. To take one Star Card to Epic requires four Skill Points, so you would need 68 Skill Points in total to take your entire collection to Epic as Assault. 68 + the 1 as your starting level = Unit Level 69. We then add 1 “padding level” from 69 to 70 to even out the numbers.

Q.) What happens when I go from Assault level 69 to 70, since I don’t need that level to earn more Skill Points?
A.) While going from Unit Level 1 to 69 will gain you 1 Skill Point each, going from 69 to 70 will net you 1000 Credits instead.

Q.) What should I do if I get excess Skill Points?
A.) You will not be able to get any excess Skill Points in the new system. You will only be able to gain the amount needed to take all Star Cards within that Unit’s progression to Epic.

Q.) What will happen with the Milestones that currently reward Star Cards?
A.) The rewards for these Milestones will change from Star Cards to Credits and Cosmetics, such as Emotes and Victory poses.

Q.) What will happen with the cosmetic rewards that are currently handed out for reaching a certain Card Level?
A.) The old concept of Star Card Level will no longer be used, any such rewards (e.g. emotes and victory poses) will be earned in other ways.

Q.) What can Credits be used for?
A.) In April, the next part of our progression update will allow you to use your Credits to unlock Appearances for your heroes and troopers. With this specific update, you will not be unlocking anything with your Credits, so we encourage players earning Credits to continue to do so and save them for all the customizations coming out in April.

Q.) Will I still use Credits to unlock Heroes and Hero Starfighters?
A.) With our Progression Update, we will be unlocking all currently available heroes and Hero ships for all Players. When new heroes and Hero ships are introduced to the game they will be unlocked with Credits.

Q.) What happened to the daily login Crates?
A.) Since Star Cards are now available through progression, we have set the Daily Login reward to 500 Credits.

Q.) How will I unlock Emotes and Victory Poses?
A.) As of this update, Emotes and Victory Poses will be unlocked through Timed Challenges and Milestones.

Q.) What is the difference between Credits, Crystals, and Parts?
A.) With our Progression Update, we are temporarily turning off the economies related to these three currencies. With an update in April, Credits (which are earned through gameplay) will unlock Appearances for your heroes and troopers. That update will also allow you to purchase Crystals, which can also be used to unlock Appearances through direct monetary purchase. Parts are going to be taken out of the game entirely, and a future update will allow you to convert these into Skill Points.

Q.) Are Crystals returning? What will they be used for?
A.) Crystals will return in April, and will be used to unlock Appearances that players can select. They will not be able to be spent on anything that impacts gameplay, like Star Cards or weapons.

Q.) How will I get Crystals?
A.) In April, we will re-enable the ability to purchase Crystals via an updated monetization system. You will also continue to receive some Crystals through in-game Milestones.

Q.) Are Crates still in the game?
A.) Yes, however, with the Progression Update, Crates can no longer be purchased. They are earned by logging in daily, completing Milestones, and through Timed Challenges. Inside crates, you'll find Credits or cosmetic items, but nothing that impacts gameplay.

Q.) What Appearances will be available in April?
A.) We will announce which appearances will be available in the coming weeks.

Q.) Will I earn Credits or Skill Points in Arcade?
A.) With the Progression Update, you will continue to be able to earn Credits, up to 1,500 per day, by playing Arcade. Skill Points can only be earned in multiplayer, linked to the Unit you play as.

Q.) Do you have any plans to change rewards from Arcade?
A.) All Star Cards and Weapons are going to be unlocked, at the Epic level, in Arcade mode so you can try out the best combinations and help you identify how you want to spend your Skill Points. You’ll still be able to progress across Challenges, Milestones, and difficulty tiers in Arcade, and you’ll also be able to earn 1500 credits per day.

Q.) When will microtransactions/monetization come back?
A.) We are currently targeting April to turn on a revamped microtransactions system. More details to come.
Eigentlich hätte man das von anfang an tun sollen, aber scheinbar muss EA halt erst mal heftig mit dem Geldbeutel auf die Nase fallen um zu lernen. 8-|
Naja, das Spiel macht trzdem immernoch grossen Spass. xD


MfG Ar-Sakalthôr

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