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Posted November 28, 2018 by kellybam

Check out Swtor2credits 9% OFF cheap credits swtor on Dec

 
Q: Gods from the Machine is not an entirely new Operation, as it was rolled out one boss at a time over the past year. Can you talk a little bit about the Operation for people who are unfamiliar with it?

A: Sure. The Gods from the Machine Operation takes place on Iokath, the incredibly advanced Dyson sphere “planet” originally created by the now extinct Iokathian Creator race. In it, players do battle with the Machine Gods of Iokath.

See, centuries ago, the Creators produced a handful of unique machine-beings and then sent them to contact (read: mess with) more primitive cultures for “research” purposes. There wasn’t really any one objective to this effort. Like many of the things the Creators did, this project was a mishmash of multiple objectives: Testing/proofing technologies, synthetic intelligence/personality research, sociocultural manipulation techniques, and so on. Objectives consistent with their culture that valued knowledge and advancement for their own sake, absent (or in their opinion, “transcendent of”) moral boundaries.

When these beings were encountered by the ancient, pre-Valkorion Zakuulan culture, the machines were deified. Their appearances, characteristics, and personalities were shaped into mythological beings. These myths evolved over the centuries, leading to the modern-day Zakuulan pantheon: Tyth, god of Rage. Aivela and Esne, twin goddesses of Passion and Envy. Nahut, the Son of Shadow. Scyva, the Mother of Sorrows. Izax, the Destroyer.

The Empire and Republic encountered the forgotten gods by happenstance. The factions were each scouring Iokath, racing to outdo the other in securing military technology, and wandered into the Valley of the Machine Gods chasing after a powerful energy signal. This trespass seems to have awakened the Gods and invited their wrath.

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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 November 28, 2018