Star Wars: The Old Republic Q&A talks story, balance, and species experimentation

SWTOR concept art
Another installment of BioWare's weekly ritual of enlightening the masses is up!

The first question of this week's community Q&A touched on the selection of races available in Star Wars: The Old Republic. If the future introduction of the Cathar is successful, the team would like to introduce a broader spectrum of species for player characters, balancing things out by adding "clear positives and negatives" for playable species. On the story side of things, lead writer Alex Freed addressed a question about the timing of storylines. Class stories have roughly the same timing across the board, but aren't completely in-step, while world stories are split up by faction and can have much more significant time differences.
For the most part, it's best not to worry too much about ordering individual world events unless they actively reference one another--and if they contradict one another, you can assume that we won't be writing future stories that depend on one faction's participation at the exclusion of the other.
Senior designer Austin Peckenpaugh tackled some class and skill questions. Recent patches have made some fairly substantial changes to the Marksmanship and Sharpshooter trees; Peckenpaugh says these tweaks are intended to bring the specs closer to the team's original vision and encourage playstyles better fit to the peculiarities of those trees. He also talked about the delicate balance of player control and kiting and anti-kiting in the game. He says that "given the amount of skills and abilities that break and cleanse roots and snares at the moment," the team is not "very concerned" about the possibility of chainable roots.
This article was originally published on Massively.