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    They changed the spot of the datacrons. One that i knew where it was had been moved to the opposite side of where it had been to hide it better.
    I'm Rebur, Tadia, or Judianna most games.
    Twitter @Chaos5061.
    Translations are done with Google Translate.

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      Patch Notes 12-3-11

      From Bioware:
      Beta Patch Notes 12/3/2011
      General
      On PvE servers, regions will no longer denote [PvP] unless they are an Open World PvP or Contested zone.
      Significantly improved the accuracy of the estimated wait time to join a full server.

      Classes and Combat
      General
      Fixed an issue that could cause some abilities to trigger earlier than intended.

      Imperial Agent
      Bug Fixes
      Updated the tooltip for Acid Blade.

      Trooper
      Bug Fixes
      Using the space bar to exit the first Ord Mantell conversation with Havok will no longer cause Jorgan to appear tiny in the next scene.
      General Combat Bug Fixes
      Missile sound effects will no longer persist if the missile does not hit its intended target.

      Companion Characters
      Bug Fixes
      Fixed an issue that could cause Companion Character abilities to be off when they should be on by default.

      Flashpoints and Operations
      Flashpoints
      Adjusted the experiences players receive for defeating Flashpoint bosses.
      Significantly reduced the amount of experience given for bonus missions in Flashpoints.

      Operations
      Eternity Vault
      Skinflayers and Imps will no longer fight one another.

      Bug Fixes
      Flashpoints
      Athiss
      Players are now correctly given the final mission step to return to the "Return to the Republic/Imperial Fleet."

      Cademimu
      Players will no longer fall to their death when using the Enforcer Cruiser.

      Colocoid War Game
      Fixed several balance issues with Annihilator.

      Directive 7
      Killing the Replicator while in Hard mode will now unlock the loot chest as intended.

      Mandalorian Raiders
      Players are now correctly given the final mission step to return to the "Return to the Republic/Imperial Fleet."

      Voidstar
      On screen text will now correctly match the bomb timers.

      Operations
      Fixed an issue that sometimes prevented players from entering Operations while on Hard difficulty.

      Eternity Vault
      Soa’s Power Orbs will now properly damage players.
      Fixed an issue that would sometimes cause overlapping audio when the Infernal One speaks.

      Karagga’s Palace
      Fixed several issues with Bonethrasher’s combat abilities.
      Fixed an issue that could sometimes prevent players from reaching the fight with Bonethrasher.

      Items
      Added missing modification packages to Item Modification Vendors.

      Legacy
      Players will no longer be required to keep a character above Act I to select a Legacy name once it has been unlocked.
      The preference to "Show Legacy Name as Last Name" will now be on by default.

      Missions and NPCs
      Missions
      General
      Daily repeatable missions will now reset at 6:00AM CST (12:00PM London, 1:00PM Paris/Berlin).
      Completing bonus missions will now grant group members experience equal to half of the amount granted to the player.

      Republic
      The Battle of Corellia: Players will now be able to complete the step "Destory the Barricade" as intended.
      The Jedi Prisoner: Added missing text to the conversation wheel for the conversation with MP-77.
      Weapon of the Jedi: Fixed an issue that caused players to be unable to see their Lightsaber during part of the cut scene.
      Doomsday: The mission step "Use Your Ship’s Intercom" can now be completed.

      NPCs
      General
      The vendors Columi, Tionese, and Rakata will now be located in the correct place on the Imperial Fleet.
      Improved the combat animation for Battle Droid NPCs.
      Renamed Commendation Vendors on the Imperial Fleet that shared the same name.

      Bug Fixes
      The Collector’s Edition Training Droid will now properly recognize all enemy NPCs.
      Enemies will now agro as intended if attacked by Companion Characters at a distance.
      Fixed an issue with the appearance of some Drall Librarians.

      PvP
      PvP Items
      PvP Vendors no longer sell Battlemaster Bags.
      Increased the cost Champion Bags sold at PvP vendors.
      Increased the cost of Battlemaster Implant and Earpieces and added a requirement of Valor Rank 60 to purchase and equip them.
      Battlemaster Bags no longer contain Battlemaster Implant and Earpieces.

      UI
      General
      Added a preference that will automatically add players to chat channels based on current actions.
      Fixed several instances of incorrect capitalization in tooltips and ability names.
      Made significant improvements to functionality when dragging items and abilities on the UI.

      Server Selection
      The server selection screen will now more accurately display server population.
      Fixed an issue where an incorrect login queue window could sometimes persist when returning to the server selection screen from character select.
      Players will now default to the appropriate server selection screen for their region.

      Bug Fixes
      Fixed several issues with the command functionality of custom chat channels.
      Flashpoints will now properly display on planet maps.
      Corrected the title for the "Item Modification" tutorial mission in French and German.
      The time left for an auction to end will no longer display negative values in some circumstances.

      Miscellaneous Bug Fixes
      Fixed an issue that would sometimes prevent characters from logging in.
      Fixed an issue that would sometimes cause some players to become stuck on a loading screen after being disconnected from the server.
      Fixed several instances where players would get stuck in objects or terrain and sometimes be unable to use /stuck.
      Fixed an issue that could cause a server error if players select a new server after initially choosing PvP server from the server select screen.
      I'm Rebur, Tadia, or Judianna most games.
      Twitter @Chaos5061.
      Translations are done with Google Translate.

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        About to find out how SWTOR likes 16GB of 1600 DDR3 Memory compared to 8GB of it.
        I'm Rebur, Tadia, or Judianna most games.
        Twitter @Chaos5061.
        Translations are done with Google Translate.

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          Not bad. Seems to work ok.
          I'm Rebur, Tadia, or Judianna most games.
          Twitter @Chaos5061.
          Translations are done with Google Translate.

          Comment


            Curse you and your Newegg deal-getting! I was looking at that 16GB, but my mobo doesn't like to cooperate with the timings they use.

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              And it's over. End of beta and end of Game testing now to wait until the 15th to play again. D:
              I'm Rebur, Tadia, or Judianna most games.
              Twitter @Chaos5061.
              Translations are done with Google Translate.

              Comment


                Maybe the 15th. What I read said that the head start for each person will depend on when they entered their pre-order code so some might not get into the head start until the 19th.
                My Flight Path Follies guide

                A pessimist knows all women are bad... an optimist hopes they are.

                I reject your reality and substitute my own.

                All foreign languages are done with Google Translate.

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                  They haven't stated so on the website but in interviews at cons they have said that if everything goes as planned that everyone who preordered should be in sometime on the third day. We should find out this week though. One of the Devs has stated to be expecting the Early Access info in a email sometime this week. I should be getting in on the 15th myself. Preordered 30 minutes after they announced it.
                  I'm Rebur, Tadia, or Judianna most games.
                  Twitter @Chaos5061.
                  Translations are done with Google Translate.

                  Comment


                    From SWTOR Dev:

                    Originally Posted by Rodrom
                    It stated that Preorder where getting up to 5 days early release
                    But CE owners 7 days.
                    The amount of Early Game Access granted is dependent on when you redeemed your Pre-Order Code in the Code Redemption Center.

                    The maximum amount of time available does not increase according to which edition you pre-order. Regardless of whether you pre-ordered a Standard Edition, Digital Deluxe Edition or Collector's Edition, your amount of Early Game Access time is still dependent on when you redeemed your pre-order code.

                    We'll have more information on Early Game Access in an FAQ which will be published later this week.
                    I'm Rebur, Tadia, or Judianna most games.
                    Twitter @Chaos5061.
                    Translations are done with Google Translate.

                    Comment


                      I just got a email stating you have to uninstall the client instead of updating it. Wait a little while I'm going to go find out if it's true because last they said you didn't need too.
                      I'm Rebur, Tadia, or Judianna most games.
                      Twitter @Chaos5061.
                      Translations are done with Google Translate.

                      Comment


                        Okay here is the info. From Bioware:
                        We encourage anyone who has taken part in our Game Testing Program prior to the November 25th Beta Weekend to uninstall their previous client before installing the final Game Client. You can uninstall your Game Testing Client by following these steps:
                        I'm Rebur, Tadia, or Judianna most games.
                        Twitter @Chaos5061.
                        Translations are done with Google Translate.

                        Comment


                          From Bioware:
                          This Saturday, Dec. 10th, the Forums will become unavailable as we make preparations for launch. When they become available again, you'll notice many exciting changes!

                          First of all, we'll have many new forums available where you can discuss all aspects of the game, from Crew Skills to PvP. The Guild Hall forums will be expanded significantly and will include new "Looking for Guild" forums, class forums will contain sub-forums for each Advanced Class, and we'll introduce a new Story and Lore forum for discussion of the game's setting and story. To encourage constructive community building, you'll also notice a "New Player Help" forum and a Community section that includes areas for regional check-ins and meetups, all kinds of fan creations and role-playing, and forums for server event organization. These are just some of the new forums we'll be introducing. We're looking forward to all the great discussion!

                          Another new feature we're implementing is our Community blog, which will appear at the top of www.SWTOR.com/community. We'll use this blog for important community announcements, updates, and to post articles of interest to our community members, so make sure to check it out frequently!

                          The launch Forums will be a fresh start: all threads, posts, and private messages will be removed and warnings and infractions on your account will be deleted. If you have any special posts or private messages that you would like to save, please do so now! When Early Game Access begins, only those who have redeemed their Pre-Order Code will be able to post on the forums, though everyone will be able to view them. Then, when the game officially launches, only those who have active game time will be permitted to post.

                          As we move forward, we will continue to improve our community forums. You can expect to see new features that make it easier to find developer posts and several updates to our skin to make everyday use of the forums easier for everyone.

                          We're very excited about the changes that are coming, and we can't wait to work with you to make the Star Wars™: The Old Republic™ community a great experience for everyone!
                          I'm Rebur, Tadia, or Judianna most games.
                          Twitter @Chaos5061.
                          Translations are done with Google Translate.

                          Comment


                            The modding system explained Pt. 1

                            From Bioware:
                            So, it turns out some of the patch notes regarding our modding system were probably poorly written (by me, I must add) and generated quite a lot of concern. I’ll try to explain the changes better and, while I'm at it, explain the logic for those changes.

                            To start with, we’ve introduced a new color and item type: the Custom items. Those are shown with an orange border and are fully moddable. This change is purely cosmetic. What we have done is take all fully moddable Prototype items (blue) and simply changed their icon color. This helps us create a better and more unique identity for fully moddable gear.*

                            Since other games have used orange to signify truly rare and epic gear, let me clarify that orange in Star Wars: The Old Republic has nothing to do with 'epic' gear. (And for those curious, our version of 'epic' is a very deep purple, bordering on a rich blue). The orange we use is actually the old bronze color we developed a long time ago when our color coding was based on metals (bronze, silver, gold, platinum, etc).

                            Custom gear is actually pretty common: it can be obtained through class quests around level 8, as social gear, as space quest rewards and as light side / dark side gear. It is also the typical gear found in Flashpoints and as rewards for Heroic missions. Several pieces can be acquired using planetary commendations.

                            The second change introduced in the latest build is the locking down of the base mods (Armoring, Barrel, Hilt) and color crystal mod on the Artifact items (purple). To explain this change, I need to also explain the history of the the modding system...

                            So, the first version of the modding system had many issues. It is amazing that a system that is only a few months old is already quite misremembered, but that’s because while the system implementation was less than stellar, players really liked the concept that tried to shine through and now remember it much more fondly that it truly deserves. The main issues of the old system were as follow:

                            - There were too many different modifications. Sure, the mods had a lot of flavor and made sense: triggers and scopes for guns, underlays and overlays for armors, power cells and crystals for Lightsabers, etc. But in the end, keeping the mods in all gear up to date every few levels was a major pain on the players’ side. Remember, at that time, mods could not be extracted - so a replacement for each and every one of those mods had to be individually located every few levels. And let me tell you, creating and maintaining all those tens of thousands of mods on our end was also not exactly sustainable.*

                            - Some items only had a few mod slots. I know everyone by now remembers a 'perfect' world where everything was moddable, but that simply wasn’t the way it worked. Most premium (green) items did not have a full set of slots and which slots weren't present was a bit random. So, you could find a purple trigger and get all excited about fitting it on your moddable gun - until you realized the gun mysteriously had a scope slot, but not a trigger slot. Of course, your next gun could have a trigger but no scope. This left many players scratching their heads.

                            - Once slotted, a mod could not be removed. This had a very perverse effect: players would find a really good mod - say a purple overlay - but would really hesitate in slotting it into an armor. What if they find a cooler looking armor next level? Many players would end up saving their good mods for later and ended up over leveling them.*

                            - Mods that were crafted or purchased were most of the time inferior to the mod already slotted onto a prototype (blue) item. This made the entire mod system somewhat useless. One of the main reason was that crafters could not create good mods. Reverse engineering - the main method to obtain prototype and artifact (blue and purple) crafted items - did not work on mod.

                            - Modding was only done at a workbench. This made it rather cumbersome as the players had to hunt down a workbench before they could fit a new mod into one of their items.

                            So, to summarize: in the old system, you could not take any piece of gear, fit it with the best mods and keep it all the way to the end levels: a lot of the green gear did not have all the slots, the mods that could be obtained were for the most part... not good, and you could not extract better one from existing gear.*

                            So... things had to change. Because despite all those warts, some of the players who tested the system really liked the concept: that a player could find an appearance they really like and work to keep it relevant all the way to end game. So, we knew we were on to something and we also knew the old system was just not delivering.*

                            Those changes took time to implement. Some of them concerned large amounts of data and some required new code. Unfortunately, not everything could be implemented on time for each testing build and, in some of the builds, testers were exposed to a very raw and partially completed new system. However, today, we are close to where we want to be - but not quite there yet (more on that later).

                            So, the changes we made are:

                            - Item modding can now be done anywhere at anytime. No workbench required.

                            - Crafters can now reverse engineer mods and create blue and purple mods.

                            - A new Custom quality (orange) was introduced to legitimize moddable items as their own quality and type. This isn’t a big deal but does clarify things a little.

                            - Mods can now be extracted from a Custom item. This is the single most important change and has many, many consequences. However, we feel that being able to slot a mod and then extract it back truly opens up the system and makes it a lot more fun, easy and safe to experiment with. I’m not 100% happy about how the system interface and GUI works today (it is still a bit clunky) but at least it is functional.

                            - Rather than have a whole bunch of unique mod types, some mods are now common to all items. This greatly helps players who are 'going the mod route’ to stay relevant and competitive as they now have a much higher chance to find exactly the mods they need, level after level, be it from a crafter, at a planetary commendation vendor or by extracting it from another item.

                            - Partially moddable premium (green) items were removed as they essentially lied to the players: an item missing a mod slot would never be able to match a high end non-moddable item. Instead, to compensate for the loss of diversity, orange versions of all green armors was created and given to the crafters. So, yes, if you see a green armor you really like, you still can have that appearance until end level. It does take a bit of work - you either need to become a crafter yourself, befriend one or trawl the GTN.

                            (Note: recipes for those orange appearances are discovered through Underworld Trading missions.This allows us to have a truly large number of those recipes without overwhelming the crafting trainer inventory. As a side effect, this opens up class quest green armor appearances from other classes as well as long as you fulfill the armor requirements.)

                            - End game artifact quality (purple) gear is now partially moddable. Why moddable? Because that allows the players to customize stats such as critical, etc. to their exact desire. Why only partially? Because mods are now extractable... Think of it this way: it is easier to defeat the first boss from an Operation than the last boss. So we want to reward the players with the best possible loot for defeating the last boss and that loot is typically the Chest piece of a set. The first boss drops less interesting stuff, say boots. This may sound old school, and it is. But by doing so, we ensure that both players that get rewarded by looks and those rewarded by stats are properly rewarded for taking on the most difficult challenges.

                            Now, if purple gear was fully moddable, players would simply farm the first boss, acquire 5 pair of boots, extract the armoring, mod and enhancements from the boots and slots them in their favorite Custom items. That actually sounds cool, but it really isn’t. Letting players extract the armoring mod from the purple items would trivialize end game gear progression and stop rewarding successful and dedicated players for their efforts.
                            I'm Rebur, Tadia, or Judianna most games.
                            Twitter @Chaos5061.
                            Translations are done with Google Translate.

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                              The modding system explained Pt. 2

                              So, instead of letting that happen, we prevented the Armoring, Hilt and Barrel from being extracted, but we also made sure of dropping purple Armoring mods of equivalent power as Operation loot. This means that players going the mod route can still take their favorite orange armor and make it as good as a operation purple armor (with some temporary caveats).

                              - Some crafting recipes that allowed the creation of moddable armors and weapons have been replaced with non-moddable versions. Why the nerf? Because those recipes were no longer properly balanced once we allowed mod extraction. It became far cheaper and faster to create an item for the sole purpose of extracting every mods out of it than creating mods in the first place. This also allowed nearly every crafter to create every type of mods, which wasn’t very balanced either. Instead, the crafter can now make a non-moddable item for those players that enjoy that and, thanks to newly introduced recipes, a moddable (but empty slotted) version of the item.

                              Now, with those changes, we are closer to an actual implementation of our modding philosophy than ever before. Is it perfect? No, not yet. There are still some imbalances here and there (and I trust this community to let us know loud and clear if we miss any) but it is close and the remaining issues are on their way to be fixed. Of course, it would help to clarify what that philosophy is:

                              To put it simply, we want moddable items to offer an alternate and optional loot system that allows players to customize their look and their stats with more freedom and without penalty for doing so.*

                              However there are many times where it will be easier for a player to just put on whatever stuff they just looted and not care about the way it looks. Keeping a specific outfit or weapon “up to date” or obtaining a specific look may require additional time and dedication, such as finding a crafter that can create that specific smuggler shirt or that rare color crystal.

                              I hope this clarifies things a little. As always, we are very much interested to hear what you all have to say on the system, but at least you now have a bit more information to go on - and of course, in a very short time, you will all be able to test this on the live servers.

                              Anyway, thanks to all of you who have been helping with the test of the game and offered your very passionate opinions - on this subject and others. Testing a beta isn’t easy. Things changes all the time, some stuff isn’t finished and nothing seems to make sense without the benefit of knowing what’s going on behind the scene. So thanks again and I hope to have the chance of meeting each and every one of you in game.
                              I'm Rebur, Tadia, or Judianna most games.
                              Twitter @Chaos5061.
                              Translations are done with Google Translate.

                              Comment


                                Incoming news for early access. It makes me happy and manages to piss me off at the same time.
                                I'm Rebur, Tadia, or Judianna most games.
                                Twitter @Chaos5061.
                                Translations are done with Google Translate.

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