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    From Bioware:
    Hey folks,

    I just wanted to clarify: There is no quest for an HK companion currently in the game. I have seen people claiming sightings but these are incorrect. The information you're seeing is from data mining sites that deep dive into files that - as many of you correctly pointed out - are often shells for future work or parts of the game that were removed. Always read any of these with a healthy degree of skepticism.

    Hope that helps!
    I'm Rebur, Tadia, or Judianna most games.
    Twitter @Chaos5061.
    Translations are done with Google Translate.

    Comment


      From Bioware:
      Let's get the obvious thing out of the way - slicing was giving too much money, and this needed to be corrected. A bug snuck through launch that resulted in some lockboxes giving out far more cash than our magic spreadsheets said they were supposed to give. The end result was that our economy was getting flooded with credits, which risks causing massive inflation in the economy. Players were abandoning other crafting skills for slicing which was causing the problem to feed on itself. Economic issues are tricky - once you let the horse out of the barn, it's pretty hard to coax it back in - and it's important that the dev team jump on these issues as quickly as we can.

      Once we corrected the issue, the math started to fall into line, which is to say the metrics of our economy started to match what we expected slicers to have. It's important to note that, while slicing was always meant to be a little more casual, and less wedded to the other crafting skills than the other gathering skills, it was never meant to be a Magic Money Machine. Slicing is still profitable, I promise - the metrics are showing that slicers still do quite well - but it's no longer profitable to the degree where you were a moron if you chose any other Crew Skill.

      Are we done balancing? This being an MMO, you're never done balancing, and we will continue to monitor Slicing and the other endgame skills to ensure they are fulfilling their stated purpose inside the game mechanics, useful to the players who choose them, and healthy contributors to the economy as a whole. It is not unlikely that all Crew Skills will get further adjustments once the game and economy has matured and metrics points out a strong need. Once this happens, I promise we'll make a better effort to let players know the rationale of the changes we're making as we're making them.
      I'm Rebur, Tadia, or Judianna most games.
      Twitter @Chaos5061.
      Translations are done with Google Translate.

      Comment


        From Bioware:
        Improving our LFG system is high on the list of features that Systems Design wants to add to the game. We want this to be good not just for helping people find Flashpoints and Operations to run, but also other multiplayer content like heroic missions. A key emphasis will be on advertising for specific role needs (healer, tank, DPS). This feature is currently in the design stage, and once this feature has moved beyond this to a development stage and has a firm ETA, I'll be coming back to you guys to give more details.

        We've known we would need to revisit this feature for a while. In the level-up game, finding players isn't too rough because, with few exceptions, everyone in that level band is either on your planet or on the fleet. Once more and more players hit endgame, and are spending their time in more places, the need for this feature is going to increase. Note that right now, high level players have the opposite problem - there aren't enough other players up there to group with. This problem will dissipate as the game ages, and more players reach the later levels.

        That being said, our design team doesn't philosophically believe that cross-server Flashpoints are good for the game at this stage in the game's lifespan. There is huge social pressure to not be a jerk that goes away when the odds that you will never see these people again is high. I'm not saying never - there may come a time in the future where we reevaluate this - but at least in the short term, we believe this will cause more damage to the community than good.
        I'm Rebur, Tadia, or Judianna most games.
        Twitter @Chaos5061.
        Translations are done with Google Translate.

        Comment


          Interview with a SWTOR Dev from Massively

          From Massively:
          A month after Star Wars: The Old Republic began its official journey in the public eye, the developers of this game-changing MMO are ready to extend the story, which they call the fourth pillar of the MMO genre. In patch 1.1, which also brings the usual round of bug fixes, players will be introduced to a brand-new level 50 flashpoint as well as a completed version of the Karagga's Palace 8-to-16-man operation.

          In the official press release for 1.1, BioWare founder Greg Zeschuk notes, "A month ago when we launched the Early Game Access program for Star Wars: The Old Republic, we promised our fans that this would just be the beginning of our journey together." That's all well and good, but we want details. So we rang up BioWare's Gabe Amatangelo to discuss the new flashpoint, Karagga's palace, Ilum, and the future of SWTOR PvP.

          Be aware that there will be some minor spoilers, but we'll warn you in advance!

          When speaking to Amatangelo, we sensed that he is truly excited about the future of both flashpoints and operations. And just like every tiny part of the BioWare's game, the content he designs tells the personal story of your character in The Old Republic. The thing we have to find out about, of course, is the motivation behind the new flashpoint, Rise of the Rakghouls.

          (Story-related spoilers incoming in the first paragraph past the picture!)

          Because of the events at the end of existing class stories and flashpoints, the galaxy -- specifically the Empire -- is left with a gigantic power vaccuum. Fringe groups like the Hutts and the Tion Hegemony vie for power within the crumbling galactic infrastructure. Amatangelo explained the situation on the planet Kaon within the Tion Cluster: "The player goes there to find out about the outbreak of the Rakghoul virus and finds a power-crazed mad scientist who's trying to create super-soldiers."

          (End spoilers!)

          Amatangelo says it's his personal favorite flashpoint: "The setting is awesome. It's dark with huge shadows, and everyone has flashlights they've got use to see their way through it. One of the first boss encounters puts your back up against the wall, and things are coming out from all different directions. Rakghouls have all the different kinds of mechanics. It's a lot of fun gameplay-wise. You have a turret and an explosive canister, and you just have to survive it then blow through the wall. The next area's like this creepy '50s-esque theater. It has a recording that's looping and scratchy. It's a lot of fun, and it's part one of two -- the conclusion comes out in an update in the near future."

          As the previous patch 1.1 announcement mentions, the Karagga's Palace operation has been expanded to feature four bosses and a final face-off against Karagga the Unyielding. But how does one fight a Hutt? Amatangelo boasted, "We took a stab at that, and we are really excited about it. It's fun and funny at the same time. We're really excited about players getting a hold of that. It's great cinematic. There's this reverse shot of the player seeing Karagga, what he's doing, and how the player's going to face off against him. The reverse shot's on the player as he's looking up, confounded. It's a hilarious scene.

          "We also paid homage to old-school BioWare. We have a tower of Hanoi-type mechanic. (We like to have a puzzle in operations, like we did in Eternity Vault.) The "tower of Hanoi" is in the Hutt factory where droids are being made. You're fighting one of Karagga's sentinel droids, and you can't take it out unless you use the conveyor belt. Of course, the conveyor belt and the power circuits have to be aligned like the towers of Hanoi to pour molten lava on it to make it vulnerable."

          Amatangelo continued to tease how the Hutts are not working alone, and there are hints as to whom the Hutts are working with throughout the operation. He explained that these and future updates are a continuation of the main storyline that ends when you hit 50. The Eternity Vault is more of a one-off story, but these and future updates are a continuation of the main story.

          We figured since we had the attention of the lead PvP designer, we'd ask what's happening with the now-infamous open-world PvP zone Ilum.

          "The objectives on Ilum were supposed to be on timers, and the timers were supposed to be locked down," says Amatangelo. "But in the 11th hour, the timers weren't working. So we knew what kind of behavior was going to evolve there. It's not like we were going to delay launch to fix that. But with 1.1, we are going to be handling a lot of those issue with a bunch of improvements there, like focusing on killing players. The objectives give you buffs, but ultimately you have to kill the players to get the rewards. We've included new spawn points as well as some optimization with the turrets.

          "We do have longer-term plans for open-world PvP. It is open-world PvP; it's not an RvR system. I kept trying to throw that out there. I'm not saying that it's not something we don't want to do."

          What about areas like Outlaw's Den, which is fairly empty most of the time? "We don't expect Outlaw's Den to get much traffic until the population becomes more mature," he told us. "The whole focus of Outlaw's Den is not objective-based PvP. It's a forum for whatever people want to experiment with in PvP. We say, 'When you pass these lines, we've turned off the rules. It's open. Do what you will with it.' My personal expectation is that when people are 50 for a while and doing a bunch of different stuff and waiting for the next update, they'll want to experiment with stuff. 'Hey, what about 3v3; we're all Republic, but which of these combinations will win?' Or if people are talking trash to each other on the forum: 'We can just settle this in Outlaw's Den.' Or if a guild wants to fight another guild and we haven't introduced a GvG system yet, then we can throw together an ops group and we can fight your ops group. We can settle it out here for fun. Right now there are so many other activities that players aren't looking for user-generated content. That's the best way to frame it: It's a spot for user-generated content.

          "As far as other open-world PvP plans: We do want to implement more global consequences -- maybe even cascading between objectives within areas."

          The kicker came when we asked about different rewards for different objectives in PvP. Although there haven't been many objections in the community about the high-end gear specifically, there has been concern that everyone will look the same. The heavens opened up and Amatangelo said, "We were not able to do this at launch, but it's something we very much want to do. The items all have set bonuses. The base mod, the armoring mod -- we want players to be able to extract that, and with that comes the set bonus, and put that into orange gear." Hallelujah! He was, however, quick to remind us about the plans that Emmanuel Lusinchi mentioned for specific mods to fit into specific gear.

          Game update 1.1: Rise of the Rakghouls launches on Tuesday, January 17th; after that, look to March for the next chapter of updates, which will consist of new flashpoints, operations, and warzones. That's right: warzones! Thanks so much for talking to us, Gabe! And now I leave you all with the official Rise of the Rakghouls teaser trailer!

          From Darth Hater:
          I'm Rebur, Tadia, or Judianna most games.
          Twitter @Chaos5061.
          Translations are done with Google Translate.

          Comment


            Why they nerfed Biochem and Cybertech

            From Bioware:
            As some of you may have already noticed from our patch notes for Game Update 1.1, we’ve made adjustments to several high-end, purple, player crafted items on the BioChem and Cybertech professions. Simply put, we reduced their overall impact on gameplay and I wanted to explain why it was necessary.


            BioChem crafted medical kits were too good. In fact, they were too good both in the amount of healing they provided (often more than half a character’s health) and the frequency they could be used (every 90 seconds!). This was negatively impacting the game for everyone else. We’ve seen significant chatter both in and out of game about how players not picking up the BioChem professions would be ‘stupid’ and ‘gimping themselves’. This indicates that a small number of competitive players have been denying access to high end content based on whether a player has the BioChem Crew Skill.


            Cybertech grenades, especially when stacked with additional power-ups and other temporary buffs, were creating combat damage burst potential higher than we were comfortable with and caused player versus player engagements in the game to resolve faster than intended. In fact we have additional changes to classes and consumables currently in internal testing to deal with faster than anticipated kill times in player versus player combat in a future patch.



            The design intent for the game is that your choice of crafting profession should not become a requirement or ‘gating’ mechanism for participating in competitive content (PvP) and high end endgame challenges. While we certainly want players that engage in the crafting game to reap rewards for their effort, we don’t want one or two crafting professions to become the de facto ‘must have’ choice for everyone, which is what happened here.


            We are extremely careful with this type of change, and understand that it can be frustrating for our players when we make them. Please understand, we make these changes not because we like to mess with your character, but because they are required to ensure a level and fun playing field for all players of the game.

            At the same time, we understand that people that changed their profession because of the events described above will likely be unhappy about these changes – and while it’s easy to say ‘that’s how it goes in MMOs’, making modifications like this is something we’re always cautious about doing. At the same time, both player feedback and the data gathered from hundreds of servers made it very clear that this issue needed to be dealt with decisively now with only a small minority of players at endgame level and the vast majority of our characters in their 20s to minimize the number of affected players.


            TL;DR: Fancy words for ‘we nerfed BioChem and Cybertech endgame products’ because they were so good that players started considering them mandatory. Your choice of profession is not supposed to be the deciding factor for participation and success in endgame content. We still believe that BioChem and Cybertech are very worthwhile Crew Skills, especially considering the significant fortune players with these professions are able to realize on the GTN... they are however no longer the ‘golden ticket’ into endgame content.
            I'm Rebur, Tadia, or Judianna most games.
            Twitter @Chaos5061.
            Translations are done with Google Translate.

            Comment


              PTS 1.1 Notes Update 1-13-12 Pt.1

              From Bioware:
              Today, we will update the Public Test Server with even more changes and fixes for Game Update 1.1! We have addressed several mission bugs that could prevent certain missions from progressing correctly, introduced many new fixes for bosses in Flashpoints and Operations, and much more. We’ve added over 70 changes and fixes in these additional notes, and will continue fixing bugs affecting our players as a top priority. Thank you all for playing!

              Note: The Public Test Server patch notes will be provided in English. The final release notes will be provided in English, French, and German when the content is moved to live servers.

              Star Wars: The Old Republic - Game Update 1.1 Additional Notes
              Classes and Combat
              General

              The cooldown indicator on hotbars no longer causes all ability icons to appear grayed out (unusable). Now, when an ability is on cooldown, it will not be grayed out if its activation conditions (like resource costs or range) are met.
              Using character rotation keys no longer breaks a character out of cover.

              Jedi Knight
              Guardian
              Enure: This ability’s cooldown has been reduced to 1.5 minutes.
              Force Push: Now finishes the cooldown on Force Leap.

              Bug Fixes
              Force Stasis: This ability is now correctly an instant ability when both Stasis Mastery and the 2-piece PvP set bonus are present.
              Plasma Brand: This ability’s tooltip now properly reflects the damage it does. Its damage has not been adjusted.

              Sith Warrior
              Juggernaut
              Endure Pain: This ability’s cooldown has been reduced to 1.5 minutes.
              Force Push: Now finishes the cooldown on Force Charge.

              Bug Fixes
              Force Choke: This ability is now correctly an instant ability when both Force Grip and the 2-piece PvP set bonus are present.

              Smuggler
              General
              Flash Grenade now has a 60-second cooldown.

              Scoundrel
              Sawbones

              Accomplished Sawbones: The tooltip now reflects the actual healing bonus of 10/20/30%.

              Scrapper
              Underdog: The tooltip for this skill has been re-worded to clearly state which abilities are modified.

              Dirty Fighting (Shared Tree)
              Rough and Tumble: This skill now properly reduces the cooldown of Wounding Shots.

              Companion Characters

              Companions
              Ashara Zavros
              Ashara’s Force Blast ability has had its damage increased.
              Ashara now animates correctly when using dual wield attacks.

              Jaesa Willsaam
              Fixed a bug that could block marriage dialogue options with this companion.

              Bug Fixes
              Companion abilities that have been disabled by the player no longer toggle back on when the companion is re-summoned.
              Corrected an issue that caused the indicator that a companion wants to talk to you to disappear.
              Companions no longer need to be re-summoned after selling trash items if the player mounts a vehicle after dispatching them.
              Traveling from a Contested Area to a Contested Region now causes companions to be unsummoned correctly.

              Crew Skills

              Crafting Skills
              Below, you’ll notice some changes to high-end Biochem and Cybertech crafted items that reduce their output. We understand that these changes may cause concern for Biochemists and Cybertechs, but we’ve made them in order to prevent a situation where any specific crafting skill becomes the objective “best choice” for players challenging endgame content or PvP. We only make this type of change after very careful consideration, and only to ensure a level and fun playing field for all players.

              Artifice
              All mod type item modification schematics have been removed from the Artifice trainer. These schematics were invalid, and could not be used if purchased.

              Biochem
              All Energized, Exotech, and Rakata adrenals and stims now require 400 Biochem for use.
              The Exotech Medpac is now named “Exotech Med Unit.” Its overall healing has been reduced and is now in line with similar level medpacs, and it temporarily increases the maximum health of its targets. Use of this item now requires 400 Biochem.
              The amount healed by Rakata Medpacs has been reduced. This item now additionally increases maximum health briefly. Use of this item now requires 400 Biochem.

              Cybertech
              Wynz-Tek grenades now require 400 Cybertech for use.
              Wynz-Tek Grenades have had their damage reduced to bring them more in line with grenades of similar level.
              The Wynz-Tek Firestorm grenade’s damage has been reduced to bring it in line with grenades of similar level. It now deals damage every 3 seconds over 12 seconds.

              Flashpoints and Operations

              Flashpoints
              Maelstrom Prison
              X-37 Oppressor Droid’s grapple can no longer be resisted, ensuring the fight mechanic behaves as intended.

              Colicoid War Game
              This Flashpoint’s mission now correctly leads the players into the Flashpoint.

              The Red Reaper
              The Red Reaper mission now updates correctly for the entire group when the mission is obtained on the Imperial or Republic Fleets.

              Directive 7
              Bulwark was dealing more damage than intended in Normal Mode. His damage output has been reduced.
              Corrected an issue that caused Interrogator to sometimes spawn far more cyborgs than intended. The fight is now more manageable.
              Corrected an issue that allowed Replicator to become susceptible to crowd control in Hard Mode, making the encounter easier than intended.

              The False Emperor
              Tregg no longer immediately initiates his whirlwind attack after leaping to a player target. Players now have more time to react and avoid whirlwind damage.
              Corrected an issue that caused Jindo Krey to randomly target players with his blaster attack. He now focuses those attacks on his primary target, making him “tankable” as intended.
              Players can now acquire special Pulse Grenades outside of Darth Malgus’ throne room. These grenades aid groups lacking knockback abilities in defeating him.

              Operations
              Eternity Vault
              The Ancient Pylons now reset correctly if not solved within the allotted time.
              Soa’s mind traps unintentionally had 200k health in Nightmare Mode. This amount has been reduced significantly.
              The duration of the Penalty of Destiny effect in the Infernal Council encounter has been increased to 1 minute. Players are unable to assist other players in their fight for the duration of this effect.

              Karagga’s Palace
              Reduced the damage of Bonethrasher’s Overhead Smash attack and reduced the distance players are knocked back by his Backhand attack in Hard Mode. This gives players more room to avoid being knocked into the pit.
              Bonethrasher no longer attacks players immediately after they fall into his pit when re-entering after being defeated, allowing players to regroup before engaging.

              Items
              General
              Several tanking relics that had the incorrect stats have been corrected.

              PvP
              The PvP item “Heal Consumable” is now named “Warzone Medpac.” Its cooldown has been reduced from 5 minutes to 3 minutes and it now shares the 1.5-minute cooldown with other medpacs. This item can be used effectively over time, but now cannot be stacked beyond what is intended.
              The PvP item “Overcharge Consumable” is now named “Warzone Expertise Adrenal.” Its cooldown has been reduced from 5 minutes to 3 minutes and it now shares a cooldown with other adrenals. It (and other adrenals) no longer stack with the PvP Power-Up that increases Expertise to prevent Expertise values from increasing beyond intended levels.
              Warzone Medpacs and Warzone Expertise Adrenals no longer share a cooldown with each other.
              A new line of high-end PvP relics with appropriate PvP stats have been added to PvP vendors.

              Bug Fixes
              Removing a modification from an item and then re-inserting it no longer causes that modification to be lost upon area transitions.
              Battlemaster Bags now correctly contain Battlemaster Commendations.
              I'm Rebur, Tadia, or Judianna most games.
              Twitter @Chaos5061.
              Translations are done with Google Translate.

              Comment


                PTS 1.1 Notes Update 1-13-12 Pt.2

                Missions and NPCs
                Missions

                Imperial
                A Dangerous Auction: The step “Travel to Hutta” now updates if the player travels there via the Imperial Fleet.
                Death Marks: This mission now advances in the Star Cluster Casino regardless of player decisions regarding Yjal on Balmorra.
                Enclave Raid: This mission no longer becomes blocked if players complete the task “Defeat Tarisian Enclave Masters” before completing “Recover Tarisian Artifacts.”
                Hutt Hospitality: The conversation with Ambassador Rove now takes into account the outcome of a decision regarding Grub.
                The Mandalorian Killer: Kellian Jarro and Thendys Noori now correctly spawn during this mission.
                The Sacred Flame: Blank dialogue options no longer display during this mission’s conversations.

                Republic
                Back Alley: Players now receive credit for defending the point with the turret.
                Lab Work: Choosing the dark side option in this mission no longer causes this mission to stop advancing.
                Prison Breaking: Rist Slayers, Stalkers, Torturers, and Prison Guards now respawn correctly.
                Rescue Operation: This mission now progresses normally if the player is defeated on the step “Use Your Personal Holocom” when fleeing the base.
                Scorched Earth: The mission objective NPC in this mission no longer spawns as friendly and unattackable in some instances.
                Shattering: Mission progression no longer becomes blocked if the player returns to the med center after being defeated in combat.
                The Shadow Fist: Mission progression no longer becomes blocked if the player closes the loot window on the step “Recover the Stealth Field Generator.”
                Thwarting House Thul: Thul Mercenaries, Thul Sharpshooters, and Thul Colonels now respawn properly.

                NPCs
                Bug Fixes
                Fixed a bug that could cause specific NPCs to appear miniature-sized in conversations.
                Players using the French and German clients can now obtain daily PvE missions.

                PvP
                World PvP
                Ilum
                Automated defense turrets have been added to Empire and Republic taxi spawn points.
                Particle Cannons around the Empire and Republic bases now activate more reliably.

                The Outlaws’ Den (Tatooine)
                Chests containing Mercenary Commendations are now available again in the Outlaw’s Den.

                Space Combat

                Bug Fixes
                Armor Upgrade 2 now has the correct armor value.


                UI
                General
                Players now receive the appropriate message when they are unable to enter an area because they are in an Operation group.

                Bug Fixes
                Opening the Inventory Panel with the button on the Menu Bar now always correctly displays the reverse engineering button.
                Inviting a new player to a guild no longer causes the member list to display incorrectly.

                Miscellaneous Bug Fixes
                Corrected an issue with older ATI cards that could cause the game to render as a black screen.
                Falls on the Republic and Imperial Fleets that should lead to death now properly do so. Players who die on the Fleets now respawn at the appropriate med center.
                Corrected an issue that could cause the game to crash during area transitions.
                Fixed a bug that could cause players to fall through the world during or after a conversation or cinematic.
                I'm Rebur, Tadia, or Judianna most games.
                Twitter @Chaos5061.
                Translations are done with Google Translate.

                Comment


                  Forum Changes Coming.

                  From Bioware:
                  Next week, we’re going to implement some changes to the Forums based on feedback we’ve received from the community. These changes are meant to help address some of the concerns the community has and to make Forums organization a little easier to use overall.

                  In the layout we have now, things like Guild Recruitment and Server Events are spread out and can be difficult to locate. We’ve also seen some requests for places on the forums where players can go to discuss things more closely with others on their particular server, and for a place for suggestions for the game. To start addressing some of these concerns, we will introduce a new forum section: Server Group Forums, and will place the Suggestion Box back in its rightful place under General Discussion.

                  The Server Group Forums will be divided by server type (PvE, PvP, RP, and RP-PvP), and then alphabetically by the server listing. We have grouped several servers of the same types together to provide areas where players can more easily talk with others on their server (and other players on the same types of servers) – about crafting items, grouping up, hosting events, and more. Each Server Group Forum hosts several servers. If your server’s name falls in the alphabetical range in the forum title, that’s where you’ll post!

                  Each Server Group Forum has a Guild Recruitment subforum, where players can recruit others into their guilds and look for a guild. There are many more subforums for recruitment in this organization than previously, so it will be much easier to find a guild on your server!

                  We ask that you please use a [Server Name] tag in front of your threads in these forums when they open to make it easy to see when you make a thread that is specifically intended for other members of your server, and to make sure everyone can see relevant threads easily.

                  As a side effect of opening these new forums, we will close the Guild Hall and Server Events sections of the forum, as the content for those forums now belongs under our Server Group Forums. We’ll leave those forums visible for a time (but not open for posts) so that you can grab the text of your recruitment posts (or any other posts you’d like to keep from those forums) and post in the new Server Group Forums.

                  We will also add the Suggestion Box forum to create a place for constructive suggestion threads to live. We encourage you to share your ideas!

                  We understand that some players would still prefer individual server forums. If volume in the Server Group Forums dictates and it is still too difficult to locate information important to you that relates to your server, we will continue to consider additional changes. We believe this organization will allow us to have a thriving area for per-server discussion, and we’ll remain flexible and receptive to feedback from these changes. As always, if you have any other suggestions for the forums (new forums you’d like to see, changes that would be helpful), we’re glad to hear them. Thank you for providing your constructive feedback!
                  I'm Rebur, Tadia, or Judianna most games.
                  Twitter @Chaos5061.
                  Translations are done with Google Translate.

                  Comment


                    The search feature is now available again. You must be logged in to use it, but you should notice the search bar above the thread listing in the forums.
                    I'm Rebur, Tadia, or Judianna most games.
                    Twitter @Chaos5061.
                    Translations are done with Google Translate.

                    Comment


                      More on Biochem Nerf

                      From Bioware:
                      Hello all,

                      Quick addendum to Georg's post.

                      PvP overcharge consumable was meant to share a cooldown with adrenals and not stack with the power ups you can run over to pick up in Warzone maps. So players stacking all three were reaching combat numbers higher than intended, which is why we will be changing that in 1.1.

                      Additionally, we will continue to monitor and tune crafting professions to ensure they are in line with combat targets and toward the goal of keeping them viable in end game but not mandatory for participation. Currently there are several Armormech, Armstech, Synthweaving and Artifice recipes that can be found in end game content. We will be adding more in future updates.
                      I'm Rebur, Tadia, or Judianna most games.
                      Twitter @Chaos5061.
                      Translations are done with Google Translate.

                      Comment


                        Today we are excited to announce Game Update 1.1 for Star Wars™: The Old Republic™ is coming January 17th! Called ‘Rise of the Rakghouls,’ this is the first of what will be many regularly-scheduled content updates for the game.
                        I'm Rebur, Tadia, or Judianna most games.
                        Twitter @Chaos5061.
                        Translations are done with Google Translate.

                        Comment


                          Hello everyone, we wanted to let you know that we will be performing scheduled maintenance for eight hours on January 17th, 2012 from 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) until 10AM CST (8AM PST/11AM EST/4PM GMT/5PM CET) in preparation for our first major game update, Rise of the Rakghouls! All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than eight hours, but could be extended.

                          Game Update 1.1, Rise of the Rakghouls, is the first of what will be many regularly-scheduled content updates for the game. With this update, expect a vast expansion to the Karagga’s Palace Operation, a brand new Flashpoint called “Kaon Under Siege”, and many more changes!

                          For more information, check out our Game Update 1.1 news article.

                          As a reminder, we are aiming to limit our scheduled maintenance period to once a week, on Tuesdays. We are aiming for this weekly maintenance period to take place in an off-peak time for both North American and European players. We are also aiming to inform players of the precise duration of any weekly maintenance period at least 24 hours before the maintenance begins.

                          For our new players, this weekly maintenance is done in order to make general improvements and to check performance of the game so that we can continue to provide a consistent, quality experience. Quite often (but not always) after a maintenance period there will a patch to download. Please be sure to update your launcher after any maintenance period.

                          Scheduled Maintenance

                          Date: Tuesday, January 17th, 2012

                          Time: 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) to 10AM CST (8AM PST/11AM EST/4PM GMT/5PM CET)

                          All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than eight hours.

                          Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.
                          I'm Rebur, Tadia, or Judianna most games.
                          Twitter @Chaos5061.
                          Translations are done with Google Translate.

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                            PTS 1.1 Notes Update 1-16-12

                            From Bioware:
                            Ilum

                            Bug Fixes:

                            Fixed a bug that would not grant proper credit to the first player to interact with a mission loot chest.
                            Players will now receive proper Valor and mission credit when defeating another player.
                            I'm Rebur, Tadia, or Judianna most games.
                            Twitter @Chaos5061.
                            Translations are done with Google Translate.

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                              From Bioware:
                              Hello everyone! Because we care about ensuring that Star Wars™: The Old Republic™ provides you with a consistent and quality game play experience, we will be postponing weekly maintenance this week. Downtime was originally scheduled for Tuesday, January 17th, 2012 from 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) to 10AM CST (8AM PST/11AM EST/4PM GMT/5PM CET) and will now occur at a later date due to issues requiring additional testing that have been discovered with the Game Update 1.1 content on the Public Test Server.

                              These issues were primarily brought to our attention by the diligent players on the Public Test Server Forums. Your participation in testing helps to improve the game as a whole, and we appreciate your discussion and feedback. The bug reports you provide are a valuable part of the development process. Thank you!

                              We’re working hard to bring you Game Update 1.1: Rise of the Rakghouls and are working hard to ensure your overall experience with Star Wars: The Old Republic is spectacular! The maintenance window for Game Update 1.1 will be rescheduled for some time within the next few days, and we apologize for any inconvenience this may cause. When there’s a definite time, we will post here on the forums as well as on the Community Blog. Please keep your eye out for updates, and we will provide information as soon as it’s available.
                              I'm Rebur, Tadia, or Judianna most games.
                              Twitter @Chaos5061.
                              Translations are done with Google Translate.

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                                From Bioware:
                                Hello everyone, we wanted to let you know that we have rescheduled weekly maintenance for eight hours on January 18th, 2012 from 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) until 10AM CST (8AM PST/11AM EST/4PM GMT/5PM CET). This downtime is in preparation for our first major game update, Rise of the Rakghouls! All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than eight hours, but could be extended.

                                Game Update 1.1, Rise of the Rakghouls, is the first of what will be many regularly-scheduled content updates for the game. With this update, expect a vast expansion to the Karagga’s Palace Operation, a brand new Flashpoint called “Kaon Under Siege”, and many more changes!

                                For more information, check out our Game Update 1.1 news article.

                                As a reminder, we are still aiming to limit our scheduled maintenance period to once a week, on Tuesdays, but we had to delay this week's maintenance due to some issues found on the Public Test Server that required extra testing. Our goal is still to ensure that the weekly maintenance period to takes place in an off-peak time for both North American and European players. We are also aiming to inform players of the precise duration of any weekly maintenance period at least 24 hours before the maintenance begins.

                                For our new players, this weekly maintenance is done in order to make general improvements and to check performance of the game so that we can continue to provide a consistent, quality experience. Quite often (but not always) after a maintenance period there will a patch to download. Please be sure to update your launcher after any maintenance period.


                                Scheduled Maintenance

                                Date: Wednesday, January 18th, 2012

                                Time: 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) to 10AM CST (8AM PST/11AM EST/4PM GMT/5PM CET)

                                All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than eight hours.

                                Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.
                                I'm Rebur, Tadia, or Judianna most games.
                                Twitter @Chaos5061.
                                Translations are done with Google Translate.

                                Comment

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