Dev-Tracker



Flashpoints, Operations, and Heroic Missions -> Ideas for making Flashpoints not useless after in columi
Beitrag von DavidHunt am 18.05.2012 um 12:39 Uhr

The Group Finder daily quest for Hard Mode Flashpoints in Game Update 1.3 gives Black Hole Commendations.
 

Flashpoints, Operations, and Heroic Missions -> Ops Loot and classes present
Beitrag von DavidHunt am 18.05.2012 um 12:35 Uhr

Adding multiple members of the same class to a group does not impact the drops given. The game only registers whether a class is present in a group, not how many of them are present, when determining drops.
 

General Discussion -> Official Q&A Thread for May 25th, 2012 Q&A Blog Post
Beitrag von JovethGonzalez am 18.05.2012 um 12:27 Uhr

Hi everyone! Thanks to Community Representative Parali, we now have an archive of all the Q&A questions that have ever been asked. Please take a look here to see if your question(s) may have already been answered.

thanks!

 

General Discussion -> Weekly Q&A Archive
Beitrag von JovethGonzalez am 18.05.2012 um 12:25 Uhr

WEEKLY Q&A ARCHIVE

Welcome to the weekly Q&A Archive, a convenient place where we have collected all of the questions and answers from our Q&A blog series for your perusal.

Before posting a question for an upcoming Q&A, we urge you to check this archive to see if it has already been answered.


To read all Weekly Q&As, go here.


TABLE OF CONTENTS

Character
Classes
Companions
Crew Skills
Dailies, Missions
Economy
Flashpoints, Operations
Future Content
Gear
Guilds
Legacy
Loot
Mods, Augments, Crystals
Nuts & Bolts
PvP
Servers
Story
Grab Bag


CHARACTER


CLASSES

Abilities
Advanced Classes
Smuggler/Imperial Agent
Trooper/Bounty Hunter
Etc.

COMPANIONS

CREW SKILLS

Schematics, Reverse Engineering
Etc.

DAILIES, MISSIONS

ECONOMY

FLASHPOINTS, OPERATIONS

FUTURE CONTENT

GEAR
(See also Mods, Augments, Crystals)

Appearance
Commendations
Mods (See also Mods, Augments, Crystals)
Social
Stats
Weapons

GUILDS

LEGACY

Abilities:
Species:
Unlocks:
Etc.

LOOT


MODS, AUGMENTS, CRYSTALS

Augments
Crystals
Mods
Etc.

NUTS & BOLTS

Bugs
Features
UI

PvP

Warzones
Etc.

SERVERS

Population, Factions
Transfers

STORY

GRAB BAG


 

Crew Skills -> Please allow artifice to make augment kits
Beitrag von DavidHunt am 18.05.2012 um 11:13 Uhr

For Game Update 1.3, augment kit creation is limited to the classes that can currently make augments. This is necessary for the introduction of the system; it allows us to distribute the components at a steady rate, because each augmentable item you RE results in a portion of the augment slot. The items created by the other crew skills don't fit in with this progression as cleanly - if we decide to allow Artifice or Cybertech to acquire the kits through their commonly created items, under our current systems they would produce kits substantially faster than the other skills. It is safer to open augment kits to a limited set of crew skills.

Augment tables are an important part of the plan for crafting and items in general, and we're committed to continually integrating re-evaluating the feature and integrating it into future. Our intent is to provide a system that utilizes crafting to give all gear the same statistical potential while we monitor economic data and gather player feedback to determine what other changes or additions to make. Adding augment kits to additional crew skills is on the list of possibilities, but it is by no means guaranteed. We're working on other updates to how some of the systems work - both internally and externally - that may improve the viability of including augment kits in other skills without creating a substantial imbalance. Along with the economic data and feedback, that will determine whether augment kits expand to other crew skills.

Long term, we have economic plans that involve continually refreshing crew skills with new content. Since we are early in those stages, every time we make an update it will make the most recently changed crew skills seem superior. If we included major additions for every crew skill each update at our current pace, it would likely create a result that is incomplete and devalues the system as a whole. As each crew skill gets a wider range of viable items/services, the impact of an individual addition should decrease, and we'll see a smoother cadence between the crew skills.

 

Crew Skills -> Augment slot on all gear 1.3
Beitrag von DavidHunt am 18.05.2012 um 10:57 Uhr

Quote: Originally Posted by ehtom
What happens to my current augmented gear? Will it all break because it is now too low level to accept lv49 augments??
Your gear will have MK-6 slots. Here's how it works.

Existing augments will update to require a specific augment slot MK#. Any augmented item will have the greater of these two applied:

1) The crafted item's natural augment MK
2) The inserted augment's required MK

If you have level 10 items with level 50 augments, they will have MK-6 augment slots. If you have the same item without an augment inserted, it will have a MK-1 augment slot (same as if you crafted it after the patch).

 

Crew Skills -> Augment slot on all gear 1.3
Beitrag von DavidHunt am 18.05.2012 um 09:37 Uhr

Quote: Originally Posted by SpatterJack
Can these augment kits be used on ANY item, or are they restricted to player-crafted items ?
Any item.

Quote: Originally Posted by SpatterJack
Will all grades of crafted items (green, blue and purple) yield augment kit components when RE'ed ?
Yes.

Quote: Originally Posted by SpatterJack
Great to see that the augment kits are level-tiered. Will that be tiers 1 to 6 (similar to the crew skill level tiers) ?
Similar progression to crafting.

Quote: Originally Posted by SpatterJack
I assume the components from RE will also be level-tiered ? So we'll get "Augment Material 1" from RE'ing L10-16 crafted items (e.g. belts and bracers), and "Augment Material 2" from RE'ing L17-25 items, etc. ?
Yes.

Quote: Originally Posted by SpatterJack
When you say that the drop rate is not random, and "currently it's set to 10", does that mean we get the same amount of augment components, regardless of which item is RE'ed ? So you can RE either 10 bracers or 10 chest pieces and still only have enough components to make 1 augment kit ?
Yes. This is how the RE system functions in this scenario. There's a chance we may explore something scaled by different item types in the future, but it is not currently possible for the augment component.

Quote: Originally Posted by DarthDemens
This is the one I really want some more information on. Exactly how does the tier system work?
  1. You can apply any augment kit to any equippable green+ item. (ie: not junk loot)
  2. When you view any augment, the tooltip will say what level of augment slot it requires.
  3. As long as the item you want to put the augment in has that level of slot or greater, then you can apply the augment.
  4. All other modding rules are followed (such as passing requirements down to the original item).
So for your level 10 item, if you know you will use it until 50, then you should apply the highest level kit and replace the augment as you level. If you use a lower tier kit and reach a point where you want to place augments higher than the kit originally used on the item, you will need to upgrade the augment slot using a new kit.

Does this adequately cover the questions about how the tiers function?


Quote: Originally Posted by Magnusheart
But how much will it cost credits wise?
4.5k-50k depending on tier.

Quote: Originally Posted by MonikaTSarn
Which items/slots will these augment kits work for ?
All items. Head/chest/legs/hands/feet/waist/wrist/implant/earpiece/mainhand/offhand/relic/droid slots. And if I missed something, that too
Quote: Originally Posted by xenofire
It's 44k per enhancement/mod/armoring to pull out ilvl 61s. That's 132k per piece. Moving all my stuff to crit crafted variants was very expensive.
~31k/93k in 1.3. In terms of static credits for this case, it costs a little bit more to extract + augment in 1.3 than it does to just extract in 1.2.

Quote: Originally Posted by MorgothPl
So, lets talk specifics. Lets say, I've made the orange, lev 400 blaster - Two Finger's Revenge. It took me some durasteel / zal alloy, along with 10 blue mats from lev 49-50 missions, and 3 lev 7 exotic crafting mats - biometric cell.

Of course, it was not critical hit, so no augments. To get the augment slot, I need to RE 10 items. But, the question is, any lev 400 armstech weapon be sufficient, or do I need to craft 10x orange lev 400 weapons, to get an augment hit.

If it's the latter case, then the crafting system will be pointless, becasue, if I make 10 orange blasters, there is a nice change, especially with armstech crit companion, that I'll get augmented weapon before I get an augment.
You need to craft 10x equippable items from any skill in the same augment tier. In this case, that means any level 400 armstech weapon should suffice. In future tiers, it may be difficult to find cheap recipes. With the introduction of augment tables, all existing level 49+ gear is in the MK-6 augment category. At some point we'll introduce new augments levels that require MK-7, and at that time there probably won't be as large of a selection of items to RE to get them. As we introduce more items and tiers, the density of items you can RE to get MK-7 will increase, and MK-8 will eventually appear and continue along that cadence.

Quote: Originally Posted by MadHobbit
As one of those players who has a char running around in bikini costume,since i ws able to get it from the social vendor,as far as i can tell I will NOT be able to augment it.:-(
This is not correct. You will be able to augment it. This specific outfit is also set to adaptive weight in 1.3.

Quote: Originally Posted by Lugosi
-"Our goal with the modification system has always been to allow players to use any gear they choose and have it function at maximum statistical efficiency."
-"For items made after 1.3, the crit augment slot matches the level of the item. That means that lower level items won’t get as much inherent value from crits as higher level items."

-"Q: So, that means if I craft a level 39 custom piece and it crits, its augment slot will only be able to accept augments up to whatever tier corresponds with that item level?"
-"Correct"

Am I missing something here? So much for any gear having maximum statistical efficiency.
Augment slots can be upgraded. It's substantially more valuable to crit a level 50 crafted orange because it gets the high tier augment, and you're spending the higher tier materials on that item. Crit crafting lower level items does not provide as much of a bonus, because you'll want to upgrade the slot if you use it at higher level. It's also cheap to create the lower level items.

Quote: Originally Posted by Malinok
In my opinion they already did this, when 1.2 hit, Augmented Orange was a hot ticket item......and notice how the augments went from having just 1 Primary stat to a lowered amount of that stat plus endurance? The balance was right there, they knew augments would be a long term and widespread gear goal for all players, thus they lowered the amount of the primary stat (Strength, Willpower, Power, Crit, Endurance) by 10 for all augments and added the 11 endurance.
Augment stat distribution was indeed changed with the long-term expectation of gradually making them part of your expected power level.

Quote: Originally Posted by Wulffion
In this interview they say, that any 49+ crit crafted item comes with a MK-6 slot ("Augmentation Slot MK-6 49+"), but the level 49 augments need a MK-7 slot. So apparently you need a MK-7 augment kit in ANY case. That would make crit crafting completely useless...
Sorry for the confusion - this is a timing issue. When I responded to the first questions in the interview, augments went up to MK-7 and that was included in the screenshot. By the time the follow-up was complete augments had changed to end at MK-6, and thus that's reflected in the table. I didn't notice until after the interview was live, so the screenshot is dated. Augments range from MK-1 to MK-6, the 22 augments require MK-6, and the highest crafted items get an MK-6 augment slot.

Quote: Originally Posted by GnatB
I think they did say in one of those articles that (currently) the price for adding a lvl 50 augment slot is 50k. I believe they also said in the same article that they were, in fact, reducing the cost of extracting mods.
Although it can be derived from one of my answers above: the reduction to extraction costs is 30%. Extraction and augment costs will be continue to be evaluated based on the economic data we get from 1.3.
 

Allgemeine Diskussionen -> Keine Downtime am Dienstag, den 22. Mai
Beitrag von JovethGonzalez am 18.05.2012 um 09:04 Uhr

Wir werden am kommenden Dienstag, den 22. Mai 2012, keine Downtime für unsere Wartungsarbeiten benötigen.

Sowohl die Spiel-Server als auch die Webseite werden verfügbar sein.

Viel Spaß im Spiel!

 

General Discussion -> No Downtime on May 22nd
Beitrag von JovethGonzalez am 18.05.2012 um 09:01 Uhr

We’d like to inform players that we will not be requiring any downtime during our usual scheduled maintenance window on Tuesday, May 22nd, 2012.

Both the website and the game servers will be available for play.

Enjoy the game!

 

Customer Service -> Customer Service Droids In Game For Weekend Pass
Beitrag von JovethGonzalez am 18.05.2012 um 07:53 Uhr

During our Weekend Pass this Friday, Saturday, and Sunday (May 18 – 21), our Customer Service Droids will be available in-game on a number of servers to assist players. They’ll be happy to help you!

CS Droids will be participating on the following servers:

Friday, Saturday, and Sunday:
Kellian Jarro
Kissai Caste
Murakami Orchid
Perlemian Trade Route
Thana Vesh

Saturday and Sunday only:
Dalborra

The Customer Service Droids may also appear in other servers throughout the weekend.

 

General Discussion -> BUG: Legacy Shows Sith Species as Human
Beitrag von AmberGreen am 17.05.2012 um 13:37 Uhr

Quote:
Originally Posted by GonzyHalcyon
Might need to change the Known Issues thing to just say all non-humans.

At the least, my Cyborg Agent is also shown as Human.
Thanks for pointing this out! We've updated the entry on Known Issues to reflect that the Cyborg species is displayed incorrectly as well. o/''\o
 

General Discussion -> Weekly Forum Thread Round-Up Discussion: May 17th, 2012
Beitrag von JovethGonzalez am 17.05.2012 um 13:09 Uhr

Hi everyone,

There seems to be some confusion as to why this new blog exists.

We wanted to be able to provide some highlights of constructive and interesting discussions that are happening in the forums that may not have been noticed by most players in our community.

My posting of this blog does not detract from the development of the game or character transfers. As with our other blogs, it is meant to add content for players in our community to read and enjoy.

We are listening. And we know what your major concerns are. Please see this response for more information.

As a reminder, please remember to stay on topic in this discussion.

 

General Discussion -> Hello Anyone Home Hellooooo *Knocks on BioWares Door*
Beitrag von JovethGonzalez am 17.05.2012 um 12:42 Uhr

Quote:
Originally Posted by Angel_of_Cain
Does this mean the transfers are part of 1.3?
Quote:
Originally Posted by NewFADS

1) Server transfers are PART of Game Update 1.3. All details will be contained therein.

Quote:
Originally Posted by Voidillusion
Actually they specifically said transfers would be prior to 1.3. Just saying.
To clarify, we are working on a blog about character transfer details in ADDITION to development blogs about Game Update 1.3. The two are not necessarily tied together.
 

General Discussion -> Hello Anyone Home Hellooooo *Knocks on BioWares Door*
Beitrag von JovethGonzalez am 17.05.2012 um 10:33 Uhr

Hey folks,

I just wanted to clear up some things and let you know that we are listening and that more information regarding Game Update 1.3 will be coming soon. We’re in internal testing on the major features right now, and we’re getting closer every day to deploying Game Update 1.3 to the Public Test Server – but we can’t guarantee there won’t still be hurdles. We’re also working on several new developer blogs about Game Update 1.3 that we know you want to hear more about (including one about character transfer details). We know that you’re looking for specific details, but we want to avoid releasing any information that is incomplete. Rest assured that we are absolutely listening and are working to bring you the information you want.

We appreciate your discussions here on the forums and we’ll try our best to step in wherever we can (and we’re always here reading, gathering your concerns, and passing them on internally), but there will be times when we really can’t say anything. As a result, you’re going to be hearing a lot of “soon” and “we’re working on it” because that’s as specific as we can get right now. When we can get more specific, we will. If we’re quiet, it doesn’t mean we’re not listening and it certainly doesn’t mean we’re not working to bring you more information – our goal is to always bring you accurate information as soon as we can.

Thanks for your patience as our developers continue to work diligently on maintaining the quality of Game Update 1.3 and releasing it to you soon.

 

General Discussion -> BUG: Legacy Shows Sith Species as Human
Beitrag von AmberGreen am 17.05.2012 um 10:03 Uhr

Hello everyone. Thanks for your reports! We've added this to the Known Issues Thread and are working on a fix.



 

General Discussion -> Weekly Forum Thread Round-Up Discussion: May 17th, 2012
Beitrag von JovethGonzalez am 17.05.2012 um 08:56 Uhr

Discuss this week's Forum Thread Round-Up blog and nominate discussions for next week in this thread!
 

General Discussion -> GTN Search Issues [BUG]
Beitrag von JovethGonzalez am 16.05.2012 um 14:54 Uhr

Thanks everyone for your responses. I've submitted feedback to our developers and they are currently investigating. I'll be sure to keep you updated. Thank you for your patience, and apologies for any inconvenience.
 

Crew Skills -> Augment Slot Proc Chances Lower Since Maintenance Patch?
Beitrag von DavidHunt am 16.05.2012 um 10:33 Uhr

There was no intentional change to the rates.
 

Imperial Agent -> Cannot Complete Agent Story Line Bug
Beitrag von AmberGreen am 16.05.2012 um 07:35 Uhr

As several of you have reported, unfortunately, The Star Chamber mission is still unable to be completed for some Imperial Agents. We apologize for the inconvenience. This is a high-priority issue for us, and we are currently working on a fix for an upcoming patch. Thanks very much for your patience!
 

General Discussion -> Another patch.. another bug...
Beitrag von AmberGreen am 15.05.2012 um 13:32 Uhr

Hi everyone! We are currently investigating the issue where certain headslot items are causing Ashara's head to disappear. To help us gather information, please post in this thread with the name of any helmets that cause this to occur. Your reports are appreciated!
 

General Discussion -> GTN Search Issues [BUG]
Beitrag von JovethGonzalez am 15.05.2012 um 12:54 Uhr

Hi folks, I just wanted to check to see if you are still seeing issues with search as you've outlined above. Please let me know, along with any other specific details that you can share. Thanks!
 

Allgemeine Diskussionen -> Nehmt am nächsten Gratis-Testwochenende teil
Beitrag von CourtneyWoods am 15.05.2012 um 10:10 Uhr

BioWare und LucasArts freuen sich, ankündigen zu können, dass an diesem Wochenende wieder ein Gratis-Testwochenende stattfindet, bei dem alle, die sich für Star Wars™: The Old Republic™ interessieren, kostenlos* die Gelegenheit haben, die ersten Schritte in ihrer ganz persönlichen Star Wars™-Saga zu machen. Das Testwochenende beginnt am Donnerstag, dem 17. Mai, um 07:01 Uhr MESZ und endet am Montag, dem 21. Mai, um 09:00 Uhr MESZ.

Lest hier mehr
 

General Discussion -> Join us for the next Weekend Pass
Beitrag von CourtneyWoods am 15.05.2012 um 10:10 Uhr

BioWare and LucasArts are happy to announce that this weekend will be another Weekend Pass Free Trial, giving people interested in Star Wars™: The Old Republic™ the chance to take the first steps in their personal Star Wars™ saga for free*! This Weekend Pass Free Trial will begin on Thursday, May 17th at 12:01AM CDT / 5:01AM GMT, and end on Monday, May 21st at 2:00AM CDT / 7:00AM GMT.

Read More
 

General Discussion -> Community Q&A – May 11th, 2012 Blog Discussion
Beitrag von DavidHunt am 15.05.2012 um 09:15 Uhr

Quote: Originally Posted by iRouven
Maybe I'm the only one blissfully unaware of this - could we elaborate a bit more what kind of limit we are talking here? Should I not learn every available (low level) recipe to outfit my other characters so as to leave room for potential "good" or "rare" higher level ones?
To clarify, we do not limit how many schematics you can learn. It's an internal soft cap such that if drastically increased the number of recipes in a short time we may encounter issues. It just means we can't universally allow all items to create new RE recipes at this time, but there's plenty of room for new recipes and you will be able to learn them all.
 

Crew Skills -> Scematic limit?
Beitrag von DavidHunt am 15.05.2012 um 08:29 Uhr

My statement wasn't very clear. The schematic limit doesn't affect you in game, and never will. You can acquire every single schematic available to your skill plus all research variants without issue.

The limit I was referring to is a very soft internal cap that could cause problems if we suddenly increased the possible schematics you can acquire by a factor of 20, but it would still not impact you.

 

General Discussion -> Winner of a Life-Size Figure of Darth Malgus Selected
Beitrag von CourtneyWoods am 14.05.2012 um 14:01 Uhr

In April, BioWare and LucasArts announced a partnership with Sideshow Collectibles to give one lucky fan of Star Wars™: The Old Republic™ a Life-Size figure of the imposing and powerful Darth Malgus. In the weeks that followed, thousands of you entered yourselves for a chance to take Malgus home, and now that the contest has come to a close, a winner has been chosen!

Read More
 

General Discussion -> Warzones Not Popping - Hidden Beks Server
Beitrag von AmberGreen am 12.05.2012 um 18:01 Uhr

The Hidden Beks server is now available for play!
 

General Discussion -> Warzones Not Popping - Hidden Beks Server
Beitrag von AmberGreen am 12.05.2012 um 17:26 Uhr

We will soon be performing a brief server restart on the Hidden Beks server to resolve the issues with Warzones. We'll post in this thread as soon as the server is available again. Thanks for your patience!
 

General Discussion -> Warzones Not Popping - Hidden Beks Server
Beitrag von EricMusco am 12.05.2012 um 15:08 Uhr


We are currently investigating an issue which is causing Warzones to not pop on the Hidden Beks server. Keep your eyes on this thread as we will keep you updated here. Thanks!

 

General Discussion -> Community Q&A – May 11th, 2012 Blog Discussion
Beitrag von JovethGonzalez am 11.05.2012 um 16:05 Uhr

Quote: Originally Posted by Allyhoo
I'm disappointed there will be no Q&A next week...I also couldn't tell from the post if the switch to once every two-weeks is permanent or just for this next time. I hope it isn't permanent
The reason (as stated in the blog) is so that we don't end up with a Q&A with the same questions asked over and over and the same responses from the devs about features coming soon. We've taken your feedback and we wanted to be able to choose new questions that result in in-depth answers from our developers. This way, we can accumulate questions for two weeks and choose from there.

We'll definitely monitor community reaction to this and then decide from there if we want to continue to do weekly or bi-weekly Q&As.

 

General Discussion -> Community Q&A – May 11th, 2012 Blog Discussion
Beitrag von JovethGonzalez am 11.05.2012 um 16:02 Uhr

Quote:
Originally Posted by Lord_Karsk
And nothing on dead servers etc. Keep ignoring reality bw...
We actually addressed server issues in a previous Q&A and will have more information on character transfers very soon.
 

General Discussion -> Official Q&A Thread for May 25th, 2012 Q&A Blog Post
Beitrag von JovethGonzalez am 11.05.2012 um 15:34 Uhr

As a reminder, PLEASE keep your questions related to Game Update 1.3. Thank you!
 

Allgemeine Diskussionen -> Planmäßige Wartungsarbeiten am 15. Mai 2012
Beitrag von CourtneyWoods am 11.05.2012 um 13:06 Uhr

Liebe Spieler, wir möchten euch mitteilen, dass wir am Dienstag, dem 15. Mai, von 9 Uhr MESZ bis 13 Uhr MESZ vierstündige Wartungsarbeiten vornehmen werden. Alle Spielserver sowie die SWTOR.com-Homepage werden während dieser Zeit offline sein. Wir gehen davon aus, dass diese Wartung nicht länger als vier Stunden gehen wird, behalten uns allerdings eine Verlängerung vor.

Für unsere neuen Spieler: Diese wöchentlichen Wartungsarbeiten erlauben es uns zum einen Verbesserungen am Spiel vorzunehmen, und zum anderen die Leistung der Server zu überprüfen, um euch auch auf Dauer ein konsistent hochwertiges Spielerlebnis zu liefern. Nach diesen Wartungsarbeiten wird es oft (aber nicht immer!) einen neuen Patch zum Herunterladen geben. Nach der Wartung könnt ihr euch einloggen um den neuesten Patch herunterzuladen. Solltet ihr euren Launcher während der Wartungsarbeiten geöffnet haben, müsst ihr ihn anschließend neu starten um den Patch herunterzuladen.

Planmäßige Wartungsarbeiten

Datum: Dienstag, der 15. Mai 2012

Zeit: 9 Uhr MESZ bis 13 Uhr MESZ

Alle Spielserver sowie die SWTOR.com-Homepage werden während dieser Zeit offline sein. Wir gehen davon aus, dass diese Wartung nicht länger als vier Stunden dauern wird.

Vielen Dank für eure Geduld während wir daran arbeiten Star Wars™: The Old Republic™ zu verbessern.

 

General Discussion -> Does PTS get the live patches?
Beitrag von AllisonBerryman am 11.05.2012 um 13:00 Uhr

Quote:
Originally Posted by grezgorz
Two significant UI bugs I reported when 1.2 was on the PTS were received and the tickets closed, but the bugs remain in game. Should I re-submit those reports expecting different results?
If you report a bug in-game and the ticket is closed, it doesn't indicate that we've decided to ignore the bug report (and, of course, it doesn't mean we think the bug is invalid or fixed either), even if it has been some time and the bug persists. We review bug reports and pass issues along into our internal system for tracking. Once it's there, it's prioritized like other bugs, which means that it could be some time before a fix gets out to live servers. We address bugs as fast as we're able, but some fixes that may appear to be simple can be more involved than they would seem. That doesn't mean we don't address them, just that we want to address them as we're confidently able to do so.

One thing that we know prohibits some players from testing effectively on PTS right now is that we do not currently have an option to copy your character to public test. This is an option we do want to make available to facilitate testing, and though I can't speak to future changes to testing plans specifically, we're happy to see feedback from people who want to test.

 

General Discussion -> Scheduled Maintenance: May 15th, 2012
Beitrag von JovethGonzalez am 11.05.2012 um 11:38 Uhr

Hello everyone, we wanted to let you know that we will be performing scheduled maintenance for four hours on Tuesday, May 15th , 2012 from 2AM CDT (12AM PDT/3AM EDT/8 AM BST/9AM CEST/5PM AEST) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST). All game servers will be offline during this period. This maintenance is expected to take no more than four hours, but could be extended.

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 be a patch to download. After the maintenance, please login via the launcher to download the latest patch. If your launcher was open during the maintenance, you must close and reopen it for a fresh login.

Scheduled Maintenance

Date: Tuesday, May 15th, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8 AM BST/9AM CEST/5PM AEST) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST).

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

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.

 

General Discussion -> Official Q&A Thread for May 25th, 2012 Q&A Blog Post
Beitrag von JovethGonzalez am 11.05.2012 um 11:34 Uhr


Hello and welcome to the official Q&A thread for questions to be answered for the May 25th, 2012 Q&A blog post.

As a reminder, we’ll be starting up a Q&A blog series in which we will select ten questions from the community and post answers to them on Fridays. We’ll have the next set of answers in two weeks on May 25th, 2012, but before that, we need your questions!

For the next Q&A, we will be focusing on questions regarding Game Update 1.3, so please keep your questions limited to that topic.

Please use this thread to ask your question (one per community member, so make it count!). On May 22nd, 2012 at 2PM CDT (8PM BST/9PM CEST/5AM AEST), we will close this thread, select ten questions, and get answers to them for May 25th's blog post.

In order to increase the chances of having your specific question answered and to help us keep the thread manageable, here are some guidelines on asking questions:
  1. Keep your question relatively short. Background details are welcome, but don’t go overboard.
  2. Please actually ask a question. We want to hear constructive feedback elsewhere in the Forums.
  3. Use common sense – we cannot answer everything, especially on far-reaching content.
  4. This should go without saying, but be respectful.
  5. Limit yourself to one question in this thread, please. You can always ask another question next week!
  6. And finally, as a reminder, this is not a discussion thread. Do not comment about what somebody else has posted.

As development plans are always subject to change, questions about future features will often get vague answers which can be repetitive and sometimes annoying. With that in mind, the development team is more interested in questions about current in-game features or systems, or questions about why development decisions were made. You’re still welcome to ask questions about future features and we’ll continue to answer them where appropriate – just expect the occasional ‘soon.’

Any other posts apart from questions in the thread will be removed.

With that being said, please ask away!

 

General Discussion -> Community Q&A – May 11th, 2012 Blog Discussion
Beitrag von JovethGonzalez am 11.05.2012 um 11:30 Uhr

Discuss this week's Community Q&A blog in this thread!
 

General Discussion -> Does PTS get the live patches?
Beitrag von AllisonBerryman am 11.05.2012 um 09:26 Uhr

Quote: Originally Posted by Holden_Dissent
I'm just guessing that they do internal testing on mini patches.
We test all of our patches internally before they reach the live servers and always work to catch issues before they go out. We know it can be frustrating when an issue does reach the live servers (like the Matrix Cube issue this week), but testing is an important part of our process - as is correcting issues as quickly as we can if they do reach live servers. We're always working on improving our testing process (internally and on the PTS) and we're happy to hear constructive feedback about it!
 

General Discussion -> Does PTS get the live patches?
Beitrag von AllisonBerryman am 11.05.2012 um 08:21 Uhr

At this time, we are not using the PTS to test patches deployed during weekly maintenance, but we will continue to use it to test the larger updates (such as the upcoming 1.3 update). When we update the PTS, it is very useful for us to have players submit bug reports in-game and on the forums (which will open up when we deploy) on that server. In the meantime, if you encounter a bug in the game on the live servers, we encourage you to submit it - the developers do receive these bugs and your reports help!
 

Crew Skills -> Augment slot on all gear 1.3
Beitrag von DavidHunt am 10.05.2012 um 09:36 Uhr

Quote: Originally Posted by Sithhelmet
1. Are players the only way to obtain these kits?
Yes.

Quote: Originally Posted by Sithhelmet
2. What items will be RE'able to get the materials to make the kits?
Crafted gear.

Quote: Originally Posted by Sithhelmet
3. Where will the schematic for the augment kit be obtained?
From a Crew Skill trainer.

Quote: Originally Posted by Ancaglon
This will work very nicely if the augment kits are level-tiered.
Augment kits are tiered.

Quote: Originally Posted by SpatterJack
I imagine that the materials needed for building the Enhancement kits will be randomly dropped in small quantities as a by-product of the RE process, in addition to the "standard material refund" from RE'ing.
Not quite. Augment material drops from reverse engineering are not random. They are, however, in addition to the standard return you see now.

Quote: Originally Posted by Screaming_Ziva
How many items are we going to have to RE to get enough mats for one augment kit? 5? 10? 20?
It's currently set to 10, so that's what you can expect to see when it first hits Public Test. As with anything that's not live, this is subject to change.

I expect that many people will not use those 10 crafts on the item they want. Instead, they'll make one copy of the item, then if it does not crit they'll make 10 cheap items that fall into the same range and provide the necessary component.

 

General Discussion -> Maintenance: May 10th, 2012 UPDATED
Beitrag von JovethGonzalez am 09.05.2012 um 12:53 Uhr

Maintenance will be happening on Thursday, May 10th 2012. Please see the changes in the original forum post above.
 

Crew Skills -> Augment slot on all gear 1.3
Beitrag von DavidHunt am 09.05.2012 um 11:10 Uhr

Quote: Originally Posted by Kosef
So...what will be the point of crafters now. Why allow any and everyone to just use an augment table to get augment slot. They could have simply allowed crafters to create an augment kit, that could be traded/sold, that a player could then in turn take to a augment table and use...but no.
Adding an augment to an item through the augment table will require an augment kit and credits. The kits can be traded and are created by crafters. RE'ing crafted items gives you the materials required to create augment kits.
 

General Discussion -> What happened to the fix for lost Matrix cubes?
Beitrag von AllisonBerryman am 09.05.2012 um 10:28 Uhr

We know this issue is important to many of our players and will get updated information about the maintenance to address the issue very soon (we're working on getting the updated time right now). Thanks for your patience in the meantime!
 

General Discussion -> Star Wars: The Old Republic Official Podcast Episode I
Beitrag von DavidBass am 09.05.2012 um 08:55 Uhr

Quote:
Originally Posted by LtGeneralGezlin
Great to hear this podcast. Was a little disappointed to hear you won't be going to RTX this year. I would figure that you would, considering both Bioware and Rooster Teeth are in Austin, and members of the TOR team have been on the RT podcast.
The events I mentioned on the podcast are just the ones we've committed to so far. We're still looking into returning to RTX, especially since it's right next door to us. At the very least, I'll be there on my own. Come say hi! I'll bring Taun Fawn codes!
 

Bounty Hunter -> Bio nerfed tracer lock during the last down time.
Beitrag von DavidBass am 09.05.2012 um 07:42 Uhr

I think there might be some confusion here between two different abilities/skills, so let me attempt to clarify, and if you still believe it's not working this way, I'll have someone from the Combat team take a look.
  • The Tracer Missile ability stacks a debuff on your target. Without the skill "Light 'Em Up", it takes 5 shots to build the stack to 5. With the skill, it takes 3 shots (as each shot now grants 2 stacks). I just logged in to check, and it still does work this way.
  • The skill "Tracer Lock" grants a buff on yourself, increasing the damage your next Rail Shot will do. This is not affected by "Light 'Em Up," and I don't believe it ever has been.

Can you please look at both your buff and your target's debuff and confirm this is working the way it should be? The debuff should stack twice as fast as the buff, neither of which have been changed. If you guys have more questions, let me know and I'll get someone to take a look.

Thanks!

 

Mercenary -> Arsenal talent Barrage doesn't work
Beitrag von APeckenpaugh am 08.05.2012 um 19:48 Uhr

Quote: Originally Posted by acnoj
So point 3 is why my Unload damage seemed to come out too low, I expected Barrage to incrase damage by 25% but the way it stacks with Riddle means it's really 18.8%.
I haven't checked your math, but your logic is correct. In the current game, the way our math works is that multiplicative mods are summed in their entirety and then applied, such that if you received a 33% damage bonus to Unload, and then received a 25% damage bonus to Unload, you'd receive a [1+0.33+0.25=1.58] damage increase to Unload, NOT a [(1+0.33)*1.25=1.66] damage increase to Unload.
 

Allgemeine Diskussionen -> Wartung: 9. Mai, 2012 WIRD VERSCHOBEN
Beitrag von DE_CommuntyNews am 08.05.2012 um 17:45 Uhr

Update: Diese Wartung wurde verschoben, und die Server werden heute Morgen NICHT heruntergefahren. Wir werden euch in diesem Thread mit weiteren Informationen zum neuen Zeitpunkt der Wartung auf dem Laufenden halten.

Danke für euer Verständnis.

 

General Discussion -> Maintenance: May 9th, 2012 POSTPONED
Beitrag von AllisonBerryman am 08.05.2012 um 17:44 Uhr

Update: This maintenance period has been postponed and the servers will NOT be taken offline tonight. We’ll post more information about the rescheduled time in this thread as soon as it is available. Thank you for your patience.
 

Crew Skills -> still cant RE all orange crafted gear!
Beitrag von AllisonBerryman am 08.05.2012 um 13:22 Uhr

As some of you have mentioned, endgame crafted Custom items (like Campaign and Black Hole gear) CAN be reverse engineered. Non-endgame crafted Custom items cannot be reverse engineered at this time - sorry again for the confusion; we'll make sure the patch note reflects this. We do still plan on allowing non-endgame crafted items to be reverse engineered in the future.
 

Allgemeine Diskussionen -> Star Wars: The Old Republic offizieller Podcast Episode 1
Beitrag von EricMusco am 08.05.2012 um 13:17 Uhr

Hallo Leute, Mein Name ist Eric Musco. Brooks Guthrie und ich freuen uns, Episode 1 des offiziellen Star Wars™: The Old Republic™ Podcasts, “Rocket Boots” zu präsentieren. Ihr könnt zuhören, indem ihr den eingebauten Player nutzt, die Datei herunterladet und im bevorzugten MP 3 Player startet oder in unseren Youtube-Channel schaut.

In dieser Episode haben wir uns mit Daniel Erickson und Damion Schubert zusammengesetzt, um darüber zu reden, was wir in Spiel-Update 1.2 gesehen haben und was uns in Spielupdate 1.3 erwartet. Weiterhin hat David Bass vorbeigeschaut, um zu erzählen, was auf der PAX East los war und um eine Vorschau zu geben, welche Pläne für weitere Veranstaltungen dieses Jahr bestehen. Wenn ihr Fragen oder Kommentare zur Show habt, lasst es uns in diesem Forum-Thread wissen.

Vielen Dank fürs Zuhören!

Bitte beachtet: Dieser Prodcast ist nur in Englisch verfügbar.

Lest hier mehr.

 

General Discussion -> Episode I du podcast officiel de Star Wars: The Old Republic
Beitrag von EricMusco am 08.05.2012 um 13:17 Uhr

Bonjour à tous ! Mon nom est Eric Musco, et Brooks Guthrie et moi sommes heureux de vous présenter cet épisode du podcast officiel de Star Wars™: The Old Republic™, « Rockets Boots ». Vous pouvez l’écouter en utilisant le lecteur intégré, en le téléchargeant et en l’écoutant sur votre lecteur MP3 préféré ou sur notre chaîne YouTube.

Dans cet épisode, nous recevons Daniel Erickson et Damion Schubert pour discuter de ce que nous avons vu dans la mise à jour 1.2 ainsi que de ce à quoi nous pouvons nous attendre pour la mise à jour 1.3. De plus, David Bass fait un passage pour nous parler du déroulement de PAX East et dévoiler certains de nos plans concernant les conventions à venir cette année. Si vous avez des questions ou des commentaires à propos du podcast, n’hésitez pas à nous le dire dans ce sujet de conversation.

Merci de nous avoir écouté !

Veuillez noter que ce podcast est uniquement disponible en anglais.

 

General Discussion -> Star Wars: The Old Republic Officical Podcast Episode I
Beitrag von EricMusco am 08.05.2012 um 13:17 Uhr

Hello everyone! My name is Eric Musco and I, along with Brooks Guthrie are happy to bring you episode one of the official Star Wars™: The Old Republic™ podcast, “Rocket Boots”. You can listen by using the embedded player, by downloading and listening on your preferred MP3 player, or check it out on our YouTube channel.

In this episode, we sit down with Daniel Erickson and Damion Schubert to talk about what we saw in Game Update 1.2 and what we can expect as we look forward to Game Update 1.3. Also, David Bass stops by to tell us about how things went at PAX East and share some of our convention plans for the rest of the year. If you have any questions or comments about the show, feel free to let us know in this forum thread.

Thanks for listening!

 

Jedi Consular -> Lars Beddag quest bugged?
Beitrag von AmberGreen am 08.05.2012 um 13:03 Uhr

Hello everyone! This mission was fixed with Patch 1.2.3. It was not individually noted but was fixed with a few others and noted as:

"Implemented changes to ensure that mission encounters reset (and related enemies respawn) correctly. A small number of missions had encounters that did not properly reset."

Thanks for your reports. Have fun out there! o/''\o


 

General Discussion -> Official Q&A Thread for May 11th, 2012 Q&A Blog Post
Beitrag von JovethGonzalez am 08.05.2012 um 12:24 Uhr

Thanks for your questions everyone! We are now locking this thread in order to select questions for our developers. Be sure to check the Q&A blog on Friday to see if your question was answered by one of them!
 

Crew Skills -> still cant RE all orange crafted gear!
Beitrag von AllisonBerryman am 08.05.2012 um 12:11 Uhr

We have some more details about this patch note - this change made more Custom (orange) items available for reverse engineering, but it currently does not include crafted Custom items. We will be adding the ability to reverse engineer crafted Custom items in the future, but that functionality was not included in this change. Sorry for the confusion; we're updating the patch note right now.
 

General Discussion -> GTN Search Issues [BUG]
Beitrag von JovethGonzalez am 08.05.2012 um 12:10 Uhr

Hi folks, as an update to my previous post, you should see some improvements after last night's patch (1.2.3). Specifically, these changes were made:

Galactic Trade Network
  • An issue that prevented some item category searches from functioning unless an item name or price range was also specified has been corrected.
  • The default value for the Rarity field is now Standard instead of Any. This allows players to search for most items without requiring that they select an option in the Rarity field.

We hope that this alleviates some of the issues that you've been facing as we continue to improve the GTN experience.

 

Crew Skills -> Crafting Orange gear augmented......
Beitrag von DavidHunt am 08.05.2012 um 11:16 Uhr

Quote: Originally Posted by spacefiddle
Even assuming some exaggeration, i'm starting to think 5% is a high estimate
For information on critical success chance, please see the recent Community Q&A:
http://www.swtor.com/blog/community-qa-april-27th-2012

Quote:
DarthTexas: Can you give some insight to the numbers behind crafting? What is the baseline crit chance for crafting? How does companion affection affect crit chance? Exactly how much of a boost is +1 or +5 critical chance in crafting? Having the Reverse Engineer % chance is a nice step in removing some of the unknowns in crafting; now we just need the numbers on the creation side to be less ambiguous.

Patrick Malott (Systems Designer): The baseline crit chance for crafting is dependent on the difficulty of the crafting action relative to your current crafting skill level. The difficulty is color coded in the crafting GUI.

Orange Difficulty: 10%

Yellow, Green, and Gray Difficulty: 15%

Companion Affection scales Crew Skill chance up to +5% at maximum affection.

A Companion Trait critical chance bonus of +1 or +5 is a percentage. Example: The Imperial Agent companion character Kaliyo grants a +2 bonus to Underworld Trading Critical. This is +2% bonus.

Using Kaliyo at maximum affection as an example, if she ran a green difficulty Underworld Trading mission for you, she would have a 22% chance to score a mission critical success.
While the Kaliyo example uses a mission, crafting and missions use the same setup. It's worth noting that crit chance is not on a per item basis - orange gear has the same crit chance as everything else. In 1.3, the introduction of Augment Tables should help counteract a string of bad luck on crafting crits.

 

General Discussion -> Matrix Cubes
Beitrag von JovethGonzalez am 08.05.2012 um 10:59 Uhr

Hi folks! As an update to this, we will be deploying a patch tomorrow morning, May 9th, starting at 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/5PM AEST) lasting until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST). For full details, please check out this blog post.
 

Allgemeine Diskussionen -> Wartung: 9.Mai 2012
Beitrag von AlysonBridge am 08.05.2012 um 10:27 Uhr

Wir werden am morgigen Mittwoch, den 9. Mai 2012, eine unplanmäßig Wartung vornehmen um einen neuen Patch aufzuspielen. Die Patch Notes werden unmittelbar nach Ende der Wartungsarbeiten zur Verfügung gestellt.

Die Server werden am 9. Mai für vier Stunden offline sein, und zwar von 9 Uhr MESZ bis um 13 Uhr MESZ. Alle Spielserver werden während dieser Zeit offline sein. Wir gehen davon aus, dass die Arbeiten nicht länger als vier Stunden gehen werden, behalten uns allerdings eine Verlängerung vor.

Nach dem Ende der Wartungsarbeiten müsst ihr den neuen Patch herunterladen. Sollte euer Launcher während der Arbeiten geöffnet gewesen sein, müsst ihr ihn neustarten um den Patch herunterzuladen.

Wartung

Datum: Mittwoch, der 9. Mai 2012

Zeit: Von 9 Uhr MESZ bis 13 Uhr MESZ

Alle Spielserver werden während dieser Zeit offline sein. Wir gehen davon aus, dass die Arbeiten nicht länger als vier Stunden gehen werden.

Danke für eure Geduld während wir daran arbeiten Star Wars: The Old Republic zu verbessern.

 

General Discussion -> Maintenance: May 9th, 2012
Beitrag von AlysonBridge am 08.05.2012 um 10:23 Uhr

We will be deploying a patch and performing an unscheduled maintenance this Wednesday, May 9th, 2012. Patch notes will be made available shortly after the servers come back up.

The servers will be down for four hours on Wednesday, May 9th, 2012 from 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/5PM AEST) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST). All game servers will be offline during this period. This maintenance is expected to take no more than four hours, but could be extended.

After the maintenance, please login via the launcher to download the latest patch. If your launcher was open during the maintenance, you must close and reopen it for a fresh login.

Maintenance

Date: Thursday, May 9th, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/5PM AEST) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST).

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

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.

 

General Discussion -> New Warzone Daily Mission
Beitrag von DavidBass am 08.05.2012 um 09:53 Uhr

This was indeed a change that was missed in the patch notes. We apologize for this and are working to add it in shortly.

With this change, daily Warzone missions now require "6 played matches," however any win in a Warzone counts as 2 "played matches". This still provides a solid incentive for you to win, but also allows players who lose matches to progress their daily mission by participating.

 

General Discussion -> Matrix Cubes
Beitrag von ChrisCollins am 08.05.2012 um 07:58 Uhr

Hi everyone,

I just wanted to give you an update regarding what happened and to let you know what our next steps are regarding the Matrix Cubes.

After last night's patch, players reported that Matrix Cubes had disappeared from their inventories. This was an unintended consequence of a behind-the-scenes change to how mission items work. You may have also noticed some mission items missing if you were in the middle of certain missions as well.

The team has been working on a fix since this was first reported, and we hope to get it out to you as quickly as possible. In the meantime, we ask that you hold off on contacting Customer Service at this time. Our goal is to restore the items to you as part of a new patch, without needing any manual intervention from Customer Service.

We very much appreciate your patience today as we work to resolve this issue. Once we have more information regarding the timing of the patch, we'll let you know.

 

General Discussion -> Matrix Cubes
Beitrag von ChrisCollins am 08.05.2012 um 04:30 Uhr

We have identified that loading into a new area while having a Matrix Cube equipped can cause the item to disappear.

We recommend that you refrain from equipping a Matrix Cube until further notice.

 

General Discussion -> Matrix Cubes
Beitrag von ChrisCollins am 08.05.2012 um 03:35 Uhr

We are currently investigating reports from players regarding missing Matrix Cubes.

We will update this thread once we have more information.

 

General Discussion -> Lord Ieldis Server: Warzone Queuing Issues
Beitrag von AmberGreen am 07.05.2012 um 20:24 Uhr

We are currently investigating the issues preventing players from queuing for PvP Warzones on the Lord Ieldis server. We apologize for the inconvenience and appreciate your patience while we research a solution.
 

General Discussion -> (New Content Patch) Allies -- 1.3 announced ?
Beitrag von AllisonBerryman am 07.05.2012 um 13:41 Uhr

Regarding 1.3, there isn't a "guild alliances" features slated for that update. 1.3 will introduce more new features (like the Group Finder) to the game, though! We encourage you to check out SWTOR.com and our community blog for more news about 1.3 as it becomes available!
 

General Discussion -> Subs down 25%
Beitrag von AllisonBerryman am 07.05.2012 um 13:27 Uhr

Quote:
Originally Posted by Gaje
so whats these 2 new expansions that it mentions

1.3 and 1.4 or 2 new expansions ?
This is referring to content patches (like 1.2 and 1.3), not to "expansions" (which most people think of as a boxed product).
 

Flashpoints, Operations, and Heroic Missions -> Nightmare pilgrim despawns permenantly?
Beitrag von AllisonBerryman am 07.05.2012 um 12:45 Uhr

Everyone, thank you for the reports of this issue. I can confirm that we have a fix coming for this (being unable to summon the Nightmare Pilgrim in some circumstances) very soon. We apologize for the inconvenience!
 

General Discussion -> Every patch brings more bugs than fixes.
Beitrag von AllisonBerryman am 07.05.2012 um 12:26 Uhr

Hello everyone - we do have a fix for the issue with taking cover while moving that will be deployed very soon.

We know that encountering bugs can be frustrating and appreciate your report. If you do encounter a bug, we encourage you to file an in-game bug report, which will be forwarded on to the correct teams. If you're having technical issues, you may also contact support to get help with troubleshooting any known issues.

 

General Discussion -> Server Unavailable: Canderous Ordo
Beitrag von AmberGreen am 07.05.2012 um 10:40 Uhr

The "Canderous Ordo" server is now available! Thank you for your patience.
 

General Discussion -> DEVS - Shows us that you hear us.
Beitrag von AllisonBerryman am 07.05.2012 um 10:39 Uhr

Everyone - we're always reading the forums and gathering your feedback on issues that are important to you. Though we can't respond immediately to every issue (and sometimes it does take some time before we have information on a topic), we're always escalating new bugs or problems and working on getting responses to the topics that are important to you.

We strongly encourage you to keep an eye on the dev tracker and to make sure that you're always reading our community blog to keep on top of our latest communications. Don't forget to ask any question you have in our weekly Q&A as well - again, though we can't always answer every question, we're always reading your feedback and working on getting more information for you.

 

General Discussion -> TORWARS has an interesting piece.
Beitrag von AllisonBerryman am 07.05.2012 um 10:30 Uhr

We definitely want the forums to be a welcoming place for people to discuss the game, but we also understand that people do have lots of feedback that they want to share with us, and that some of that feedback is going to be negative. We do work to encourage constructive criticism (and often close threads that are not constructive), but we also don't want to close everything that says something negative. We're always reading the forums and gathering feedback to pass along. All constructive feedback and discussion does have a place here, and we hope that everyone in the community can respect others' opinions - even if they differ from your own.

Our Community Representatives work hard to help keep the forums clean and to keep threads and posts within the rules, but it is very, very helpful if community members use the "flag" feature to report anything that breaks the rules. This brings it to our attention quickly so the Community Representatives can address it. If someone is breaking the rules, we encourage you to flag the post and move on, and we'll take care of it! Just flagging and not responding in kind helps keep flaming and other unconstructive posts off the forums.

 

General Discussion -> Server Unavailable: Canderous Ordo
Beitrag von AmberGreen am 07.05.2012 um 09:49 Uhr

We are currently investigating issues that have caused the “Canderous Ordo” server to become unavailable, and there is currently no ETA for when the server will be available again.

We will update this thread with new information as it becomes available. To check the status of your server, please visit the Server Status Page.

 

Flashpoints, Operations, and Heroic Missions -> Foundry HM...I can not acquire the mission
Beitrag von DanielErickson am 07.05.2012 um 07:40 Uhr

Hey Folks,

This system was a leftover relic that resulted from originally moving these Flashpoints up to Hard Mode. These requirements will disappear for Game Update 1.3.

Hope that helps!

 

Allgemeine Diskussionen -> Planmäßige Wartungsarbeiten am 8. Mai 2012
Beitrag von CourtneyWoods am 04.05.2012 um 13:02 Uhr

Hallo Leute, wir wollten euch Wissen lassen das wir für vier Stunden am Dienstag, den 8. Mai 2012, von 9 Uhr bis 13 Uhr planmäßige Wartungsarbeiten durchführen werden. Alle Spielserver werden während dieser Zeit offline sein. Wir gehen davon aus, dass diese Wartung nicht länger als vier Stunden dauern wird, behalten uns aber eine Verlängerung vor.

Diese wöchentlichen Wartungsarbeiten erlauben es uns zum einen Verbesserungen am Spiel vorzunehmen, und zum anderen die Leistung der Server zu überprüfen, um euch auch auf Dauer ein konsistent hochwertiges Spielerlebnis zu liefern. Nach diesen Wartungsarbeiten wird es oft (aber nicht immer!) einen neuen Patch zum Herunterladen geben. Nach der Wartung könnt ihr euch einloggen um den neuesten Patch herunterzuladen. Solltet ihr euren Launcher während der Wartungsarbeiten geöffnet haben, müsst ihr ihn anschließend neu starten um den Patch herunterzuladen.

Planmäßige Wartungsarbeiten

Datum: Dienstag, der 8. Mai 2012

Zeit: 9 Uhr MESZ bis 13 Uhr MESZ

Alle Spielserver werden während dieser Zeit offline sein. Wir gehen davon aus, dass diese Wartung nicht länger als vier Stunden dauern wird.

Vielen Dank für eure Geduld während wir daran arbeiten Star Wars™: The Old Republic™ zu verbessern.

 

General Discussion -> Scheduled Maintenance: May 8th, 2012
Beitrag von CourtneyWoods am 04.05.2012 um 12:57 Uhr

Hello everyone, we wanted to let you know that we will be performing scheduled maintenance for four hours on Tuesday, May 8th , 2012 from 2AM CDT (12AM PDT/3AM EDT/8 AM BST/9AM CEST/5PM AEST) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST). All game servers will be offline during this period. This maintenance is expected to take no more than four hours, but could be extended.

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 be a patch to download. After the maintenance, please login via the launcher to download the latest patch. If your launcher was open during the maintenance, you must close and reopen it for a fresh login.

Scheduled Maintenance

Date: Tuesday, May 8th, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8 AM BST/9AM CEST/5PM AEST) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST).

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

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.

 

General Discussion -> Star Wars: The Old Republic The Return of Fan Friday
Beitrag von JovethGonzalez am 04.05.2012 um 12:12 Uhr

At first I was like
 

General Discussion -> Star Wars: The Old Republic The Return of Fan Friday
Beitrag von CourtneyWoods am 04.05.2012 um 11:59 Uhr

In celebration of “May the 4th be with you” we’ve decided to create a special Fan Friday. For Star Wars™ Day, we are highlighting some of the most creative and talented members of our community by showcasing them in our Community Blog!

This week we have a community member spotlight, new forum emoticons, and to begin with, some amazing fan art.


Read More
 

Hilfe für Neuankömmlinge -> Kurze Fragen: Kurze Antworten
Beitrag von LarsMalcharek am 04.05.2012 um 05:26 Uhr

Zitat: Zitat von Katang
Zurzeit spiele ich mit einem Kopfgelderjäger bin lvl 28 und hab noch einen Jedi-Wächter auf lvl 50.
Wenn ich es richtig verstanden habe kann ich dann auch den Klassenbuff des Jedi Ritters für meinen Kopfgeld jäger benutzen. Wo finde ich den Button? Wie kombiniere ich die verschiedenen Buffs
Wenn du deinen normalen Klassenbuff zündest, werden alle freigeschalteten Buffs gleich mit gezündet. Probier es mal aus, aktiviere deinen Buff auf dem BH und du wirst sehen, dass du 2 Buffs statt nur einem bekommst.
 

General Discussion -> Official Q&A Thread for May 11th, 2012 Q&A Blog Post
Beitrag von JovethGonzalez am 03.05.2012 um 12:05 Uhr


Hello and welcome to the official Q&A thread for questions to be answered for the May 11th, 2012 Q&A blog post.

As a reminder, we’ll be starting up a weekly Q&A blog series in which we will select ten questions from the community and post answers to them every Friday. We’ll have the next set of answers next week on May 11th, 2012, but before that, we need your questions!

Please use this thread to ask your question (one per community member, so make it count!). On Tuesday at 2PM CDT (8PM BST/9PM CEST/5AM AEST), we will close this thread, select ten questions, and get answers to them for Friday’s blog post.

In order to increase the chances of having your specific question answered and to help us keep the thread manageable, here are some guidelines on asking questions:
  1. Keep your question relatively short. Background details are welcome, but don’t go overboard.
  2. Please actually ask a question. We want to hear constructive feedback elsewhere in the Forums.
  3. Use common sense – we cannot answer everything, especially on far-reaching content.
  4. This should go without saying, but be respectful.
  5. Limit yourself to one question in this thread, please. You can always ask another question next week!
  6. And finally, as a reminder, this is not a discussion thread. Do not comment about what somebody else has posted.

As development plans are always subject to change, questions about future features will often get vague answers which can be repetitive and sometimes annoying. With that in mind, the development team is more interested in questions about current in-game features or systems, or questions about why development decisions were made. You’re still welcome to ask questions about future features and we’ll continue to answer them where appropriate – just expect the occasional ‘soon.’

Any other posts apart from questions in the thread will be removed.

With that being said, please ask away!

 

General Discussion -> Community Q&A – May 4th, 2012 Blog Discussion
Beitrag von JovethGonzalez am 03.05.2012 um 11:59 Uhr

Discuss this week's Community Q&A blog in this thread!
 

General Discussion -> UI Feature Feedback Request
Beitrag von AmberGreen am 02.05.2012 um 14:13 Uhr

Hello everyone. Now that you’ve been able to use the UI Customization features implemented with Game Update 1.2, the developers would like to request your feedback. In this thread, please post to let us know what UI features or functions you would like to see implemented in the future.

We are already working on a few areas based on your feedback, such as additional hotbars and more customizable buff bars. While we do not have an estimate for when these features will be implemented, we are hoping that more great ideas will come from you!

Thanks in advance for your thoughts. We’re looking forward to seeing your suggestions.

 

General Discussion -> GTN Search Issues [BUG]
Beitrag von JovethGonzalez am 02.05.2012 um 13:28 Uhr

Hi everyone, we've sent this up for investigation and it looks like we are going to have something to improve this experience in an upcoming patch. Thank you for your reports and for your patience.
 

Bounty Hunter -> Proof that Tracer Missile and Heat Seekers are broken
Beitrag von APeckenpaugh am 02.05.2012 um 12:30 Uhr

Quote: Originally Posted by Phasewalker
As of late I've been reading a lot of post on the forums on how the Devs. just wrecked Merc Bounty Hunters and to all those non believers out there its true. I ran some testing on the Arsenal spec'ed dps using the operation lvl testing dummy on the Imperial fleet here are the numbers as proof
Hi Phasewalker. I wanted to drop in to tell you that these abilities aren't broken. Considering your small sample size, your numbers are actually quite accurate.

I'll go step by step as to why that's the case, but if you're a TLDR kind of reader: operation training dummies have armor that gives them 35% kinetic and energy DR.


Quote: Originally Posted by Phasewalker
(Tracer Missile) tool tip indicates its dmg is between 1736-1872 kenetic damage i logged 17 stacked armor debuff " which is 20%" average hit normal hit 1410.705. As you can see the damage is way off by the way this is with High Velocity Cylinder on which grants a 35% armor penetration automatically
The tooltip says that on average you deal 1804 kinetic damage with Tracer Missile, and you found that on average, your Tracer Missile inflicts 1410 kinetic damage. You include that this is with 5 stacks of Heat Signatures and with High Velocity Gas Cylinder running.

In this test, you ignore 55% of the target's armor rating. 20% from Heat Sigs + 35% from your Cylinder.

Operations training dummies have 5814 armor rating (not visible to you), which translates through our armor formula to about 35% DR. With your setup, you cut that armor rating down by 55%, effectively turning it into 2616 armor rating. [5814 * 0.45 = 2616] 2616 armor rating translates through our armor formula to 19.5% DR.

Therefore, an average Tracer Missile would deal 1804 kinetic damage, and a target with 19.5% DR would take 1452 kinetic damage. [1804 * 0.805 = 1452] This is only 3% different than the 1410 you reported, which given your small sample size is well within expectations.


Quote: Originally Posted by Phasewalker
On too (Heat Seeker Missile) which is also bugged tool tip indicates 2126-2263 kinetic damage and is supposed to receive a 4% damage bonus for each stack of tracer missile which goes up too 5, so you should receive a 20% armor reduction and a 20% damage increase to Heat Seekers Damage. Get ready to be "surprised" fully stacked with high velocity cylinder on normal hits average 2145.25 laughable uh.
The same methodology above applies to your Heatseeker Missiles. The tooltip says they deal an average of 2194 kinetic damage. Since the target has 5 Heat Signatures, that HSM deals 2632 kinetic damage. [2194 * 1.2 = 2632] Cutting through the same 55% armor rating as before, the target still has 19.5% DR, meaning that on average, your HSM inflicts 2119 kinetic damage. [2632 * 0.805 = 2119] This is only 1% different than the 2145 you reported, which given your small sample size is well within expectations.

Quote: Originally Posted by Phasewalker
with High Velocity Cylinder on which grants a 35% armor penetration automatically which is not calculated in bonus dmg in any way in the tool tip
All tooltips in the game show damage dealt, not damage inflicted after armor. Our tooltips do not show you the damage the ability will inflict after the target's armor.

I hope this clears things up for you guys. To the best of my knowledge, these abilities are still working as intended.

 

General Discussion -> Feedback request from James Ohlen - potential future planets
Beitrag von StephenReid am 02.05.2012 um 11:33 Uhr

Hello everyone! James Ohlen, Game Director for Star Wars: The Old Republic, is looking for your feedback on the game's development once again. This week he's looking out to the stars... and the planets of the Star Wars universe.

James takes feedback directly via his Twitter account (@JamesOhlen), but if you're not on Twitter, his question is below and you can give your feedback here which will be passed on to him.

As always, we ask you to limit your feedback to the question at hand and keep your feedback constructive as well as on-topic!

Here is James' question for this week:

"What planet in the Star Wars universe do you want to see in Star Wars: The Old Republic that is not currently in the game?"

You can name any planet you like, but remember, planets in The Old Republic can be fully explorable (like Coruscant, Tatooine, Hoth etc) and/or destinations that are seen as part of a Flashpoint or Operation (like Taral V, Denova, Kaon, etc).

As a reminder, you can follow James on Twitter @JamesOhlen. You can also follow our main account @SWTOR.

 

General Discussion -> Bio/EA Please clarify the policy for using 3rd party combat parcers
Beitrag von AllisonBerryman am 02.05.2012 um 09:38 Uhr

Quote: Originally Posted by schnopsnosn
Funny thing.
Our MT just got a one week ban for "using 3rd-party-programs" while he's only using the MOX parser.
As we mentioned before - if anyone feels they have been banned in error, we strongly encourage that individual to contact Customer Service. The only way we can assist if someone feels they have had an action taken against them in error is if they contact us directly.
 

General Discussion -> Bio/EA Please clarify the policy for using 3rd party combat parcers
Beitrag von AllisonBerryman am 01.05.2012 um 13:59 Uhr

We’ve asked our Terms of Service department, and we can confirm it is not part of our policy to ban players for using combat log parsers. If anyone feels like an action has been taken against their account in error, we strongly encourage you to contact support (http://www.swtor.com/support/form) with details. Please keep in mind that we do monitor for anything that violates the Terms of Service (speedhacking, botting, or any other third-party software that interacts with the client to result in unintended behavior). We also encourage people to be very careful about downloading and using any third-party software – remember to take the safety of your computer seriously!
 

General Discussion -> Patch Notes reading "X changed to Y #/credits/damage/etc." You aren't fooling
Beitrag von AllisonBerryman am 01.05.2012 um 13:54 Uhr

Quote:
Originally Posted by ArmoredJuneBug
I not only agree with the OP but would ideally like to see every minuscule detail added to the patch notes, including minor typo fixes in bonus missions or whatever.
We do our best to find a balance between giving players detailed information and condensing notes that have less impact on players to make the notes more readable overall. We always want to note (in detail) changes to mechanics, fixes to issues that could prevent progression on missions, new options, and fixes to high-visibility problems (like things on our known issues list), but we do tend to condense notes about typos, minor art changes (like fixes to seams in terrain), and other minor changes into broader notes. You can see good examples of this in the 1.2 notes with the general notes about cinematics polish and other similar notes.
 

Gunslinger -> Cover Issues - Post 1.2.2
Beitrag von JovethGonzalez am 01.05.2012 um 12:45 Uhr

Hi folks, thanks for reporting this. We've confirmed and added this to our list of Known Issues and we are now working on a fix for an upcoming patch. Apologies for the inconvenience and thank you for your patience.
 

General Discussion -> Patch Notes reading "X changed to Y #/credits/damage/etc." You aren't fooling
Beitrag von AllisonBerryman am 01.05.2012 um 10:54 Uhr

Thanks for the response! I'll see if I can get more specific information about the note. We'll also continue working to make sure our notes are as detailed as we can make them - we may not be able to provide all details for every note, but it's our goal to make sure they're clear and informative!
 

General Discussion -> Patch Notes reading "X changed to Y #/credits/damage/etc." You aren't fooling
Beitrag von AllisonBerryman am 01.05.2012 um 10:37 Uhr

Is there a particular note you'd like more information about? We do want to include specific information about increases and reductions where possible (you'll notice many notes with "reduced x by y (down from z)" ), but some notes may not have as detailed information as others. We'll continue working to make sure notes are as detailed as possible - we know the information is important!
 

General Discussion -> So BW is hearing us loud and clear about the models of armor?
Beitrag von AllisonBerryman am 01.05.2012 um 10:31 Uhr

Hey folks - just to make sure everyone concerned about this topic has seen our Q&A comments on it, here's what we said in the March 30th Community Q&A:

Quote:
Players have expressed some dissatisfaction with endgame armor sets – can you comment on your plans for future endgame appearances?

Daniel Erickson: We have heard the community loud and clear when it comes to armor sets. What we’ve heard the players say is, “I don’t care how high level I get, I still want my core sets to look and feel like Star Wars and like my class - cooler but not crazy. Keep the crazy to optional gear.” I will warn that creating new armor is a part of our game with long lead times so it will take a set or so before players see a strong shift in direction but we’re already working on some stuff I love and I think players will too.
It's important to note the last bit about new armor sets having long lead times (meaning it may take a bit before you notice a change in direction), but we've definitely heard player feedback on this!

 
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