Dev-Tracker



Vanguard -> BUG: Guard becomes unusable
Beitrag von AmberGreen am 03.02.2012 um 18:16 Uhr

Hello everyone. Thank you for your reports; we are working on this issue and would like your help. If you are experiencing trouble with Guard, please post to report what Class you are guarding when the issue happens. We appreciate your patience as we research a resolution to this problem. Thank you!
 

General Discussion -> Begin Your Journey
Beitrag von CourtneyWoods am 03.02.2012 um 16:52 Uhr

In our new series of “Quick Start Guides,” Star Wars™: The Old Republic™ Social Media Coordinator Eric Musco helps new players to better understand certain aspects of the game. The first installment in this series, “Begin Your Journey,” will guide players through the process of creating your first characters.

Watch Now
 

Allgemeine Diskussionen -> Planmäßige Wartungsarbeiten am 7. Februar 2012
Beitrag von JovethGonzalez am 03.02.2012 um 16:31 Uhr

Liebe Spieler, wir werden am 7. Februar vierstündige Wartungsarbeiten an unserem Dienst vornehmen, und zwar von 9 Uhr MEZ bis voraussichtlich 13 Uhr MEZ. Während dieser Zeit werden alle Spielserver nicht erreichbar sein. Wir gehen davon aus, dass diese Arbeiten nicht länger als vier Stunden dauern werden, aber behalten uns 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; wir würden euch daher empfehlen nach Wartungsarbeiten immer euren Launcher zu starten.

Planmäßige Wartungsarbeiten

Datum: Dienstag, der 7. Februar 2012

Zeit: 9 Uhr MEZ bis 13 Uhr MEZ

Während dieser Zeit werden alle Spielserver nicht erreichbar sein. Wir gehen davon aus, dass diese Arbeiten nicht länger als vier Stunden dauern werden, aber behalten uns eine Verlängerung vor.

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

 

General Discussion -> Scheduled Maintenance: February 7th, 2012
Beitrag von JovethGonzalez am 03.02.2012 um 16:28 Uhr

Hello everyone!

We wanted to let you know that we will be performing scheduled maintenance for four hours on February 7th, 2012 from 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) until 6AM CST (4AM PST/7AM EST/12PM GMT/1PM CET). All game servers will be offline during this period. This maintenance is expected to take no more than four hours, but could be extended.

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 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, February 7th, 2012

Time: 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) until 6AM CST (4AM PST/7AM EST/12PM GMT/1PM CET)

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 February 10th, 2012 Q&A Blog Post
Beitrag von JovethGonzalez am 03.02.2012 um 16:03 Uhr

Hello and welcome to the official Q&A thread for questions to be answered for the February 10th, 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 our first set of answers next week on February 10th, 2012, but before that, we need your questions!

Please use this thread to ask your questions (one per community member, so make it count!). On Tuesday at 2PM CST (8PM GMT), 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) Limit yourself to one question in this thread, please. You can always ask another question next week!
5) And finally, as a reminder, this is not a discussion thread. Do not comment about what somebody else has posted.

Any other posts apart from questions in the thread will be removed. With that being said, please ask away!

 

PvP -> Wz win not counting not fixed.
Beitrag von JovethGonzalez am 03.02.2012 um 11:00 Uhr

Hi again,

Once again, thank you for your patience on this issue. We've found a possible solution for this and we will be implementing it in an upcoming patch as soon as we're able to test and verify this solution internally. This process takes a bit of time, but know that we are working to implement it as soon as we can.

 

General Discussion -> Announcing The Old Republic Guild Summit
Beitrag von StephenReid am 02.02.2012 um 18:03 Uhr

As some of you have been asking about our criteria for the selection of guilds who we've already invited to the Guild Summit, here's some insight.

Guilds were selected with the ultimate aim of ensuring we had a broad representative mixture of guild sizes, playstyles and geographical locations at the summit (with the assumption that no-one might turn up of their own accord). We have guilds from all types of playstyles, large guilds (2,000+ members), small guilds (20 members) and guilds from across North America and Europe. (Note: many guilds are multi-national; our invites were for guild leaders, who were mostly located in NA/EU.) Guilds were also selected because of their constructive and critical feedback during testing of The Old Republic, both pre-launch and post-launch.

Beyond that, we won't be commenting further on our selection criteria. We've invited a large number of guild leaders, but naturally we could not invite everyone - hence our decision to allow interested guild leaders to attend if they chose to. Further dissection of the selection criteria will only lead to speculation and argument. I can assure you that no guild leader is being invited to Austin because they are 'friends with a developer' or anything similar.

It should also be noted that none of the criteria detailed above are exact guidelines on the selection of guild leaders who apply to attend the summit, beyond the general idea that we still want to have a mix of playstyles, guild sizes and locations. (Please note, we did not ask for a guild membership number as part of the application process.)

The initial aim of this thread was to announce the Guild Summit and to answer any questions regarding it. While I can appreciate people's varying opinions on the summit, turning this thread into a continuous argument about the summit's existence or our potential motives is not productive.

Everyone's views have now been clearly stated and noted. We'll be happy to answer further questions about the summit itself, but back and forth arguments have no place here.

 

Public Test Server -> 1.1.2 PvP bag changes.
Beitrag von GabeAmatangelo am 02.02.2012 um 13:56 Uhr

The cost of Champion and Centurion items are NOT changing.

The chance for a Battlemaster Commendation to be in a Battlemaster Bag is NOT changing. It is still 25%.

To reiterate the mention in my previous post, we will be changing Battlemaster Commendation drops in a future patch toward the same 'steady' progession goal without changing the overall average time to gear up.

 

Public Test Server -> 1.1.2 PvP bag changes.
Beitrag von GabeAmatangelo am 02.02.2012 um 12:56 Uhr

Quote:
Originally Posted by GeorgZoeller
Let me just point this out, since there's confusion about it.

The 1.1.2. bag changes have reduced the RNG element on drops DRAMATICALLY. Exactly what you guys asked for.

Instead of hoping to get specific item tokens, you now get (more) commendations that you can turn into an item of your choice. That is a lot more deterministic and reliable than opening bags and hoping for a token.

-- Georg
It's obvious from comments here that the patch note is not specific enough, so we'll get it updated before the patch goes to the live servers. Here are some specifics:

Champion Bags now always contain 15 Centurion Commendations AND 7Champion Commendations. Battlemaster Bags now always contain 15 Champion Commendations. So Centurion gearing up progression for new level 50s is increased significantly and Champion gearing up progression will be steady.

We do still intend on adding more intro level 50 PvP items as well as change how Battlemaster Commendations operate toward the same 'steady' goal. It's just the scope of that change was more than could be done in a weekly patch as it included vendor changes, conversions to existing commendations on players already, etc.

That being said, the current interim 'gearing up' system will change significantly when we introduce Ranked Warzones (aiming for Game Update 1.2). Stay tuned for more details on that.

- Gabe

 

Public Test Server -> 1.1.2 PvP bag changes.
Beitrag von GeorgZoeller am 02.02.2012 um 11:31 Uhr

Let me just point this out, since there's confusion about it.

The 1.1.2. bag changes have reduced the RNG element on drops DRAMATICALLY. Exactly what you guys asked for.

Instead of hoping to get specific item tokens, you now get (more) commendations that you can turn into an item of your choice. That is a lot more deterministic and reliable than opening bags and hoping for a token.

-- Georg

 

General Discussion -> Announcing The Old Republic Guild Summit
Beitrag von DavidBass am 02.02.2012 um 09:34 Uhr

Quote:
Originally Posted by Residentx_NA
Any one want split a room with me at the Marriott? 119.00 is the nightly rate. PM me when they get send out the invites.

that way it's 60.00/night per person.
I highly recommend you hold off on this until you hear back on the status of your application. First, because I don't want you putting money down until you get invited, but more importantly, because I've been securing much cheaper rates than that across hotels in the immediate area (including the DoubleTree itself). More information will be provided to the attendees, and we've got rooms reserved already, so you don't have to worry about them running out.
 

General Discussion -> Announcing The Old Republic Guild Summit
Beitrag von StephenReid am 02.02.2012 um 09:25 Uhr

Quote:
Originally Posted by Jadarra
It also makes sense to choose 'representatives', and the best representatives for the masses are the guild leaders. If you disagree, explain how you would choose 'representatives' from millions of people? Who can provide not only 'individual' feedback, but 'collective' feedback from more than one viewpoint? If you're saying a lottery system accomplishes this, I fail to see the logic. Individuals would provide feedback from one viewpoint, theirs. Guild leaders have collective viewpoints, have heard various complaints and ideas from more than one person and can provide much more in terms of quality than an individual member.

The only part of this that makes me say, 'that sucks' is the lack of compensation. BW should cover the costs.
We are covering costs for a select group, which will make up a significant number of the attendees. We're obviously also covering all the other running costs for the event.

While I understand everyone's opinions here, apparently we're stuck between a rock and a hard place on this one. Previously (for the Fan Site Summits) we invited a select group; we got complaints that it should have been open to others even if they paid for themselves. In this case we invite a select group and in addition open up attendance to anyone who wishes to apply, and some are frustrated that we're asking people to attend at their own expense. Like I said, we understand people's reactions, but we won't be able to please everyone.

Quote:
Originally Posted by limenutpen
Is good but I hope a European summit will take place in a later stage, somewhere around Europe.

By the servers looks like Europe is 40% of the numbers of this game. So Bioware, EA should start to check us as well.
As stated, we will have a significant presence from EU guild leaders. We are conducting the summit in English, but most of our developers are English speaking, so it's a necessity. As I stated, an EU summit of some kind is still possible at some point.

Quote:
Originally Posted by Tarka
Also, what about those who weren't invited by Bioware, and didn't get one of the limited available spots?
Again, we'll have ways for people to interact with the summit who aren't present at the event. That was always part of our planning and we'll have more details soon.

Once again, I'd like to ask for comments to remain constructive in this thread. We are proceeding with the summit and would love to hear your comments about how we can make it a success.

 

Public Test Server -> Crafting Profession Changes in patch 1.1.2
Beitrag von GeorgZoeller am 02.02.2012 um 01:00 Uhr

Quote:
Originally Posted by burningcurse
I read your statement about rebalancing pvp gear George and I couldn't help but feel upset.

Here is another suggestion/ solution rather than nerfing end game pvp gear, just give the new 50s some BLUE pvp gear to buy!

I'm valor rank 68. have done nothing but play your warzones for the past month and half.

if you nerf end game PVP gear just to bring us down a few notches so that new level 50s wearin greens and blues can beat us then its just not right.


it's like you are punishing those who really put in the time & like to play that aspect of the game(pvp) to appease new level 50s and casual pvpers.

there will always be a gap between new 50s and old ones. As I'm sure you know, it's called Progression, naturally those who have gear will outmatch/outshine those with only leveling/questing loot.
Fair concerns... but nobody said anything about nerfs for PvP gear just yet.

There are many ways of achieving our intended goal, from stabilizing early gear acquisition through diminishing/removal of the random factor to the introduction of new gear over time... and a dozen other methods in-between.

To spell it out: We currently have no intention to modify the stats on existing PvP gear downwards (which I assume you mean by 'nerf'). Nobody has talked about eliminating the gap between old level 50s and new level 50s either.

-- Georg

 

Public Test Server -> Crafting Profession Changes in patch 1.1.2
Beitrag von GeorgZoeller am 02.02.2012 um 00:49 Uhr

Quote:
Originally Posted by Rephlexie
Please I beg of you add some Artifice schematics for us 50s to play with. Even just 23 rating ones. Give us some purpose in gearing out our guilds a bit.
Yes, among other things.
 

Public Test Server -> Biochem
Beitrag von GeorgZoeller am 02.02.2012 um 00:48 Uhr

These should be fixed on the test server with this patch.
 

Public Test Server -> Crafting Profession Changes in patch 1.1.2
Beitrag von GeorgZoeller am 01.02.2012 um 23:24 Uhr

Quote:
Originally Posted by questcequecest
Remember, Bioware, MMOs have 2 end games. PVE and PVP. Don't forget that.
We have no intention of forcing PvP players to do Operations and vice versa.
 

General Discussion -> BioWare your Dev promised action
Beitrag von GeorgZoeller am 01.02.2012 um 22:15 Uhr

Hi Tinasa,

I would like to clear up a misconception here first:

I promised action, but I did not promise a specific patch for that action. My exact words were 'an upcoming patch'. Not 'the upcoming patch' (1.1.1.) or Patch 1.1.1. I apologize if I confused you, but I picked my words carefully.

As a matter of fact, the modified cooldown UI is live on the test server and ready for your feedback:

http://www.swtor.com/community/showthread.php?t=260938

So, the answer to your question is, barring unforseen circumstances, 'as soon as patch 1.1.2 moves from the test servers to the live servers'. We invite you to get on to the test server and try out the changes for yourself, as well as give us additional feedback if you feel we can do more.

Just to take this opportunity to create some additional clarity:

Contrary to what people may believe, we rarely make hastily-written posts here. In fact, most words you will find in posts like the one you are referring to are chosen very deliberately.

The absence of a specific patch number in a post like this indicates a level of planning uncertainty that prevents a specific statement as to the exact timing of a change from being made. This is usually the case when we know an issue has been identified and addressed internally but still has to pass internal testing.


regards
Georg

 

Public Test Server -> Crafting Profession Changes in patch 1.1.2
Beitrag von GeorgZoeller am 01.02.2012 um 21:31 Uhr

As stated, we are working on making all crafting professions fully endgame viable. We'll talk more about specifics, like Armstech or Synthweaving when we have specifics to announce.

The reason BioChem is called out specifically in this note is because this patch changes how it works and we want players to understand why that is the case.

 

Public Test Server -> Crafting Profession Changes in patch 1.1.2
Beitrag von GeorgZoeller am 01.02.2012 um 20:39 Uhr

Quote:
Originally Posted by Vecte
If this means I can actually wear the gear I desire to wear, AND be optimal, well then you have a game-long subscriber here. There is NO customization available right now. Once you hit 50, each class looks the same. I have sets of orange gear that I have collected, and kept, awaiting the day I would be able to remove the mods from my purple gear, so I don't look like everyone else...
That is exactly what that means, yes.
 

Public Test Server -> Crafting Profession Changes in patch 1.1.2
Beitrag von GeorgZoeller am 01.02.2012 um 20:38 Uhr

Quote:
Originally Posted by Jestunhi
This.

Include pvp gear in the gear with fully unlocked mod slots and let us use the mods in other armour sets.
That is what 'extractable basemods' means.
 

Public Test Server -> Public Test Server Downtime - 2/1
Beitrag von AmberGreen am 01.02.2012 um 18:55 Uhr

The Public Test Server is available. Thank you for helping to test our new content!
 

General Discussion -> Announcing The Old Republic Guild Summit
Beitrag von StephenReid am 01.02.2012 um 18:37 Uhr

Quote:
Originally Posted by Fiachsidhe
How are you not excluding people, if only a tiny sliver of your player base can even apply, and then you have to be selected? You're excluding most of your players before applications even begin!
We're not excluding people because, as we've suggested several times in a number of threads today, we'll be open to feedback and interaction during the summit from everyone - not just those attending. We're not ready to announce further details on how that will work yet, but we will be soon.

Naturally, we can't host a summit and invite the entire population of the game to attend; it's physically not possible. I can understand your feelings that those 'in the room' have a stronger voice than those out of it, but we're taking that into account in our planning.

Quote:
Originally Posted by Bregah
Also, like someone else said, this announcement gives the impression they'll start ASKING what people want in March, and then start coding/implementing it.
There are plenty of guild-centric features already planned and many are in development - for example guild banks, which we've talked about for Game Update 1.2.

We are certainly not holding back on development of these features until the summit happens, although we do hope that during the summit when we talk about future development, we'll get some validation from the community as a whole (and not just those attending) that we're on the right track. (And why are we waiting until the summit? Well, the development team isn't quite ready to talk about many of these features yet, but we've challenged them to ensure they are by the summit.)

Finally, I appreciate the feedback in this thread, but I'd ask you to remain constructive in your comments.

 

Public Test Server -> Patch Notes - 1.1.2
Beitrag von AmberGreen am 01.02.2012 um 18:35 Uhr


Star Wars™: The Old Republic™ - 1.1.2 Patch Notes


Classes and Combat

General
  • Improved response time for ability activation requests in low-framerate situations.
  • Implemented further improvements to ability responsiveness and client-side anticipation of ability executions.
  • The activation bar now appears at the correct time (when the activation of an ability begins) and disappears when activation is complete.
  • If Sprint was active when a player died, it now remains active when the player is revived.
  • Abilities on cooldown are now more easily distinguished from abilities that can be used.

Jedi Knight

Sentinel
  • Pacify: This ability can no longer be used on Operation Boss enemies.

Watchman
  • Plasma Blades: Now increases damage dealt by burn effects by 5% per point.
  • Searing Saber: Now correctly modifies the critical damage dealt by burn effects.
  • Changes to Searing Saber and Plasma Blades result in an overall increase in Damage Per Second.

Sith Warrior

Marauder
  • Obfuscate: This ability can no longer be used on Operation Boss enemies.

Annihilation
  • Hemorrhage: Now increases damage dealt by bleed effects by 5% per point.
  • Bleedout: Now correctly modifies critical damage dealt by bleed effects.
  • Changes to Hemorrhage and Bleedout result in an overall increase in Damage Per Second.

Jedi Consular

General
  • Unity: Now properly provides damage reduction when used.

Shadow
  • All Techniques now cost 100 Force.
  • Force Technique’s Force Breach now also deals damage when applied. Overall damage dealt by this ability has not changed.

Kinetic Combat
  • Technique Mastery: No longer increases the duration of Force Technique’s Breach effect. It now increases the damage dealt by Force Technique.
  • Particle Acceleration: This skill now also triggers from Spinning Strike. It now triggers from damage dealt (rather than ability use) such that each hit of Spinning Strike, Double Strike, and Whirling blow have an individual chance to yield the Particle Acceleration buff. The chance to trigger has been reduced to 30% per hit, and it now properly increases the critical damage dealt by Project when a Force Potency charge is consumed.
  • Harnessed Shadows: Stacks of Harnessed Shadows now last 30 seconds. Using Slow Time now yields a stack of Harnessed Shadows.

Infiltration
  • Circling Shadows: Now requires the purchase of the Shadow Technique skill. Shadow Technique must be active in order to trigger the Circling Shadows buff. This skill now also triggers from Spinning Strike.

Balance (Shared Tree)
  • Force Focus: Now additionally lowers the cooldown of Force Breach while Force Technique is active.
  • Force Strike: Now triggers from activating melee attacks that hit a target affected by Force Technique’s Breach effect. This effect now triggers more easily but cannot trigger as frequently.
  • Force in Balance: Heals the caster for 1% of maximum health for each target struck. This healing effect can no longer crit and no longer consumes Force Potency charges.
  • Psychic Absorption: Now doubles the amount of healing generated by Force in Balance and Focused Insight.

Sith Inquisitor

Assassin
  • All Saber Charges now cost 100 Force.
  • Lightning Charge’s Discharge now also deals damage when applied. Overall damage dealt by this ability has not changed.

Darkness
  • Charge Mastery: No longer increases the duration of Lightning Charge’s Discharge effect. It now increases the damage dealt by Lightning Charge.
  • Energize: This skill now also triggers from Assassinate. It now triggers from damage dealt (rather than ability use) such that each hit of Assassinate, Thrash, and Lacerate have an individual chance to yield the Energize buff. The chance to trigger has been reduced to 30% per hit.
  • Harnessed Darkness: Stacks of Harnessed Darkness now last 30 seconds. Using Wither now yields a stack of Harnessed Darkness.

Deception
  • Induction: Now requires the Surging Charge skill to be purchased and requires that Surging Charge is active in order to trigger the Induction buff. This skill now also triggers from Assassinate.

Madness (Shared Tree)
  • Crackling Charge: Now additionally lowers the cooldown of Discharge while Lightning Charge is active.
  • Raze: Now triggers from activating melee attacks that hit a target affected by Lightning Charge’s Discharge effect. This effect now triggers more easily but cannot trigger as frequently.
  • Death Field: Heals the caster for 1% of maximum health for each target struck. This healing effect can no longer crit and no longer consumes Recklessness charges.
  • Devour: Now doubles the amount of healing generated by Death Field and Parasitism.

Smuggler

Gunslinger

Sharpshooter
  • Diversion: This ability can no longer be used on Operation Boss enemies.

Imperial Agent

Sniper

Marksmanship
  • Diversion: This ability can no longer be used on Operation Boss enemies.

Bounty Hunter

Powertech

Advanced Prototype
  • Hydraulic Overrides: Visual and sound effects are now easier to recognize.

Trooper

General
  • Troopers can now access their ship after leaving and returning to Corellia within 30 minutes.

Vanguard

Tactics
  • Hold the Line: Visual and sound effects are now easier to recognize.


Companion Characters

General
  • Companion Characters no longer occasionally appear unclothed when summoned.

Companions

Doc
  • Crazy Talk (mission): Male characters can now complete the conversation related to this mission.


Crew Skills

Crafting Skills
  • Crafting skills no longer inform the player that no missions are defined for the Crew Skill.

Biochem
  • Energized and Exotech stims and adrenals no longer require Biochem to use.
  • Energized and Exotech stims and adrenals are no longer bound, allowing them to be traded or sold to other players.
  • Rakata reusable stims and adrenals have been reduced in power, providing buffs equal to Energized stims and adrenals.
  • The Exotech Med Unit schematic obtained from the Eternity Vault Operation now functions properly and can be learned.

Gathering Skills
  • Slightly lowered the amount of resources gathered from harvested droids and creatures.


Flashpoints and Operations

General
  • Players are now able to obtain destined loot from chests when Master Looter is enabled and they are not the Master Looter.

Flashpoints

The False Emperor
  • Jindo Krey’s ship no longer occasionally enters a state that prevents it from taking damage.

Kaon Under Siege
  • Infected Mercenaries can no longer permanently stun players.
Operations

Eternity Vault
  • Soa no longer resets if he uses Mind Trap on the main tank.

Karagga’s Palace
  • The chest that is awarded for defeating Karagga on Nightmare Mode no longer appears partially inside a wall and now properly spawns.
  • Foreman Crusher’s Perforating Rend now correctly applies itself to targets caught within the conical attack.
  • Jarg & Sorno: The Carbonizer Probe no longer disappears if all of the players who attacked it died before the Carbonizer Probe was destroyed.
  • Karagga no longer appears above portions of the walls during the fight.


Items

General
  • Rakata weapons are now correctly rating 140 and are fitted with mark 25 modifications. These items were previously less powerful than intended.
  • Battlemaster Bags now contain more Champion Commendations.

Vendors
  • It is no longer possible to purchase items while holding down the Shift, Alt, or Ctrl keys.


Legacy

General
  • The Legacy Experience required to advance to Legacy Levels beyond 20 has been increased.


Missions and NPCs

General
  • Commendation rewards for Hard Mode Flashpoint daily and weekly missions and Operation weekly missions have been increased.

Missions

Imperial
  • General Faraire: Khourlet’s Elite Guards no longer hide behind a door, preventing progression in this mission.
  • Last Stand: Players are now able to complete this mission as long as the Voss Scholars are inside the prison cell.
  • The Big Show: Using Force Cloak, dying, or leaving the phase while on the step “Defeat the Screaming Blade Cultists” can no longer cause the necessary NPCs to disappear and prevent mission progress.

Republic
  • Leave Nothing Behind: The Frozen Biomass Container now remains lootable if the loot window is closed.
  • Most Wanted: A mission item can no longer be rolled on if it is looted while the player is in a group.
  • Need to Impress: Players can now speak to Ambassador Jannik if they have already completed the mission Gormak Country.
  • The Lightspring: The toughness of Vaverone Zare and Nariel Pridence has been decreased. This mission can no longer be failed.
  • The Shadow Fist: Mission progress for players who are on this mission has been reset to the first step. Players can no longer become locked out of the stealth generator room.
Bug Fixes
  • Bonus Series missions on Tatooine can now be abandoned.


PvP

World PvP

Ilum
  • Particle Cannons can no longer be permanently disabled.
  • Players now receive notification when they kill a target that is not worth Valor due to being killed too recently.


Space Combat

General
  • The speed of enemy Ion Cannons has been reduced to improve balance in high-level Space Combat Missions.


UI

General
  • The reverse engineering button no longer occasionally disappears after a crafting skill is initially learned.


Miscellaneous Bug Fixes
  • Loading screens no longer appear in low resolution if the player selects the low-resolution texture option in preferences.
  • Facial animations no longer fail to play correctly in some instances.
  • During brief teleports, the splash screen does not appear incorrectly over loading screens.
  • Players will no longer experience limited audio, black portraits, or the inability to initiation conversations when they reconnect after being disconnected.

 

General Discussion -> Why is my SWTOR launcher exe trying to contact University of New Hampsire?
Beitrag von JovethGonzalez am 01.02.2012 um 18:08 Uhr

Hey everyone,

Due to the odd nature of this issue, one of our developers has asked us to post this on his behalf in order to clarify what is happening:

The network call in question is from a 3rd party library we use as part of our launching system. The call is intended to optimize the performance of a P2P feature of this library which we do not use and do not intend to use. Note that the call is to a public stun protocol server which is, in fact, hosted by the University of New Hampshire. A future update to our launcher will disable this completely.

We hope that answers your question!

 

Public Test Server -> Salvation/Revivification Discrepency (Sage/Sorc AOE Heal)
Beitrag von CameronWinston am 01.02.2012 um 17:50 Uhr

The extra 'large' heal at the beginning of Salvation was always unintended, and was removed as part of this fix. The 'double' tick at the beginning was corrected but still appears visually. This issue will be further corrected in an upcoming patch which should make the ticks read much more clearly and be more evenly spaced out.

The design intent of this ability is 11 ticks of healing over a 10 second period to all applicable taregts within the area (Which is also how Revivification works). Hope this helps clarify!

 

Public Test Server -> Public Test Server Downtime - 2/1
Beitrag von AmberGreen am 01.02.2012 um 17:25 Uhr

Please be advised that the Public Test Server will be unavailable at 5:30PM CST (3:30PM PST/ 6:30PM CST/ 11:30PM GMT/ 12:30AM CET) as we deploy Patch 1.1.2.

We will work to make the server available for testing as soon as possible, so please watch this thread for updates.

Thank you for your patience!

 

Public Test Server -> Crafting Profession Changes in patch 1.1.2
Beitrag von GeorgZoeller am 01.02.2012 um 17:23 Uhr

Hi,

I wanted to drop some notes on the changes made to the BioChem profession in the patch (1.1.2) that just went onto the Public Test Server, how they fit in the big picture and how we are proceeding forward with crafting professions in endgame in general.

First off, we removed the requirement to have the BioChem profession to use Energized and Exotech stims and adrenals. This was done to (a) remove pressure of players to pick up BioChem for optimal combat performance and (b) to open up the sale of BioChem products to a larger audience on the Galactic Trade Network.

Additionally, we've reduced the effectiveness of the BioChem exclusive Rakata Stimpacks to be equal to Energized stimpacks. Their intended benefit is the cost savings they provide over time, not an increase in power. We are also in progress of reviewing the creation costs of many consumables in the game against the economic realities (acquisition cost of purple mission materials on our live servers) and will likely make adjustments to these in the future.

It is our intention to gradually, over multiple patches, reduce the impact of situational consumables on endgame combat resolution and shift the factors which determine the outcome of combat more towards personal skill. As part of this effort, specifically for PvP, we are also working on changes that will reduce the gear related power difference between new characters at level 50 and players in full PvP gear. We feel that at the current time, this difference is too high.

On a more general note about crafting, our changes to make BioChem consumables freely tradeable are just a small first step as part of a larger scale effort to extend our crafting gameplay, for all professions, into the endgame.

Major changes are currently on schedule for the next major content patch, such as extractable basemods (armoring, barrel, etc.) from purple items, critical crafting successes on orange outfits, more bind-on-equip schematic drops for artifice and other professions, increased relevance of augments, better reverse engineering chance, and other improvements. We want to create significant incentive for players to engage in the crafting economy – as provider of goods or supplier - without requiring players to take up a specific profession as a ticket into endgame.

Long term, our plan is to evolve Star Wars: The Old Republic’s game economy to a more player driven model, strengthen and improve the GTN and embrace the game’s extensive appearance customization throughout the game. We have a long list of improvements planned for that but we’re also anxious to hear from you. Feel free to use this thread to give us your feedback on the topic!

Regards
Georg

 

General Discussion -> Maintenance February 2nd, 2012
Beitrag von CourtneyWoods am 01.02.2012 um 17:10 Uhr

Hello,

Since the latest patch (1.1.1), we’ve been seeing reports about players dealing with hitching and freezing issues. As an effort to alleviate these issues for affected players, we will be performing maintenance tonight starting at 2AM CST, but we don’t expect it to go beyond two hours. We apologize for any inconvenience, but we hope that this will resolve these issues for those players affected by them. This is a server-side only update and will not require a download.

Maintenance

Date: Thursday, February 2nd, 2012

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

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

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

 

General Discussion -> Announcing The Old Republic Guild Summit
Beitrag von StephenReid am 01.02.2012 um 17:06 Uhr

Hello everyone, thanks for your comments so far. I wanted to address a few things that have come up.

Quote:
Originally Posted by Loreki
Again, some effort to include European players would be nice. A separate summit session would be ideal - a small number (5 or 10?) funded places for Europeans to travel over would perhaps wind up being a cheaper alternative.
As this is our first time doing a Guild Summit, naturally we have to be cautious in some aspects of this event. Holding it in Austin makes the most sense, as we're based here and will get the biggest developer turnout with the least impact on development schedules; it's also considerably easier for us to organize when it's local to us.

That said, if the event is a success, a future European summit isn't out of the question. For this event, we have already invited a number of EU guild leaders.

Quote:
Originally Posted by Liberate
Great, so the mega guilds will be the only ones to get a say.
That's definitely not the case - in fact, the application doesn't even ask for the size of the guild to be specified. We're aiming to invite a diverse mix of guilds; small and large, PvP, PvE and RP playstyles. We're interested in a whole variety of opinions and hope that those who attend will respect opinions on the game that might be alternative to theirs.

Quote:
Originally Posted by Fett
After all, given this is an online game, isn't everyone's opinion valid and isn't the web the best medium for presenting material like this?
The web is a very good medium for presenting lots of material - but face to face interaction and conversation is always going to yield great results. Let's be frank, the anonymity of the internet can ensure some pretty radical opinions and can sometimes drown out reasonable discussion. We believe we'll get some great in-depth discussions and feedback out of this event.

With that said, we're aware that some might not be able to attend and are looking for alternative ways to participate. We'll have more information on how you'll be able to contribute soon.

Quote:
Originally Posted by ManiacZX
Does the person applying for this have to be the "Guild Leader" in terms of the top position in the structure of the guild or merely part of the Guild Leadership?
Any guild leader is welcome to apply and then can designate another guild member to attend in their place. This of course assumes that the guild leader's application is accepted for the event.

Last thing; there's been a certain amount of concern in this thread that we're 'expecting' or 'forcing' people to attend the summit. To give you some background, when we held our last Fan Site Summit, at which we invited a number of SWTOR fan sites out to Austin, we heard from a lot of other fan sites that they would have been interested in coming if they were able to pay their own way.

When we started planning the Guild Summit, we decided we would invite a select number of guild leaders to Austin at our expense, just like the Fan Site Summit. In addition, we decided to open applications to all guild leaders who were interested in attending at their own expense. So far, judging by the pile of applications we've received today, plenty of people are interested in joining us in Austin and we're looking forward to welcoming everyone.

We're building this event to gather a broad spectrum of opinions, both from those attending in person and those of you in the wider community. We're not excluding anyone, even if they can't make it to Austin.

 

PvP -> Wz win not counting not fixed.
Beitrag von JovethGonzalez am 01.02.2012 um 14:34 Uhr

Hi everyone,

I wanted to let you all know that we have been investigating this issue with the patch note not matching up to in-game behavior since we started seeing these type of threads yesterday.

After some investigation, it appears that there was some miscommunication between teams and this patch note was not intended to be included in this last patch.

This is a high priority issue for us, and it won't be resolved overnight, but we are actively working towards a solution. We apologize for the error with the patch note and we will also work to prevent situations like that from happening again.

The patch note has since been removed and we will keep you updated on the status of a resolution to this issue.

Thank you very much for your patience and for your understanding.

 

General Discussion -> Announcing The Old Republic Guild Summit
Beitrag von DavidBass am 01.02.2012 um 14:26 Uhr

Quote:
Originally Posted by rhirne
OHHH.. you mean the ones where the only questions that are "answered" are those that have been asked and answered 3412139418 times via forums, official posts, videos, etc...
This is actually one of the major reasons I've been pushing to do something like this for a long time. The events you're referring to are public conventions, where you get an audience of people who don't play the game, and aren't aware of the community and the information that's out there already. At those events, we always want to answer any questions, regardless of whether or not they've been answered before. Your audience at a gaming convention tends to be much more "all-around gamer" and less "hardcore SW:TOR fan", and therefore we cater our plans towards that.

In this case, we're specifically inviting guild leaders who are actively playing the game. While we're inviting guilds from all walks of life, the application process is there because we want to be able to raise the level of discourse we hold with the leaders, and so we can have serious, in-depth discussions about the state of the game. This event isn't just a Q&A like we've done previously, this is a two-way conversation between the people making the game and the people playing the game, and I think that makes a huge difference with this event vs. conventions we've visited in the past.

 

General Discussion -> Announcing The Old Republic Guild Summit
Beitrag von DavidBass am 01.02.2012 um 11:54 Uhr

Those of you who are concerned about hotels: We've been working very closely with the DoubleTree to get a great rate for the event, and we've got a block of rooms being held for those who are coming. In addition, we're working with hotels in the immediate area to get a variety of rates for anyone who wishes to come. No one needs to worry about having to wait until the last minute to book hotels, as that's something we've already taken care of. If your guild's application is accepted, we'll be in touch with all the options we've put together in the Austin area.

If you have more questions about the event, I encourage you to email guilds@swtor.com and I'll be happy to provide more information.

 

Allgemeine Diskussionen -> Bekanntmachung des ersten Star Wars™: The Old Republic™ Guild Summit
Beitrag von LarsMalcharek am 01.02.2012 um 10:02 Uhr

Wir sind erfreut euch heute das erste Star Wars™: The Old Republic™ Guild Summit, das in Austin Texas im März stattfinden wird, bekannt zu geben. Während der Dauer einiger Tage werden Gildenleiter (oder Vertreter, wenn der Gildenleiter nicht teilnehmen kann) aus der ganzen Welt zusammen sitzen, um den Stand des Spiels mit den Entwicklern von BioWare Austin zu diskutieren. Gildenleiter werden an Frage und Antwort Runden mit den Entwicklern und Feedback Diskussionen am runden Tisch teilnehmen und bekommen eine Vorschau auf kommende Game-Features.

Lest hier mehr
 

General Discussion -> Announcing The Old Republic Guild Summit
Beitrag von CourtneyWoods am 01.02.2012 um 10:02 Uhr

Today, we are pleased to announce the first ever Star Wars™: The Old Republic™ Guild Summit, being hosted in Austin, TX in March. Over the course of a few days, guild leaders from around the world will gather together to discuss the state of the game with the developers from BioWare Austin. Guild leaders (or a designated officer in the event of a guild leader being unable to attend) will participate in Q&A sessions with developers, roundtable feedback discussions, and will get a preview of some upcoming game features.

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