Showing posts with label beta. Show all posts
Showing posts with label beta. Show all posts
Wednesday, February 27, 2013
SWTOR Public Test Server Character Copy Fix!!
Someone on reddit discovered this. I tried it and it worked for me.
1) Take off all your companion gears. All of them, every single companion, including customizations. Put them in cargo bay or sell them.
2) Log off to character select
3) Log on to your account and do the transfer
http://www.reddit.com/r/swtor/commen...r_copy_to_pts/
Off to do some testing!!!
Tuesday, September 11, 2012
Star Wars™: The Old Republic™ Game Update 1.4 PTS Patch Notes
Last Updated: 9/10/2012
The patch notes published for the Public Test Server are not final and are subject to change. The Public Test Server Patch Notes will be provided in English. The final release notes will be provided in English, French, and German when the content is moved to live servers.
- Terror from Beyond, a new Operation, is now available! Travel to the remote planet of Asation, where the Dread Masters have commandeered an ancient Gree Hypergate in order to unleash untold horrors upon the galaxy. Terror from Beyond features 5 powerful new boss encounters that can be challenged in 8- and 16- player Story or Hard Mode, offering some of the most challenging group content yet!
- A new set of PvE gear is available! Dread Guard gear is now the most powerful PvE equipment in the galaxy. It can be acquired from deep within Terror from Beyond (Hard Mode).
- Significant changes have been made to crowd control to address the amount of control a player can be subject to at once. See the Classes and Combat section for details.
General
- The crowd control gameplay has been adjusted to address the amount of control a player can be subject to at once. The majority of this change comes from reduced ranges on a number of crowd control abilities, as well as some adjustments to area of effect knockback abilities. To complement these changes, some small Resolve system tweaks (found in the PvP section) have been put in place to polish the system as a whole.
- The ground targeting reticule is no longer cleared when a channeled ability completes channeling.
- Players no longer receive the error message "You cannot cast while moving" when moving, stopping, and then immediately using a ground-targeted ability.
- When a player is defeated immediately after applying a damage over time effect to another character, the player is no longer occasionally put back into combat after being revived.
Jedi Knight
General
- Force Sweep's timing has been adjusted; the ability now executes more quickly.
- Force Stasis has a new animation.
Sentinel
- Guarded by the Force now lasts 4 seconds (down from 5 seconds).
- Zen (Shii-Cho Form) has been redesigned. Now, while Shii-Cho Form is active, using Zen consumes 1 charge every .5 seconds, generating 2 Focus for each charge consumed.
- Valorous Call can no longer be activated when you already have 30 stacks of Centering
Focus (Sentinel)
- Zephyrean Slash has been redesigned. It now gives Strike, Zealous Strike, Slash, Blade Storm, and Dispatch a 50% chance per point to reduce the active cooldown of Force Sweep and Zealous Leap by .5 seconds per point.
- Swift Slash now additionally affects Dispatch.
- Saber Strength now additionally affects Dispatch.
- Singularity: Stacks of Singularity now additionally reduce the Focus cost of Force Sweep by 12.5% per point per stack.
- Shii-Cho Mastery's armor penetration has been increased to 15% per point.
Guardian
Focus (Guardian)
- Zephyrean Slash has been redesigned. It now gives Strike, Zealous Strike, Slash, Blade Storm, and Dispatch a 50% chance per point to reduce the active cooldown of Force Sweep and Zealous Leap by .5 seconds per point.
- Swift Slash now additionally affects Dispatch.
- Saber Strength now additionally affects Dispatch.
- Singularity: Stacks of Singularity now additionally reduce the Focus cost of Force Sweep by 12.5% per point per stack.
- Inner Focus now additionally causes Combat Focus to generate 2 Focus per point.
- Shii-Cho Mastery: Armor penetration has been increased to 15% per point.
Sith Warrior
General
- Smash's timing has been adjusted; the ability now executes more quickly.
- Ravage's audio now plays reliably when the ability is used.
Marauder
- Undying Rage now lasts 4 seconds (down from 5 seconds).
- Berserk (Shii-Cho Form) has been redesigned. Now, while Shii-Cho Form is active, using Berserk consumes 1 charge every .5 seconds, generating 2 Rage for each charge consumed.
- Frenzy can no longer be activated when you already have 30 stacks of Fury.
Rage (Marauder)
- Overpower has been redesigned. It now gives Assault, Battering Assault, Vicious Slash, Force Scream, and Vicious Throw a 50% chance per point to reduce the active cooldown of Smash and Obliterate by .5 seconds per point.
- Brutality now additionally affects Vicious Throw.
- Saber Strength now additionally affects Vicious Throw.
- Shockwave: Stacks of Shockwave now additionally reduce the Rage cost of Smash by 12.5% per point per stack.
- Shii-Cho Mastery's armor penetration has been increased to 15% per point.
Juggernaut
Rage (Juggernaut)
- Overpower has been redesigned. It now gives Assault, Sundering Assault, Vicious Slash, Force Scream, and Vicious Throw a 50% chance per point to reduce the active cooldown of Smash and Obliterate by .5 seconds per point.
- Brutality now additionally affects Vicious Throw.
- Saber Strength now additionally affects Vicious Throw.
- Shockwave: Stacks of Shockwave now additionally reduce the Rage cost of Smash by 12.5% per point per stack.
- Empowering Rage now additionally causes Enrage to generate 2 Rage per point.
- Shii-Cho Mastery: Armor penetration has been increased to 15% per point.
Jedi Consular
General
- Force Stun now costs no Force and has a 10-meter range.
- Force Speed now has a 20-second cooldown (down from 30).
- Force Wave now costs no Force and affects targets in a 15-meter cone in front of you. This ability now executes more quickly.
Sage
- Force Mend: This new ability allows you to heal yourself for a moderate amount. It costs no Force, is instant, and has a 30-second cooldown.
Seer
- Valiance now additionally increases the healing of Force Mend by 15% per point.
- Egress has been redesigned. It now causes Force Speed to remove roots and snares and grants immunity to roots and snares for its duration.
Telekinetics
- Mental Alacrity now additionally provides immunity to interrupts for its duration. It has improved visual effects to demonstrate this effect.
- Telekinetic Effusion no longer reduces the cooldown of Force Speed.
- Telekinetic Wave has a new animation.
- Kinetic Collapse: The Incapacitation effect caused by this skill no longer breaks on damage.
Shadow
- Force Cloak now has a 2 minute cooldown.
Kinetic Combat
- Elusiveness has been redesigned. It now requires Double-Bladed Saber Defense and increases the Force recovered by Double-Bladed Saber Defense. Successful shielding, parries, and deflects now reduce the active cooldown of Resilience by .5 second per point. This effect cannot occur more than once every second.
Infiltration
- Infiltration Tactics: When Find Weakness activates, your next Shadow Strike deals 30% more damage and costs 75% less Force. This cannot occur more than once every 15 seconds, but each rank after the first reduces this rate limit by 3 seconds.
- Celerity now additionally reduces the cooldown of Force Speed by 2.5 seconds per point.
- Masked Assault now additionally finishes the cooldown of Blackout when you exit stealth. In addition, Masked Assault causes Shadow's Respite to reduce all damage taken by 25% while active.
- Fade now additionally reduces the damage taken from area effects by 15% per point and reduces the cooldown of Force Cloak by 15 seconds per point (down from 30 seconds per point). Kinetic Field no longer provides this effect.
- Kinetic Field has been redesigned. Critical hits now cause you to build a Kinetic Field, increasing damage reduction by 1% per point per stack. This effect stacks up to 3 times. This skill is now located in tier 5 of the skill tree.
- Situational Awareness is now located in tier 6 of the skill tree.
- Deep Impact is now a 2-point skill with the same overall effect.
- Humbling Strike is a new 1-point skill in tier 6 of the skill tree. It causes the target of your Spinning Kick to be slowed by 70% for 3 seconds when the knockdown effect ends. It requires Subduing Techniques.
- Clairvoyant Strike: Using Project no longer consumes the buff provided by this ability. This change was made to better synergize with Spinning Strike during execute phases.
- Clairvoyant Strike now correctly increases Project's damage with 1 stack.
Sith Inquisitor
General
- Electrocute now costs no Force and has a 10-meter range.
- Force Speed now has a 20-second cooldown (down from 30).
- Overload now costs no Force and affects targets in a 15-meter cone in front of you. This ability now executes more quickly.
Sorcerer
- Unnatural Preservation: This new ability allows you to heal yourself for a moderate amount. It costs no Force, is instant, and has a 30-second cooldown.
Corruption
- Dark Resilience now additionally increases the healing of Unnatural Preservation by 15% per point.
- Fadeout has been redesigned. It now causes Force Speed to remove roots and snares and grants immunity to roots and snares for its duration.
Lightning
- Polarity Shift now additionally provides immunity to interrupts for its duration. It has improved visual effects to demonstrate this effect.
- Lightning Effusion no longer reduces the cooldown of Force Speed.
- Backlash: The blindness effect caused by this skill no longer breaks on damage. The visual explosion effect now plays on the correct target.
Assassin
- Force Cloak now has a 2 minute cooldown.
Darkness
- Lightning Recovery has been redesigned. It now requires Lightning Reflexes and increases the Force recovered by Lightning Reflexes. Successful shielding, parries, and deflects now reduce the active cooldown of Force Shroud by .5 second per point. This effect cannot occur more than once every second.
Deception
- Duplicity: When Exploit Weakness activates, your next Maul deals 30% more damage and costs 75% less Force. This cannot occur more than once every 15 seconds, but each rank after the first reduces this rate limit by 3 seconds.
- Avoidance now additionally reduces the cooldown of Force Speed by 2.5 seconds per point.
- Darkswell now additionally finishes the cooldown of Blackout when you exit stealth. In addition, Darkswell causes Dark Embrace to reduce all damage taken by 25% while active.
- Fade now additionally reduces the damage taken from area effects by 15% per point and reduces the cooldown of Force Cloak by 15 seconds per point (down from 30 seconds per point). Entropic Field no longer provides this effect.
- Entropic Field has been redesigned. Critical hits now cause you to build an Entropic Field, increasing damage reduction by 1% per point per stack. This effect stacks up to 3 times. This skill is now located in tier 5 of the skill tree.
- Resourcefulness is now located in tier 6 of the skill tree.
- Cracking Blasts is now a 2-point skill with the same overall effect.
- Magnetism is a new 1-point skill in tier 6 of the skill tree. It causes the target of your Spike to be slowed by 70% for 3 seconds when the knockdown effect ends. It requires Static Cling.
- Voltaic Slash: Using Shock no longer consumes the buff provided by this ability. This change was made to better synergize with Assassinate during execute phases.
- Static Charges now correctly refers to the damage dealt by your next Surging Charge's Discharge.
- Voltaic Slash now correctly increases Shock's damage with 1 stack.
Smuggler
General
- Defense Screen: This ability's tooltip now mentions that it absorbs damage up to a moderate limit and that it does not break stealth.
- Flash Grenade no longer has an Energy cost.
- An issue that could prevent players from taking cover correctly has been corrected. This issue could cause the error "Unknown Effect Result" to display.
Gunslinger
- Scrambling Field has a new icon.
- Pulse Detonator's timing has been adjusted; it now executes more quickly.
Saboteur
- Hot Pursuit: This ability can now only be triggered once every 20 seconds.
- Incendiary Grenade's appearance no longer incorrectly displays 2 grenades in the air. Some timing issues with the throwing animation have been addressed.
Sharpshooter
- Trickshot is now usable within the 5 seconds immediately following Charged Burst, Aimed Shot, or Quickdraw.
Dirty Fighting (Gunslinger)
- Wounding Shots has a new animation.
Scoundrel
- Disappearing Act now has a 2 minute cooldown.
Scrapper
- Fight or Flight has been redesigned. It finishes the cooldown on Sneak when you exit stealth and allows Sneak to be used out of stealth, increasing movement speed by 50% for 6 seconds. It still removes the penalty to healing done and received caused by Disappearing Act.
- Flee the Scene now additionally reduces the cooldown of Sneak by 7.5 seconds per point. It also now reduces the cooldown of Disappearing Act by 15 seconds per point (down from 30 seconds per point).
Imperial Agent
General
- Flash Bang no longer has an Energy cost.
Sniper
- Ballistic Shield has a new icon.
- Cover Pulse's timing has been adjusted; it now executes more quickly.
Marksmanship
- Followthrough is now usable within the 5 seconds immediately following Snipe, Ambush, or Takedown.
Engineering
- Calculated Pursuit: This ability can now only be triggered once every 20 seconds.
Operative
- Cloaking Screen now has a 2 minute cooldown.
Concealment
- Energy Screen has been redesigned. It is now called "Ghost." It finishes the cooldown on Sneak when you exit stealth and allows Sneak to be used out of stealth, increasing movement speed by 50% for 6 seconds. It still removes the penalty to healing done and received caused by Cloaking Screen.
- Advanced Cloaking now additionally reduces the cooldown of Sneak by 7.5 seconds per point. It also now reduces the cooldown of Cloaking Screen by 15 seconds per point (down from 30 seconds per point).
Trooper
General
- Hold the Line now has more noticeable visual effects.
- Cryo Grenade now has a 10-meter range.
Vanguard
Tactics
- Pulse Generator: Each stack now causes 20% additional damage. This can stack up to 3 times.
- Shock Absorbers now additionally reduces damage taken from area effects by 15% per point. Damage reduction while stunned has been increased to 15% per point.
Assault Specialist (Vanguard)
- Sweltering Heat's snare has been reduced to 30%.
- Incendiary Round's range has been reduced to 10 meters.
- Assault Plastique's range has been reduced to 10 meters.
Commando
- Due to changes in the Commando skill trees, all Commandos have had their skill points refunded.
- Disabling Shot is a new ability that interrupts the target's current action and prevents that ability from being used for the next 4 seconds.
Gunnery
- Concussive Force: Stockstrike now immobilizes the target for 4 seconds instead of knocking it back.
- Cover Fire: This ability's snare has been increased to 70%.
- Charged Barrel: Each stack of Charged Barrel now additionally reduces the activation time of your next Advanced Medical Probe by 20% per stack.
Combat Medic
- Kolto Residue now additionally snares enemies struck by your Kolto Bomb by 50% for 3 seconds.
- Potent Medicine is now a 3-point skill with the same overall effect.
- Frontline Medic is a new 2-point skill. While protected by your own Trauma Probe, firing Hammer Shot at an enemy now triggers your Trauma Probe (this can only happen once every 3 seconds). This does not trigger if your health is full.
Assault Specialist (Commando)
- Sweltering Heat's snare has been reduced to 30%.
Bounty Hunter
General
- Electro Dart now has a 10-meter range.
- Unload has a new animation when used with a single blaster pistol.
Powertech
Advanced Prototype
- Prototype Flame Thrower: Each stack now causes 20% additional damage. This can stack up to 3 times.
- Stabilized Armor now additionally reduces damage taken from area effects by 15% per point. Damage reduction while stunned has been increased to 15% per point.
Pyrotech (Powertech)
- Sweltering Heat's snare has been reduced to 30%.
- Incendiary Missile's range has been reduced to 10 meters.
- Thermal Detonator's range has been reduced to 10 meters.
Mercenary
- Due to changes in the Mercenary skill trees, all Mercenaries have had their skill points refunded.
- Disabling Shot is a new ability that interrupts the target's current action and prevents that ability from being used for the next 4 seconds.
Arsenal
- Afterburners: Rocket Punch now immobilizes the target for 4 seconds instead of knocking it back.
- Pinning Fire: This ability's snare has been increased to 70%.
- Tracer Lock: Each stack of Tracer Lock now additionally reduces the activation time of your next Healing Scan by 20% per stack.
Bodyguard
- Kolto Residue now additionally snares enemies struck by your Kolto Missile by 50% for 3 seconds.
- Warden is now a 3-point skill with the same overall effect.
- Peacekeeper is a new 2-point skill. While protected by your own Kolto Shell, firing Rapid Shots at an enemy now triggers your Kolto Shell (this can only happen once every 3 seconds). This does not trigger if your health is full.
Pyrotech (Mercenary)
- Sweltering Heat's snare has been reduced to 30%.
Companion Characters
General
- Players can now use "match color to chest" for their companions, and can choose to show or hide companion head gear.
- Companions no longer have their weapons drawn on the player's starship.
Companions
Gault
- Memento Marketing: This conversation is now only available on the player's ship.
Lord Scourge
- Legends: Affection gained during this conversation is now properly granted to Lord Scourge (instead of Rusk).
Tallos Drellik
- The conversation for "Failure" now grants affection gains and losses correctly.
Vector
- Agents on the conversation "The Lost Colony" now properly receive affection rewards for the dialogue.
Crew Skills
General
- Several gathering nodes that were previously inaccessible (for instance, some that were underneath terrain) can now be harvested.
Flashpoints and Operations
Flashpoints
General
- While participating in a Flashpoint conversation, using Esc to cancel a conversation and then pressing the "x" button to close the window no longer causes the player to exit the Flashpoint instance.
Operations
General
- [WEEKLY] Deadly Operations now awards 30 Daily Commendations.
- [WEEKLY] Galactic Operations now awards 10 Daily Commendations and 8 Black Hole Commendations.
- [WEEKLY] Galactic Crisis Points now awards 10 Daily Commendations and 8 Black Hole Commendations.
- Explosive Conflict now awards 10 Black Hole Commendations and crafting materials.
Eternity Vault
- Annihilator Droid XRR-3 can now be attacked more reliably with abilities that require standing behind the target.
- Characters no longer occasionally become invisible when moving through the lava tunnels.
- Corrected the location of a misplaced Ancient Power Source during the Soa encounter.
Explosive Conflict
- Ugnaut Engineers' "Firebomb" now correctly displays visual effects on the ground for the full duration of the effect.
- The console that deactivates Colonel Vorgath's minefield is now positioned in a more accessible location.
- Damaging Toth and Zorn too quickly no longer causes their health threshold mechanics to overlap (in all difficulty modes).
- Chests in Explosive Conflict no longer contain Black Hold Commendations. They now have increased amounts of credits and crafting materials.
- Bosses in Hard Mode now drop 5 Black Hole Commendations each.
- A number of changes have been made to Explosive Conflict's Story Mode in order to make it more accessible for pick-up groups:
Toth and Zorn
- Frenzy now increases damage less per stack.
- Toth now waits longer before using area of effect abilities after jumping.
- Fearful now increases damage taken by a lower amount.
- The amount of time before Toth and Zorn enrage when one dies has been increased.
- The enrage timer for the encounter has been increased to 6 minutes 30 seconds.
- Damaging Toth and Zorn too quickly no longer causes their health threshold mechanics to overlap.
Firebrand and Stormcaller
- The activation time of Incinerate Armor, Double Destruction, and Defensive Systems has been increased.
- Incinerate Armor no longer increases damage taken in addition to its armor debuff.
- Shield generators can no longer be damaged by players.
Colonel Vorgath
- Probe Droids no longer use Cleave.
- The enrage timer for the encounter has been increased to 4 minutes 30 seconds.
Warlord Kephess
- The time before Baradium Bombers explode has been increased.
- The damage for the Pulsar Power Droids' rail shot has been decreased.
- Kephess' damage in the final phase has been decreased.
- The damage from the Trandoshan Warrior's reflective shields has been decreased.
- The enrage timer for the encounter has been increased.
Karagga's Palace
- Bonethrasher can now be attacked more reliably with abilities that require standing behind the target.
- Proximity Pulse Mines no longer spawn during the G4-B3 Heavy Fabricator encounter in Story Mode.
Group Finder
- Players participating in a Group Finder group now have the ability to teleport to the Group Finder instance at any point.
- Players who leave an active Group Finder instance can now be returned to the location they were in when they used the "travel now" dialog option to travel to the instance.
- Once players reach a checkpoint or defeat an Operation boss, they may choose to exit at the normal area entrance when leaving.
Items
General
- A majority of offhand items can now be modified. Shields, Generators, and Foci accept Armoring modifications, and Vibroknives and Shotguns accept Barrels. Additionally, they can contain Color Crystal, Mod, and Enhancement slots (though the Color Crystal slot does not currently impact the visuals of the item). Note that there are some exceptions – not all offhands can be modified.
- Bind on pickup and Bind on Legacy items can now be traded for up to 2 hours between players that were eligible to loot the item.
- Items purchased from a vendor can now be sold to any vendor for full purchase price (in commendations) for up to 2 hours. Stackable items and mission items cannot be traded or sold back for full value. The 2 hour time is terminated if a mod is added or removed or an augment slot is added. Bind on Equip items cannot be refunded (in commendations) if they are traded, mailed, put in a guild bank, or listed on the GTN.
- Lockboxes' 2 hour timer terminates when the lockbox is opened.
- The formula that determines extraction costs for modifications has been adjusted. Costs to remove Premium and Artifact quality modifications have been reduced substantially. The cost to remove Prototype modifications has been decreased slightly.
- The Heavy Sonic Disruptor can now be drawn correctly by characters.
Missions and NPCs
General
- Several cinematics throughout the game have been improved. In many cases, animations have been cleaned up and missing or extraneous characters have been addressed.
- Some instances where the player would enter or leave a mission phase unexpectedly have been corrected. This could, in some cases, cause a player to become stuck.
- An issue that could cause a glow effect to be applied to a player’s starship holoterminal several times has been corrected.
World Missions
Alderaan
- Hive Mined: Imperial Mine Inspectors now run away and despawn correctly when freed.
- Paladins: Players can no longer accidentally attack Duke Charle Organa while fighting the Wolf Baron.
- Revenge Served Cold: Line of sight issues with the Thul Cryo Dragoon have been corrected.
- Thwarting House Thul: Looting Deral Thul's Cybernetic Implant now works properly when the player is in a group.
Balmorra
- Big Guns: Mission indicators now direct players to the correct locations.
- Coms Away: The post-mission ambient dialogue from Fixer 66 now properly relates to the player's choices.
- Data Corruption: This mission no longer progresses if the player cancels the action while uploading the virus.
- Flush out the Snipers: Enemies for this mission's objective now have an appropriate name ("Resistance Sharpshooter" instead of "Gold Neerbray Commando").
- Salting the Fields: Each player in a group must now use the Soil Devastators separately.
- Storming the Front: The medical supplies item is now displayed in the mission tracker during the step "Heal the Wounded Republic Defenders."
- Wild Fire: The mission log text now correctly instructs players to return to the Troida Military Workshop Hangar.
Corellia
- The item "Anti-rad Injector" associated with Glow and Counter Eco-Terrorism now properly removes stacks of radiation poisoning from a character over time.
- Asset Liquidation: Usable objective items and enemy NPCs related to this mission now respawn more quickly.
- Coronet Shipping Invasion: More Imperial forces in the Coronet Shipping Docks now count towards completion of this bonus mission.
- Counter Eco-Terrorism: Objective items related to this mission now respawn more quickly.
- Criminal Crackdown: Usable objective items and enemy NPCs related to this mission now respawn more quickly.
- Forced Labor: A Drall Engineer no longer runs through the force field when rescued. Usable objects related to this mission now respawn more quickly.
Hoth
- Imperial Interference: This bonus mission is now the appropriate level (previously, it was lower level than its main mission).
- Razing the Ice Fortress: The step "Speak to Seeker Kabath" now directs the player to the correct location.
Ilum
- Darkness on Ilum: multiple encounters related to this mission can no longer be activated at the same time.
Korriban
- Allegiance: Players can now consistently complete this mission while in a group.
Nar Shaddaa
- Back Alley: This mission now correctly provides a lockbox in its reward choice.
- Recruitment: The Jedi Master now spawns reliably.
- Zero Protocol: The step "Return to Commandor Stron" now has an appropriate map link.
Ord Mantell
- Take Back Drelliad Village: Separatist Defenders and Separatist Heavy Gunners now grant credit towards the objective "Dispatch the Separatist Forces."
Quesh
- The Republic Commando and Medical Officer on Quesh now properly show mission indicators if a player is the appropriate level for Quesh.
Taris
- Bashun's Bodyguards: This bonus mission now activates correctly for Imperial Agents. It is a bonus mission for the mission Cathar Assassination.
Tatooine
- Shields Down: Players now receive kill credit for Shielded Mark V Junk Droids if their companion deals the killing blow.
Voss
- A Selfless Act: Log entries for this mission now reflect the proper mission steps.
- Dark Rites: Dark Mastery: This mission now correctly awards affection points for Companion Characters.
- March of Time: Monument text now remains on screen for a longer period of time.
- Signal Fires: Gormak Tower Guards no longer pre-emptively despawn during this mission.
Class Missions
Jedi Knight
- Vault of the Gormak King: Players can no longer re-enter the Gormak Vault phase once this mission has been completed.
- Weapon of the Jedi: Players who did not properly receive the “Jedi Weapons” Codex entry will find it unlocked.
Sith Warrior
- Ambush: A Republic Strike Droid in Darth Vengean's Flagship no longer becomes invisible.
- An Army of One: Players can no longer destroy Commander Naughlen’s barricade before they reach the mission step to do so.
- Bringing up the Rear: The map note for the task “Defeat the Imperial Rear Guards” now displays correctly.
- Choke Point: The map note related to the mission step “Rendezvous with Lieutenant Dargus” now displays correctly.
- Distress Call: Halidrell Setsyn now has a mission indicator on the appropriate mission step.
- General Durant: The conversation with General Durant is no longer forced upon completion of the mission step "Confront General Durant." Lieutenant Pierce no longer enters combat during this mission.
- Power Play: The fight with Darth Vengean now only resets if Lord Draahg is killed.
Jedi Consular
- Deep Cradle, Dark Heart: The conversation with Sophia Farash now triggers correctly.
- Nightmares: The step "Find Doctor Kerrian" now directs players to the correct location.
- Old Blood: The mission step "Enter Bekvalen Hall" now has an appropriate map note. Hollow Voice now uses the correct language.
Sith Inquisitor
- The Dark Council: The step "Defeat Darth Thanaton" now points the player to the correct location.
Smuggler
- Eco-Terrorists: This mission now correctly provides a Premium Skill Barrel 8 in addition to the reward choice.
- Heist of the Millennium: The Droid head now has the appropriate model, and it is now more obvious that players are removing a piece of it.
- Into the Fire: The conversation with Lokir-Ka no longer auto-triggers again if the player uses Esc to end the conversation.
- The Endless Abyss: This mission now correctly provides a Prototype Artful Mod 14 if you do not keep the blaster.
Imperial Agent
- Imperial Agents who are simultaneously on the "Travel to Nar Shaddaa" step of Kaliyo's mission "What You Do for a Partner" and the "Closing the Deal" class mission can now satisfy both mission steps by traveling to Nar Shaddaa.
- The Assassin's Prize: Players can no longer accidentally leave Denri Ayl's mission area.
- The Sky Burns: Players no longer see this mission progress until the beacons are fully planted.
Trooper
- Public Relations: Sergeant Jaxo can no longer die during one of the steps requiring the player to speak with her. Re-opening the door after closing it during the bomb sequence can no longer cause this mission to become blocked. Players can no longer infiltrate Port Raga until they have spoken to Jaxo.
- Welcome Party: Colonel Gaff's conversation no longer begins automatically when the player approaches.
Bounty Hunter
- Electrocution: Jicoln's electric floor now properly stuns players, and its debuff has an appropriate icon.
- Honor or Glory: The conversation with Toran is no longer forced if the player uses Esc to cancel the conversation.
- Meeting the Admiral: The last step of this mission no longer directs you back to Hangar Bay 59 if you helped the Admiral.
- The Alderaan Target: All companion affection changes during this mission are now properly applied at the end of the mission.
NPCs
- The Nightmare Pilgrim can now be respawned every 30 minutes (down from 2 hours).
- Intelligence Officer Breerdin no longer treats all alien characters as Chiss.
- Corsec Blaster Droids on Corellia are no longer invisible.
- Members of the Black Sun and Coruscant Security now engage in combat appropriately in several areas on Coruscant.
- Several common NPC Boss encounters have had their loot adjusted to be more in line with their rarity.
- Conquest Droids on Balmorra no longer attack other Imperial NPCs that enter their range.
PvP
General
- Level 50 daily Warzone missions (No Quarter and March Them Down) now only require 4 Warzone completions (down from 6). Winning a Warzone still counts as an extra completion.
- The Resolve system has been adjusted in the following ways:
- When a player becomes immune to control due to Resolve, his Resolve meter will not start decaying until after all the current controlling effects expire (instead of decaying immediately after the immunity begins).
- Players under the effects of a control ability now build less Resolve for other control abilities that target them. The exact amount of Resolve the player builds is based on the time remaining on the ability currently controlling the player and the relative strength of that ability's effect. If two stuns of similar strength (such as Electrocute and Debilitate) target a single player at the same time, the second ability would generate very little Resolve. However, if the two effects were applied so that the duration of their effects overlapped very little, each effect would grant its full (or nearly full) Resolve to the target.
- A new Codex entry can be found in the Game Rules section to help players who are unfamiliar with the details of the Resolve system.
- New Recruit MK-2 gear is now available. This gear replaces the Recruit set, which is no longer available.
- Unranked Warzones now backfill empty player slots more frequently.
Warzones
General
- Leaving a Warzone queue from the queue window now properly closes the "join Warzone" dialog.
Huttball
- Frogdogs now hear voiceover when they score their second point.
- The maximum time limit in Huttball has been reduced from 15 minutes to 13 minutes.
Novare Coast
- The fire rate for each of the turrets has been increased from 8 seconds to 9 seconds.
- Players are no longer required to press Spacebar to exit the loading screen before this Warzone.
Voidstar
- In the event that neither team breaches the first set of doors, the winner of the match is now the team that scored the most kills.
- Items that grant repeated upgrades of the same type are now correctly accounted for.
- Power Conversion Module abilities now appear in the correct quickslot during Space Combat Missions for Imperial Agents.
General
- The title row in panels such as the Guild Roster and who list no longer occasionally disappear.
- The "inspect" window now closes when the inspected character is too far away.
- The "promote" and "demote" buttons are now more visible in the guild UI.
- Players can now set their moods, altering your character's facial expression. You can find these moods in the emote browser near the chat window.
- Activating multiple UI panels in very rapid succession no longer causes the game to become unresponsive.
- Players can now use shift+right click to equip an item directly on their active companion.
Chat
- PvP messages (such as becoming flagged) can now be toggled off in chat tabs.
- The description of the chat preference "Group Awareness Ping" now more accurately describes its effect. The tooltip now reads: "Plays an audible tone when your name is said in a Group chat channel. If you have heard an audible tone in the last 30 seconds, you won't hear one."
Maps
- The accuracy of the Promenade map on Nar Shaddaa has been improved.
- The map for the Dark Temple Approach on Dromund Kaas now better reflects the world.
- Several areas where the map would incorrectly transition to a new map have been corrected.
- Jedi Consulars arriving on Balmorra are no longer facing their ship door upon entering the spaceport.
- The Dromund Kaas Nexus Cantina rest zone has been slightly adjusted.
- The Fernell Research Facility on Balmorra now displays the correct name.
- Trees and large moving objects now cast animated shadows in the game world. Shadows are smoother, and players will notice improved self-shadowing. Additionally, the shadow system has been optimized to increase performance. Players utilizing AMD Crossfire or Nvidia SLI options will see a boost in performance. To see these changes, the shader settings and shadow settings must be set to "high."
- Several minor art issues, like floating objects, seams in the terrain, and issues with disappearing geometry have been corrected.
- Many places in the world where players could get stuck have been fixed.
- Several typographical errors have been corrected.
- An issue that could cause display problems after changing a video card out has been addressed.
- Players performing certain emotes while riding the Jawa Balloon on Tatooine are no longer teleported back to the balloon's start position.
Wednesday, June 27, 2012
The Secret World Preview: Will players jump ship from other MMOs?
Until a few weeks ago I hadn't even heard of Funcom's upcoming MMO, The Secret World. I have been too wrapped up with what has been happeing in Star Wars The Old Republic and Diablo 3. Maybe I had blinkers on, or maybe I had just missed the original hype when this game was announced.
When I first saw the trailors I was intrigued. Here is an MMO that offers a variation to the leveling grind that most other MMOs force you into. Not only that, the setting is the very world we live in. You can be you, with super powers. That was enough to make me want to play this game.
I'm not the type of gamer who creates characters they want to look at as they play (like guys creating sexy, skimpily clad Night Elfs). All my characters over the years have been avatars of myself, although in most cases, a little bit more buff! Here I am in The Secret World.
The Secret World gives you the choice of three different factions (Dragon, Illuminati and Templars) but all factions give you the same character creation options. So apart from the background setting of the character creation screen, the faction doesn't make any difference to the type of character you can create and how they look.
Friday, December 16, 2011
Giving a grace period for STAR WARS: The Old Republic
This will save me! Thank you BioWare!
While we've worked closely with our retailers in the launch territories to ensure copies of Star Wars: The Old Republic are available from our launch date of December 20th, we understand that for those of you who’ve pre-ordered, there may be a concern about getting your copy on time. We’ve heard you want a 'grace period' where you can continue to play without having to enter a final product registration code (AKA 'game code').
We've been listening, and after doing another deep review of our platform infrastructure, we're taking action. Today, we're announcing a two day grace period for Star Wars: The Old Republic customers.
This means that everyone who pre-ordered and is in the Early Game Access program has forty-eight hours from launch in which to enter their product registration code, which will be found inside the physical Standard and Collector's Editions of the game; for digital editions of the game from Origin.com, the registration code will have been emailed to you after December 16th and will arrive before December 19th at 11:59PM EST. After December 22nd 12:01AM EST, you will be required to have a valid payment method and a product registration code registered to your account to continue to play. We strongly recommend that you register your product code as soon as you are able to do so (rather than waiting until the last minute) to ensure a seamless entry into the game, a smooth experience on the account website and to collect any special gifts and items you may be entitled to based on the version of the game you purchased.
We understand that for some, your copy of the game may still arrive on or after December 22nd. Unfortunately, we cannot extend the grace period any further. We suggest you contact your retailer to discuss shipping options, if this is a concern.
You may be wondering if your 30 days of game time (included with your purchase of the game) will be affected by the grace period. The answer is no. If you redeem your product registration code during the grace period, and add a valid payment method to your account, you will begin your billing cycle from then, and you will be entitled to 30 days of game time. If you redeem your product registration code before December 20th, your billing cycle will begin on December 20th at 12:01AM EST (the official launch date and time of the game).
We know this has been an issue for some of you, and we apologize for the concerns. We're looking forward to welcoming all of you to the official launch of Star Wars: The Old Republic!
Thanks,
Ray and Greg
Thursday, December 8, 2011
Early SWTOR Game Access Now December 13th
Big news from the Devs. Some of us (people who pre-ordered SWTOR) will be getting into the game on the 13th of December instead of the previously planned date of 15th of December. I think my heart just started beating a bit faster with excitement! It's like Christmas is early!!
The rub is that it's a case of first in best dressed - those that re-ordered first will get access first. Here's the official announcement ...
To ensure that players can get into the game as quickly as possible when their Early Game Access begins, we are now allowing everyone who has redeemed a Pre-Order Code at our Code Redemption Center to pre-load the game to their computer.
In order to download the game client before Early Game Access begins, you need have already logged into your account and redeemed your Pre-Order Code. Once you have done this, you can download the game client by clicking on “My Account” in the upper-right of the window and then click “Pre-Order.” On your Pre-Order page, click the large button that says “Download Game Client” to begin download of the game!
Saturday, December 3, 2011
Big Profit Expectations for The Old Republic
As December has gotten underway, we’ve already been lucky enough to enjoy a few beta testing sessions ahead of The Old Republic’s highly anticipated release on the 20th. With a number of positive reviews in thus far, there has still been a bit of objectivity levied from a few, including Activision’s president Bobby Kotick, who is said to believe that Electronic Arts won’t benefit much from the holiday release. This assessment has little basis on the game play and selling numbers that are expected, but it’s still a bit misguided.
Just this past week, Eurogamer was lucky enough to speak with a few major industry analysts who see strong profits on the horizon for both LucasArts and Electronic Arts. One of the analysts spoke of an expected $300 million in revenue generation, which would result in an excellent take home for both Star Wars the Old Republic developers.
Because Electronic Arts will be taking home about 30 percent of the total revenue for The Old Republic, they would stand to take in nearly $80 million if numbers came anywhere close to what some analysts are predicting, which would surely be a very good achievement. Subscriber totals are expected to be the driving force behind the possible revenue for both developers.
Subscriber estimates are ranging anywhere from 1.5 to 3 million expected in the early months of 2012. If The Old Republic can garner in subscribers anywhere near 3 million in total, the end revenue could possibly reach the height of $500 million, which would be outstanding for both LucasArts and Electronic Arts.
Early doubt, especially that from Bobby Kotick has been totally based off the revenue and license share levels between Electronic Arts and LucasArts. Game play and the early reviews have been positive for the most part, especially after strong responses to the game play and storyline following the initial beta testing sessions, which saw over one million hours logged by hundreds of thousands of gamers.
With the strong initial reviews in hand, expectations have grown with the fact that the game will be released during the core of the holiday gift buying season. Many families are choosing to take advantage of this timing by pre ordering the game, instead of waiting to purchase it after the wide release on December 20.
There is only a minor risk of failure expected for The Old Republic, especially after the beta testing sessions throughout the month of November. Developers have set goals for The Old Republic to compete in long term users and sales with other MMO mainstays like World of Warcraft. Even though this level of success still remains questionable, the game looks to have a strong combination of inviting factors. If it is able to appeal to both casual gamers and the dedicated Star Wars fans, expect the franchise to assert itself as an MMO powerhouse in 2012 and beyond.
By : Justin Taylor
8 Year Star Wars Galaxies Veteran Gets His Feet Wet in SWTOR (Finally)
In June of 2003 I began playing Star Wars Galaxies. Having been fascinated by the Star Wars Universe since I was a child, and being a very avid console game player, I had played just about every Star Wars console game title released to that point. PC games were still quite new to me however, as most of my gaming had been done on the Sega Genesis, Nintendo, Super Nintendo, and Sony Playstation. The thought of playing an online game where I would interact with others was very new and exciting to me.
At the recommendation of a friend, I decided to give Star Wars Galaxies a try. Being a console gamer, I had no idea Star Wars Galaxies was even in development, let alone set to be released soon. I had played games like StarCraft and Star Wars Galactic Battlegrounds, but this was my very first experience in the MMORPG world, and the first game that actually had a monthly subscription attached. It was Star Wars, I simply had to be there I told myself. To my delight, I was completely amazed with the game itself and seeing hundreds of other players in just one area, moving about like ants, doing their missions, forming massive battles. I was very impressed. I spent countless hours and endured alot of sleepless nights attempting to unlock my Jedi character slot, which I finally accomplished on Mother's Day of 2004.
Throughout it's very checkered history due to unwanted changes in the combat system, a massive player exodus when World of Warcraft was released, the shutdown of SOE services for nearly two weeks due to intrusion by hackers back in April of 2011, and countless game updates attempting to restore the game to it's former glory, I had maintained 5 accounts until the very end. September 15th, 2011 was the last day subscriptions to the game were accepted.
I cannot even begin to list all the people I met during that time from all over the globe. I even learned that one of my cousins in Australia had been playing it for years as well. The game was simply amazing. I had put much time and effort into my characters I had created, which equaled thirteen in total in the end.
June 24th, 2011 will be forever remembered as one of the most depressing and disappointing days of my life. Sony Online Entertainment released a statement that all Star Wars Galaxies services would be closing down on December 15th, 2011. I was simply heartbroken. My characters had become an extension of myself. I knew of Star Wars the Old Republic long before the shutdown was announced, but I simply did not want to abandon the work I had done in Star Wars Galaxies, even though the writing appeared to be on the wall already when SOE has laid off their entire Denver Colorado office staff on March 31st, 2011.
I resisted. I became one of the very vocal players who voiced their unhappiness with the decision to shut down SWG. I posted on the SWG forums, Lucasarts forums, SOE's Facebook pages, and even helped circulate a petition that was created by another player in an attempt to alter this decision to shut down the game. We had reached close to 5,000 signatures, but it became apparent that our efforts were falling upon deaf ears. I became angry and frustrated, and even voiced my displeasure towards Star Wars the Old Republic, blaming it as the main cause for the game I loved being taken away. My friends and guildies stopped logging into SWG, perhaps sharing my frustrations, and the game lost alot of what had made it so special to me.
In July of 2011, Pre-Orders were started for SWTOR. I had come to the realization that the best way to continue on was to take my legacy and guild to another game. I pre-ordered the collector's edition for SWTOR. I came to terms with reality and accepted the fact that SWG would not be around forever.
While waiting as patiently as I could, in August 2011 the same friend who had introduced me to SWG asked me to try World of Tanks with him, a free to play battlefield type game with World War II tanks. It helped pass the time perfectly, and I still am playing it to this day. It is a very quick and action packed game which reminded me of some of the console games I had played in earlier years. My best description of it was "Twisted Metal with WWII tanks". My guildies and friends started playing it as well. There was video game life after SWG I realized.
After months of checking through my email, and very jealously listening to a guildie who was in the permanent beta describe the game, I finally recieved an invite to the beta test Star Wars the Old Republic last weekend, which began on November 25th, 2011.
I was not disappointed. I was completely overwhelmed by the amount of things to do in the game. It really did make Star Wars Galaxies seem very small and redundant. People had said the graphics were "cartoon-like" and "outdated" which I fully disagreed with. I heard that the questing became tiresome, which I did not find to be the case either. I was also concerned how the game would run on my PC, being that it was a little bit older. Smooth as silk I found when I logged in the first time.
By Friday evening I was completely hooked on the game and very engrossed into my character's storyline. Each day I played I kept learning new things about the game and progressed to level 22. I tried the other classes for a short time to get a small feel for them but simply could not stop wanting to play my Jedi Knight. No need for 5 account subscriptions, as the game allows a total of 8 characters to be made on any given server. This alone made the game seem so much more rich to me with content.
I am now a firm believer that everything in life happens for a reason. Star Wars Galaxies was on the decline for years. My guild which used to consist of hundreds of members who would log in on a regular basis, became just a shell of it's former self, with under 20 people logging in regularly. I was losing touch with them all and the game had lost it's appeal to alot of people.
Star Wars the Old Republic will be around for quite some time, and I suggest that any Star Wars fan completely embrace it for what it is. The music, while not composed by John Williams, follows in the same tradition of the movies. It has that very epic Star Wars tone to it and I am very happy that I will be getting a copy of the soundtrack as well with the Collector's Edition.
The combat is much more complex than I had ever thought, almost to the point of being on par to some of the console fighting games I had played like Namco's Tekken series. There are counters, combos, and enough of a challenge to make me keep wanting to come back for more.
The character story kept making me want to see what happens next, with enough side quests to keep my progression on par to handle alot of the content on my own, while I was overwhelmed at the amount of Group Missions and Heroic Encounters that I would need to call upon my guildies to complete. None of which seemed necessary to pass a certain point and I never got stuck to the point where I could not progress. There is so much to do that I could not possibly squeeze it all into one weekend, or see everything it has to offer.
The space combat was very action packed and fast. It did remind me of StarFox for the Nintendo 64, like many people have said, which I always had loved. After a few upgrades to your spaceship it should be alot of fun and enough of a challenge to make you want to come back for more.
Another thing I noted that was unlike SWG was that there was nothing your character did to leave a lasting impression on the server. There is no player housing to be tied down to, or player cities. While I did not like this idea at first, I come to realize now that when the game launches there may be close to 50 servers running for the game. Who knows what might happen say maybe five years from now. It should be a very painless transition should they have to merge servers, close servers, or introduce character transfer. Many of my frustrations in SWG were rooted in real estate squabbles, not finding enough room for my structures, or simply getting there too late to take advantage of resource spawns or prime spots for housing. Not to mention also that some of the less populated servers became ghost towns, before SOE finally allowed free character transfer to a more populated server of our choice. This service was previously charged at a whopping $50 or more per character, depending on whether you wanted to take your items with you or not.
Every game ultimately is defined by how well the Player vs. Player aspect is done, and how much content there is after reaching maximum level. While I myself did not try any of the Player vs. Player Warzones, the jubilence of my guildies who did participate in them over our Teamspeak server assured me that this game has gotten it right in pretty much every aspect.
I very much look forward to the game's launch and sharing my experiences with you all. It's going to be a very fun ride. Star Wars Galaxies was indeed a very good game for years and years past, but I feel we are in good hands with BioWare and Star Wars the Old Republic.
May the Force be With You!
Stephen Cefai
Goji-Phen
Guild Leader of Eternal Empire
Friday, December 2, 2011
SWTOR Beta Screenshot of the day: Hello, can I eat you?
So, I finally made it to level 50 and found my new favorite creature in the game. You have to agree, this guy is uber-cute. Too bad he was looking at me in my stealth mode, trying to work out how he could eat me. This guy wanders the frozen wastelands of the planet Ilum. You'll get to know him and his buddies really well, as it's where you'll end up doing a lot of your dailies.
SWTOR Advanced Class Re-specs in the Future?
Let me start off by saying that I totally disagree with the proposed option of being able to re-spec a character with an Advanced Class already established. The reason is that what a lot of people don't realise is that your Advanced Class IS your class if you compare it to a game like WoW. Using WoW as an example, should a Rogue be able to re-spec to a Hunter? No! Within your Advanced Class you have the ability to have three very individual builds, just like a Rogue in WoW. I think that people are upset because they haven't got past the way it has been named in SWTOR.
The class system in SWTOR allows you to get the feel for your character and the game before making your final decision on your actual class. You play until level 10 with a generic set of skills and the flexibility to try different things. Then you decide on your Advanced Class. In WoW by comparison, you start as a Hunter and you have three trees and you choose to put your points in one of those skill trees. In SWTOR you don't get skill points until you reach level ten. You then choose your Advance Class and are at that point given three trees to put skill points in. These three trees provide you with three very different playing styles which you can re-spec in the current build. The way the system is that the moment just prevents one character from being able to do every job in the game. Most Advanced Classes give players the option for two different play styles: Healer/DPS or Tank/DPS. The other Advanced Classes optimise damage output but give you choices of play styles, as in burst DPS or sustained DPS over long periods of time. If one Advanced Class is able to be a Healer, Tank or DPS it could potentially imbalance the game, with players being forced into roles they don't want to play.
A perfect example is the game Global Agenda. Most people in the guild I was in had one of each class as it doesn't take very long to level. Even though I hate the role of healing, every time I logged in on a Raid night I was left with one choice: heal or don't Raid. I have seen this happen in WoW with Palladins and Druids too. I've even had friends quit the game because they have hated healing or tanking but were forced to do it.
I plead with BioWare to truly think this through before considering it in the future. I do beklieve though that once more players have got to level 50, like I have, they'll understand why the need to re-spec an Advanced Class is not necessary or a good option for the game.
Gold post from SWTOR.com forums:
Folks, please don't overreact about the possibility of something happening in the future. Advanced Class switching (or re-speccing, take your pick) was, at one point, potentially going to go into the game. Right now, it's not in the game. It could potentially be added after launch. Like, frankly, anything else. To quote Georg "we reserve the right to change our minds based on feedback and testing". This thread is feedback. It'll be taken into account by the developers, along with the usual metrics we look at. I'll say this much - any sort of Advanced Class changing is not under discussion for launch, or even right after launch. Absolutely anything in the game is potentially open to change in the future. That's part of what an MMO is about. Your feedback on those changes is absolutely welcome, but just because we say that yes, something may potentially happen in the future... that doesn't make it a certainty.
Wednesday, November 30, 2011
SWTOR Beta Screenshot of the day: Amazing Horizons
One thing an Alien galaxy has that never ceases to impress me, is the variety of horizons. Everything from multiple moons, large planets and asteroids can be found rising or setting on the horizon line. It certainly sets the scene for the game. This particular show was taken on Voss, a level 40-45 planet.
When Will SWTOR Bata Be Back Online?
It looks like I get no space combat with my coffee this morning :(
I got up at 6 am thinking, yeah servers will be up, but when I opened SWTOR this is what I found! This week? THIS WEEK? WHAT!! NOOOOOOOOOOOooooooooooooooooooooooooooooooo......
It looks like they might be getting the servers ready for guild deployment on the 2nd of December! I don't know if we will be playing on the to-be Live servers or not but it would make sense with only 2 weeks to go, well 16 days.
Tuesday, November 29, 2011
SWTOR Beta Screenshot of the day: Fighting Through Voss
If you thought Luke was brave, taking on a Rancor, wait until you come up against an enraged Vorantikus! These creatures look amazing and are hard to defeat. I couldn't get enough screenshots of these guys. It was thrill to find new ways to tackle them. The modelling department at BioWare went above and beyond the call of duty with the design of this foe.
Monday, November 28, 2011
SWTOR Video Tour of the Planet Belsavis
I had really no idea what to expect when I first went to Belsavis. When i discovered it was a prison planet, I wasn't expecting a lot, buy boy was I wrong! This planet is one of the prettiest and largest gaming areas I've found. I spent a lot of time exploring this planet, and I still didn't find all of the teleport areas. I believe I got most of the quest lines done, which I must say was also very well done for my class. The variety of mobs and quest styles on this planet is something to look forward to.
Here's a video tour, and some screenshots to wet your whistle below it.
All screenshots are 1920 x 1080.
Here's a video tour, and some screenshots to wet your whistle below it.
All screenshots are 1920 x 1080.
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