• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Star Wars: The Old Republic |OT| EA: "Let's blow this thing and go home!"

hamchan

Member
I love GB, but they've had it out for this game from the beginning.

It's extremely weird how negative they've been. It's written by Jeff, so that negativity is expected, but he sure is finding any reason he can to hate the game. He put in 100 hours into the game in like a week too.
 
I was playing on Death Wind Corridor (republic) and when (evil) patch 1.1 hit it destroyed my guild. A guild which was filled with life and active players, we were preparing to raid that upcoming week, was devastated. It went from ~64 players to ~10 post 1.1 ... thus, I quit as well because I had no one to play with, and I was also furious that Bioware didn't roll back the valor gain which occured after 1.1

Anyway, how is the gaf-empire guild going? It's on a PVE server, right? I'm currently looking for a guild on a high population PVP server on the Imperial faction. I'd love to play with Gaf, but iirc imp-gaf is on PVE.

So, any guilds looking for what you could call a 'hardcore' player? : )
 

Anbokr

Bull on a Donut
GAF empire usually has 15-30 people on at all times with most of them being 50s. We've already gotten several hard mode bosses and just started 16 man ops this week. Also, lots of people make premade pvp groups all the time; very active guild--surprising from GAF.
 

Jbird34

Member
GAF empire usually has 15-30 people on at all times with most of them being 50s. We've already gotten several hard mode bosses and just started 16 man ops this week. Also, lots of people make premade pvp groups all the time; very active guild--surprising from GAF.

Both GAF guild seem to be holding strong, it's good to see that for a change!
 

Emitan

Member
It's extremely weird how negative they've been. It's written by Jeff, so that negativity is expected, but he sure is finding any reason he can to hate the game. He put in 100 hours into the game in like a week too.

To put that in perspective. He's played the game more than me and I love it and he hates it. What the fuck
 
GAF empire usually has 15-30 people on at all times with most of them being 50s. We've already gotten several hard mode bosses and just started 16 man ops this week. Also, lots of people make premade pvp groups all the time; very active guild--surprising from GAF.


Wow, I've never heard of GAF guilds surviving for so long.


None of the SWTOR-GAF guilds are on PVP servers tho, right? : (
 

CzarTim

Member
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.

http://www.swtor.com/community/showthread.php?p=2410519#edit2410519

lol
 

markatisu

Member
Please do, save me struggling with my 3G connection on my phone for the next 20 minutes.

Here you go

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.
 
I love GB, but they've had it out for this game from the beginning.
Yep, every time they talked about the game at E3 or random events they just said "It's an MMO." and talked about something else. Jeff has already stated he's more excited for Guild Wars 2. Hell, that's what he built a new PC for along with making music.
 
Yep, every time they talked about the game at E3 or random events they just said "It's an MMO." and talked about something else. Jeff has already stated he's more excited for Guild Wars 2. Hell, that's what he built a new PC for along with making music.

idk. Jeff seems to like it enough to devote a few weeks into it. And everything he said about it were valid points (good story, mmo ass mmo, shit is too spread apart, killing fools as a sith is great, etc). This article might just be the first 'negative' thing they got going.
 

Enosh

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

It is no longer possible to purchase items while holding down the Shift, Alt, or Ctrl keys.
yay!
If Sprint was active when a player died, it now remains active when the player is revived.
so it's pretty much a passive ability now :D
Biochem's only saving grace is selling columi implants now. Fuck.
I don't have to buy a healthpack/stim/adrenal ever again once I make the purple one
I am fine with that
 

hamchan

Member
Thank god for that sprint change. Turning it on every time I revived pissed me off so much, even though it was only a button press.

Also has anyone else just stopped leveling their professions? I just can't be bothered with it and none of are money makers. I only do diplomacy to increase companion affection.
 

Wallach

Member
yay!

so it's pretty much a passive ability now :D

I don't have to buy a healthpack/stim/adrenal ever again once I make the purple one
I am fine with that

They're worse than Exotech consumables now, though.

Edit - Can you RE Exotech ones for reusables? For some reason I thought you couldn't.
 

Tess3ract

Banned
yay!
so it's pretty much a passive ability now :D
I don't have to buy a healthpack/stim/adrenal ever again once I make the purple one
I am fine with that
In a game where credits are worthless, I can buy stims/medpacks by the bushel even accounting for them being overpriced.
 

Enosh

Member
They're worse than Exotech consumables now, though.
I don't even know what those are, don't remember seeing them on the trainer, they a drop schematic?
besides, I am not that much of a min maxer and the one from the trainer seem decent enough, would make some rakata ones if I ever win the god damn roll -.-
 

Tess3ract

Banned
I didn't even see the gathering nerf, wtf.

Biochem drops from mobs are low enough as it is...

Oh I re'd a mob, 2 muta paste...another one, 3 red goo

This just forces you to spend more credits actually, but on the downside it also makes the game more frustrating.
 

StudioTan

Hold on, friend! I'd love to share with you some swell news about the Windows 8 Metro UI! Wait, where are you going?
-If Sprint was active when a player died, it now remains active when the player is revived.


!!!!!!!!!!

That's the first one I noticed as well LOL. Great change.
 

bjb

Banned
I was playing on Death Wind Corridor (republic) and when (evil) patch 1.1 hit it destroyed my guild. A guild which was filled with life and active players, we were preparing to raid that upcoming week, was devastated. It went from ~64 players to ~10 post 1.1 ... thus, I quit as well because I had no one to play with, and I was also furious that Bioware didn't roll back the valor gain which occured after 1.1

Anyway, how is the gaf-empire guild going? It's on a PVE server, right? I'm currently looking for a guild on a high population PVP server on the Imperial faction. I'd love to play with Gaf, but iirc imp-gaf is on PVE.

So, any guilds looking for what you could call a 'hardcore' player? : )

I play Imperial on Sword of Ajunta Pall. Our guild's always looking for solid players:

http://eminent.enjin.com/

Servers nice, economy is good, and the republic side is definitely been holding its own in Ilum lately.
 

Alex

Member
There's plenty to dislike about the game, it's not exactly a creative piece of kit if you aren't already into this type of gameplay and personally I didn't think much of it either until I got to try out the beta at my own leisure.

On the other hand, I think Giant Bomb is horrible and don't touch it besides quick looks on mute once in a blue moon so I didn't actually see anything that was said. :p

Fucking sucks about Biochem. Seems like they're heading down the path of WoW where all crafting is going to wind up useless instead of just bringing up the mediocre ones.
 

Realyn

Member
How often does the frakking hat from karaggas palace drop ?

I am on a pretty large german server with 150 reps and 250 imps on fleet at prime time and I'm feeling like I'm the only one having it lol. Every BG is like "oh, the bell comes"
 

StudioTan

Hold on, friend! I'd love to share with you some swell news about the Windows 8 Metro UI! Wait, where are you going?
Fucking sucks about Biochem. Seems like they're heading down the path of WoW where all crafting is going to wind up useless instead of just bringing up the mediocre ones.

If you read the developer post that was linked a few posts up it seems like they want to do the exact opposite.

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!

I'm very excited for this because crafting is one of the end game things I enjoy doing a lot. So the more they can make doing crafting worthwhile the better. I think the whole system they have for orange gear is great, they just need to tweak it a bit. One thing I would love to see is the social clothing scaling to your maximum wearable armour instead of it all being light.
 
Well buffs for both the Maurader and Sentinel, surprise no one happy about those.

Hallelujah for that sprint change. Always hated forgetting to turn it on after I died in Warzones.

I hope it stays on after deaths in warzones. It sorta is passive now but there are certain mobs who do basically turn off your sprint when you fight them and have to reapply the ability. Though they are rare.
 
Fucking sucks about Biochem. Seems like they're heading down the path of WoW where all crafting is going to wind up useless instead of just bringing up the mediocre ones.

There's a lot of situations where I think buffing the competition is a better solution than nerfing something, but this is not one of them.

Think about the implications of buffing EVERYTHING else to be on par with the utility gained from current BioTech.

It would mean basically all gear crafted from other crafts would need to improve considerably in stats. This would create an imbalance with crafted gear versus raid level gear and even perhaps in some cases PvP gear. To balance that out they would then have to make a sweeping change to buff all of that stuff as well because raid gear should be better than crafted gear. But at that point the raid encounters start becoming too easy.

I think the change to BioChem is a great start personally.
 
I'm very excited for this because crafting is one of the end game things I enjoy doing a lot. So the more they can make doing crafting worthwhile the better. I think the whole system they have for orange gear is great, they just need to tweak it a bit. One thing I would love to see is the social clothing scaling to your maximum wearable armour instead of it all being light.

One thing I would like to see is different levels of critting, like a crit 1 / crit 2 / crit 3, where each level provides an additional augment slot.

I'm not happy about the changes to make reverse engineering easier. I mean obviously it will mean I can get the best gear faster, but this is one of those situations where I think the non upgraded schematics are already really fucking good, so the RE'ed upgraded schematics are just a bonus. And it's nice to have gear in the game that is for all intents and purposes REALLY REALLY fucking hard to get, so that it's actually a huge deal when you or someone else on the server obtains one.
 

StudioTan

Hold on, friend! I'd love to share with you some swell news about the Windows 8 Metro UI! Wait, where are you going?
One thing I would like to see is different levels of critting, like a crit 1 / crit 2 / crit 3, where each level provides an additional augment slot.

I'm not happy about the changes to make reverse engineering easier. I mean obviously it will mean I can get the best gear faster, but this is one of those situations where I think the non upgraded schematics are already really fucking good, so the RE'ed upgraded schematics are just a bonus. And it's nice to have gear in the game that is for all intents and purposes REALLY REALLY fucking hard to get, so that it's actually a huge deal when you or someone else on the server obtains one.

I agree on that last point. What I would like to see though is some system that isn't entirely reliant on luck.

I know we'll never get the SWG crafting system but I would love to see something more involved than just making a million items hoping to crit.
 
I agree on that last point. What I would like to see though is some system that isn't entirely reliant on luck.

I know we'll never get the SWG crafting system but I would love to see something more involved than just making a million items hoping to crit.

I actually kind of like the system to be based on luck, but gear that provides boosts to crit rates would be an interesting and welcome addition (make the gear hard to get, and perhaps even BoE so that it can be sold).

This has a side effect of further helping to make credits not worthless. The more things you can create demand for the better.
 

Francois424

Neo Member
This has a side effect of further helping to make credits not worthless.
The more things you can create demand for the better.

The problem, as most ppl here probably know, is that there is aways something to bypass player economy. Commandations, PvP gear, Flashpoints, heck even quest rewards are good sometimes.

If credits are to be usefull, player made stuff has to beat all of the above (especially PvP gear, at least on the way to 50).
Otherwise, people won't bother, and I can't blame them.
 
The problem, as most ppl here probably know, is that there is aways something to bypass player economy. Commandations, PvP gear, Flashpoints, heck even quest rewards are good sometimes.

If credits are to be usefull, player made stuff has to beat all of the above (especially PvP gear, at least on the way to 50).
Otherwise, people won't bother, and I can't blame them.

That particular problem can be solved by making it so that given a piece of gear X that is optimal for encounter Y, the same piece of gear is not optimal for encounter Z.

For example, in WoW you can think of gear with dark resist. As it stands, once you have the best piece of gear for, say, your wrists, you will use that in every single encounter ever.
 

eznark

Banned
Top Bottom