Title: Patch Notes Post by: Lucas on December 16, 2011, 01:33:12 AM (notes only, no comments!!!, anyone can contribute to this topic; maybe stick it?)
Patch Notes 12/16/2011 General - Corrected a server-side issue that caused some game systems (such as Companion Missions) to behave incorrectly. - Fixed an issue that caused some pre-assigned guild name to appear as misspelled or incorrect when players log on to their designated server. Title: Re: Patch Notes Post by: luckton on December 23, 2011, 06:38:42 AM Patch 1.0.1 (Test Server) Notes
Title: Re: Patch Notes Post by: luckton on December 23, 2011, 06:57:50 AM Nice to see CC added back to the Boarding Party in MR.
Title: Re: Patch Notes Post by: Threash on December 23, 2011, 07:34:34 AM No mention of fixing tumult, damnit i need my bad ass darth maul back kick.
Title: Re: Patch Notes Post by: tazelbain on December 23, 2011, 07:41:01 AM BTW, did anti-clown make it into release?
Title: Re: Patch Notes Post by: luckton on December 23, 2011, 07:47:33 AM BTW, did anti-clown make it into release? http://www.swtor.com/blog/why-unify-color-chest-piece-gone-and-whats-next Title: Re: Patch Notes Post by: sam, an eggplant on December 23, 2011, 07:54:51 AM I keep expecting them to nerf slicing. It's so obviously broken and inflationary.
I dunno, maybe it's a negligible amount of money at endgame. Title: Re: Patch Notes Post by: Nevermore on December 23, 2011, 08:00:35 AM No mention of fixing tumult, damnit i need my bad ass darth maul back kick. What's wrong with tumult? Title: Re: Patch Notes Post by: tazelbain on December 23, 2011, 08:43:11 AM BTW, did anti-clown make it into release? http://www.swtor.com/blog/why-unify-color-chest-piece-gone-and-whats-next Title: Re: Patch Notes Post by: luckton on December 23, 2011, 08:45:00 AM BTW, did anti-clown make it into release? http://www.swtor.com/blog/why-unify-color-chest-piece-gone-and-whats-next Title: Re: Patch Notes Post by: Mrbloodworth on December 23, 2011, 09:00:52 AM Told you color matters.
Title: Re: Patch Notes Post by: sam, an eggplant on December 23, 2011, 09:05:56 AM What's really amusing is they talk about all the jedi knight armor being brown, then say this limits item variety for other classes. This is absolutely correct-- every single piece of JK armor I've seen looks absolutely identical. Brown robes, with a frickin' hood that I can't turn off to see my cutie-pie short-haired freckled redhead jedi's face.
Title: Re: Patch Notes Post by: ajax34i on December 23, 2011, 09:39:15 AM By the way, newly opened Public Test Server forum has the patch notes for their next patch (http://www.swtor.com/community/showthread.php?t=71457).
Title: Re: Patch Notes Post by: luckton on December 23, 2011, 09:40:36 AM By the way, newly opened Public Test Server forum has the patch notes for their next patch (http://www.swtor.com/community/showthread.php?t=71457). I swear, it's like some people here don't click on the "New" button and read the posts down from there... :uhrr: Title: Re: Patch Notes Post by: ajax34i on December 23, 2011, 09:44:37 AM Oops, sorry.
Use longer sentences please, it was too short; didn't read. Title: Re: Patch Notes Post by: Threash on December 23, 2011, 09:54:24 AM No mention of fixing tumult, damnit i need my bad ass darth maul back kick. What's wrong with tumult? As far as i can tell it never lights up so i can never use it. Title: Re: Patch Notes Post by: Threash on December 23, 2011, 10:00:11 AM I keep expecting them to nerf slicing. It's so obviously broken and inflationary. I dunno, maybe it's a negligible amount of money at endgame. At higher skill levels its like a 30 minute mission for about 2-3k profit, hardly unbalancing. Title: Re: Patch Notes Post by: Fordel on December 23, 2011, 10:05:04 AM Once you hit 50, money just starts piling up. All your quest XP is directly converted into Credits and you don't really have shit to spend it on anymore outside of vanity items.
Title: Re: Patch Notes Post by: Cadaverine on December 23, 2011, 10:17:27 AM No mention of fixing tumult, damnit i need my bad ass darth maul back kick. What's wrong with tumult? As far as i can tell it never lights up so i can never use it. I use it with Overload, and it works just fine. Can be a pain to get within range before they get up. Haven't tried it with Jolt, Whirlwind, or Electrocute. Title: Re: Patch Notes Post by: Threash on December 23, 2011, 10:23:02 AM Apparently it works fine in pve, i was doing pvp all morning and it didn't work on players with either electrocute or overload.
Title: Re: Patch Notes Post by: Cadaverine on December 23, 2011, 10:33:04 AM Yeah, it is a pve only ability. Same deal with Whirlwind.
Title: Re: Patch Notes Post by: sam, an eggplant on December 23, 2011, 10:41:15 AM Once you hit 50, money just starts piling up. All your quest XP is directly converted into Credits and you don't really have shit to spend it on anymore outside of vanity items. So the economy is broken anyway, then. Shrug.Title: Re: Patch Notes Post by: Sky on December 23, 2011, 01:21:36 PM XP=creds is crazy.
Title: Re: Patch Notes Post by: kildorn on December 23, 2011, 03:00:57 PM XP=creds is crazy. Err? WoW already does this. The question is how much content is there to do this with, and is there a viable money sink anywhere. Or are we looking at 15mil for PVP twink gear again (side note: totally going to hijack the market on this, sage/sorc lowbie epics go!) Title: Re: Patch Notes Post by: Nevermore on December 23, 2011, 09:39:26 PM No mention of fixing tumult, damnit i need my bad ass darth maul back kick. What's wrong with tumult? As far as i can tell it never lights up so i can never use it. I only had a chance to use it once before I left for the holidays. You do realize you can only use it on incapacitated targets, right? So I stealthed in, Space Sapped the LT guy and I was able to Tumult him since Sap (Mind Maze I think it's called?) is an incapacitate. Don't know if the stun also counts and I don't have the knockdown yet. But as far as I can tell from my one try it's working as it should. Title: Re: Patch Notes Post by: Ingmar on December 23, 2011, 09:44:19 PM Is that one of those 'strong or lower' only ones? Those seem kind of useless for anything but PVP really.
Title: Re: Patch Notes Post by: Rendakor on December 24, 2011, 07:19:52 AM Is that one of those 'strong or lower' only ones? Those seem kind of useless for anything but PVP really. I find the exact opposite to be true. My Jugg has several stuns that work on trash mobs, but none that work on tough mobs or players except Force Choke.Title: Re: Patch Notes Post by: fuser on December 24, 2011, 08:04:45 AM The PVP exp nerf is going to suck. been using a lot to level keeping the warzone queue running
Title: Re: Patch Notes Post by: Threash on December 24, 2011, 09:13:28 AM No mention of fixing tumult, damnit i need my bad ass darth maul back kick. What's wrong with tumult? As far as i can tell it never lights up so i can never use it. I only had a chance to use it once before I left for the holidays. You do realize you can only use it on incapacitated targets, right? So I stealthed in, Space Sapped the LT guy and I was able to Tumult him since Sap (Mind Maze I think it's called?) is an incapacitate. Don't know if the stun also counts and I don't have the knockdown yet. But as far as I can tell from my one try it's working as it should. Yes, i knew that. The problem was that i had only been trying to use it in pvp and it didn't seem to work at all there. Which is probably intended since it does a fuck ton of damage, although it sucks because it looks awesome and the kicking is very Darth Maulish. Title: Re: Patch Notes Post by: Nevermore on December 24, 2011, 09:36:13 AM That's good to know. I've only tried pvp twice so far and it's hard to tell what works against other players and what doesn't.
Title: Re: Patch Notes Post by: luckton on December 27, 2011, 03:45:30 AM 1.0.1 notes are going live today.
Title: Re: Patch Notes Post by: eldaec on December 27, 2011, 03:47:15 AM Does "scheduled maintenance" get scheduled anywhere?
I'm thinking particularly of "scheduled maintenance" that, for instance, wipes out an entire public holiday. :oh_i_see: Title: Re: Patch Notes Post by: Merusk on December 27, 2011, 05:28:42 AM Silly non-Americans. Today's not a public holiday!
If you lost sound last patch like I did, here's how to fix it. http://www.swtor.com/community/showthread.php?t=13697 Title: Re: Patch Notes Post by: kildorn on December 27, 2011, 05:28:57 AM Does "scheduled maintenance" get scheduled anywhere? I'm thinking particularly of "scheduled maintenance" that, for instance, wipes out an entire public holiday. :oh_i_see: I wasn't aware that the US observed odd Canadian traditions! ;) Side note: Working combat log, Bioware? Sometime soon? PLEASE? Because I'm 100% certain your scrolling combat text is not only wrong, but crazy wrong. Title: Re: Patch Notes Post by: eldaec on December 27, 2011, 05:32:28 AM If you lost sound last patch like I did, here's how to fix it. http://www.swtor.com/community/showthread.php?t=13697 Heh, look at you posting a link in downtime *which apparently requires the entire SWTOR web prescence to go down because idk they are running it from game servers or whatever*. Almost anywhere in the world that takes a civilised approach to public holidays (ie. doesn't lose them to weekends) has today off for boxing day. Have fun working Americans! Title: Re: Patch Notes Post by: kildorn on December 27, 2011, 05:35:35 AM If you lost sound last patch like I did, here's how to fix it. http://www.swtor.com/community/showthread.php?t=13697 Heh, look at you posting a link in downtime *which apparently requires the entire SWTOR web prescence to go down because idk they are running it from game servers or whatever*. Almost anywhere in the world that takes a civilised approach to public holidays (ie. doesn't lose them to weekends) has today off for boxing day. Have fun working Americans! ? We didn't lose christmas to the weekend, we took monday off. What stupidity we DO have is that retail employees don't really get time off at all over this holiest of retail holidays. We simply don't observe boxing day, because seriously: What kind of culture worships a box?! Title: Re: Patch Notes Post by: eldaec on December 27, 2011, 05:37:30 AM Mostly the kind that likes getting two days off for christmas.
You don't want two days off for christmas? I'm cool with that, carry on. Title: Re: Patch Notes Post by: ajax34i on December 27, 2011, 06:00:18 AM My UI wish list actually starts with "a pop-up that when I hold the mouse over any Aurebesh text in the game it gets translated to English" cause I don't feel like learning a whole new fake alphabet. It would take them quite a bit of effort to implement, though.
Title: Re: Patch Notes Post by: kildorn on December 27, 2011, 07:12:03 AM I just want to know why the scrolling combat text either reports damage 5 seconds after combat ends with no debuffs displayed (or completely randomly, like -113 when opening a cage a minute after combat), or explains how two text spams of 1000 and 2000 = 7000 damage.
At least on some of the later planets there are a few mobs that have got to be displaying something wrong with the SCT, since you'll just suddenly land at half health with nothing on screen to explain it. Heck, I have one quest unfinished because two mobs spawn in on you, and every time I've triggered it I've been at 5% health before they've even landed from their spawn sequence. And I have no idea what I'm supposed to be doing differently. A combat log should not be hard to implement. You're simply echoing out debug information into a text file. This is like, an hour worth of work including QA time. Title: Re: Patch Notes Post by: Tmon on December 27, 2011, 07:22:45 AM Americans don't celebrate boxing day. Every place I've worked that isn't a 24x7 operation takes the Monday after or Friday before off when a holiday falls on a weekend.
Title: Re: Patch Notes Post by: Sky on December 27, 2011, 05:47:00 PM Well, that patch note about skipping the queue if you crash and reconnect is bullshit.
Title: Re: Patch Notes Post by: Johny Cee on December 27, 2011, 07:29:06 PM Americans don't celebrate boxing day. Every place I've worked that isn't a 24x7 operation takes the Monday after or Friday before off when a holiday falls on a weekend. Alot of places give you Christmas Eve and Christmas, but generally not Boxing Day. Bigger places may give you the week between Christmas and New Years, and a fair amount of manufacturing just winds down for a week or ten days as it would be tough to run the place with so many employees gone, there is probably a glut of inventory, and you need to slow down at some point to do some kinds of maintenance. My old place gave us 2-3 days for Christmas and another 2-3 days for New Years.... but of course then from January through April it was six days a week, and you wouldn't think about calling in sick unless you were calling in dead. And sometimes I think they had a necromancer on call so that wouldn't slow down the billable hours. Title: Re: Patch Notes Post by: Mrbloodworth on December 28, 2011, 06:38:49 AM I am thankful for the node fix. That was bugging the shit out of me. Now if they can just fix the map icon toggles, for me it seems nothing but venders seem to work.
Title: Re: Patch Notes Post by: March on December 28, 2011, 07:04:15 AM I am thankful for the node fix. That was bugging the shit out of me. Now if they can just fix the map icon toggles, for me it seems nothing but venders seem to work. I haven't figured out why I have to chose what I see on the map.Toggle A for Roads Toggle B for Rivers Toggle C for Bridges I'm of the opinion that a map is best when you see all of those things at the same time. If it is a question of crowding, then check-boxes rather than toggles seem the obvious solution. Title: Re: Patch Notes Post by: Mrbloodworth on December 28, 2011, 07:09:28 AM It does seem odd you cant toggle on more than one. That's true too.
Title: Re: Patch Notes Post by: tmp on December 28, 2011, 08:42:05 AM It's especially weird given you do have selection of checkboxes rather than toggles for the minimap icons.
Title: Re: Patch Notes Post by: luckton on December 30, 2011, 03:26:47 PM Patch 1.0.2 Notes http://www.swtor.com/community/showthread.php?p=958025#edit958025 Title: Re: Patch Notes Post by: Azuredream on December 30, 2011, 04:08:40 PM Sith Inquisitor General The Darth title is now properly granted to Sith Inquisitors. The Guild interface now properly displays the guild member list when it is sorted. The "Show Sith Corruption" option no longer toggles off when transitioning between areas. Stuff that was bothering me. Good round of fixes, hopefully they'll stamp all of these out quickly so they can get to improving the game where it's lacking. Title: Re: Patch Notes Post by: Montague on December 30, 2011, 05:22:56 PM Patch 1.0.2 Notes http://www.swtor.com/community/showthread.php?p=958025#edit958025 Corrected an issue that caused poor performance on some machines in indoor areas with shadows enabled. About time, I can turn my shadows back up. Title: Re: Patch Notes Post by: Nevermore on December 30, 2011, 07:17:07 PM Conspicuously missing: Corso will now no longer retoggle Harpoon back on every time you turn your back on him.
Title: Re: Patch Notes Post by: Sjofn on December 30, 2011, 08:49:33 PM It's his way of flirting.
Title: Re: Patch Notes Post by: tmp on December 30, 2011, 10:38:02 PM Conspicuously missing: Corso will now no longer retoggle Harpoon back on every time you turn your back on him. That shit seems to be affecting the abilities they get as you level them up. Qyzen is similarly enamoured with his emp blast, yet remembers to keep the regular grenade in his pants when i tell him to.Title: Re: Patch Notes Post by: Mrbloodworth on January 04, 2012, 06:25:14 AM No patch today?
Title: Re: Patch Notes Post by: Lantyssa on January 04, 2012, 06:27:36 AM It patched. Was done by 6 CST.
Title: Re: Patch Notes Post by: Wolf on January 04, 2012, 06:48:46 AM is there an mmo-champ type site for tor? I spent about 5 minutes looking for the notes from today on their site and gave up.
Title: Re: Patch Notes Post by: luckton on January 04, 2012, 06:54:20 AM is there an mmo-champ type site for tor? I spent about 5 minutes looking for the notes from today on their site and gave up. ಠ_ಠ (http://forums.f13.net/index.php?topic=21574.0) Title: Re: Patch Notes Post by: Wolf on January 04, 2012, 06:58:35 AM you could have said darthhater. Stickies happen to other people. anywho - notes (http://www.darthhater.com/articles/swtor-news/19843-patch-notes-1-0-2-1-4-11).
eidt: no fix on the dance thing :grin: Title: Re: Patch Notes Post by: luckton on January 04, 2012, 07:04:22 AM you could have said darthhater. Stickies happen to other people. anywho - notes (http://www.darthhater.com/articles/swtor-news/19843-patch-notes-1-0-2-1-4-11). No, you really do have a reading problem. :why_so_serious: Title: Re: Patch Notes Post by: Mrbloodworth on January 04, 2012, 07:07:23 AM That was the 30th.
Title: Re: Patch Notes Post by: luckton on January 04, 2012, 07:07:41 AM Title: Re: Patch Notes Post by: Mrbloodworth on January 04, 2012, 07:08:32 AM I was asking about today's downtime, I had assumed there was a patch. Seems like no.
Title: Re: Patch Notes Post by: luckton on January 04, 2012, 07:09:05 AM I was asking about today's downtime, I had assumed there was a patch. Seems like no. There was a patch today. The 1.0.2 notes I posted on the 30th were the PTR notes, which went live today. Title: Re: Patch Notes Post by: Wolf on January 04, 2012, 07:14:27 AM So it's the correct patch notes. Shut up luckton I'm pretending to work, I can't figure all that stuff out, you could've just said you posted them above instead of making me work for it. Also you made me open reddit in another tab and I really have to get stuff done. I hate you.
Title: Re: Patch Notes Post by: Tyrnan on January 04, 2012, 07:16:24 AM is there an mmo-champ type site for tor? I spent about 5 minutes looking for the notes from today on their site and gave up. Might want to see an optician :grin:(http://i41.tinypic.com/nccpvk.jpg) Title: Re: Patch Notes Post by: Paelos on January 04, 2012, 07:16:54 AM So it's the correct patch notes. Shut up luckton I'm pretending to work, I can't figure all that stuff out, you could've just said you posted them above instead of making me work for it. Also you made me open reddit in another tab and I really have to get stuff done. I hate you. :why_so_serious: Poor Luckton and his flings. Title: Re: Patch Notes Post by: luckton on January 04, 2012, 07:19:35 AM So it's the correct patch notes. Shut up luckton I'm pretending to work, I can't figure all that stuff out, you could've just said you posted them above instead of making me work for it. Also you made me open reddit in another tab and I really have to get stuff done. I hate you. The people whose computers I remove the spyware off of on a daily basis could have found the information faster than you, and they don't even know what a fucking address bar is. They Yahoo EVERYTHING, and those that work IT know exactly the type of person I speak of :uhrr: :ye_gods: :why_so_serious: Title: Re: Patch Notes Post by: Wolf on January 04, 2012, 07:26:14 AM I'll just stop posting for today.
Plus how do you know I don't have spyware removed on a daily basis? I have an IT drone, I might make him remove stuff out of spite and tell him it's luckton's fault. :oh_i_see: Title: Re: Patch Notes Post by: luckton on January 04, 2012, 07:29:40 AM I'll just stop posting for today. Plus how do you know I don't have spyware removed on a daily basis? I have an IT drone, I might make him remove stuff out of spite and tell him it's luckton's fault. :oh_i_see: :why_so_serious: Title: Re: Patch Notes Post by: rattran on January 04, 2012, 11:54:42 AM Stop doucheing up the thread.
Title: Re: Patch Notes Post by: calapine on January 06, 2012, 12:09:42 AM 1.0.2b Patch Notes 1/5/2012 http://www.swtor.com/patchnotes/1.0.2b/152012 (http://www.swtor.com/patchnotes/1.0.2b/152012) General
Classes and Combat
Title: Re: Patch Notes Post by: Tyrnan on January 06, 2012, 02:25:25 AM 1.0.2c Patch Notes - 1/6/2012 General
Flashpoints and Operations Karagga's Palace
Title: Re: Patch Notes Post by: Nebu on January 06, 2012, 07:36:46 AM That's it? Hmmphf
I'm not running any more hard mode missions until I know that the chests will work. Too many buggy chests/encounters to even bother with it at this point. Title: Re: Patch Notes Post by: Mrbloodworth on January 06, 2012, 07:38:02 AM This is all just the weekly bug fixes. Low hanging fruit I believe.
Title: Re: Patch Notes Post by: Tyrnan on January 06, 2012, 08:17:27 AM They might want to think about investing in a ladder sometime in the next two weeks.
Title: Re: Patch Notes Post by: DraconianOne on January 06, 2012, 08:52:43 AM Give them three. They've said they're aiming to add a lvl 50 pvp bracket, a new flashpoint and extend Karagga's Palace in January. If that's the case, I wouldn't be surprised to see a massive bug fix patch going out at the same time.
Though I also won't be surprised if they don't actually manage to do it in January either. Title: Re: Patch Notes Post by: Simond on January 06, 2012, 10:02:28 AM That's it? Hmmphf Yeah, you might want some details on those exploits. (http://www.reddit.com/r/swtor/comments/o52rh/tonights_emergency_patch_for_those_of_you_out_of/)Quote So, essentially, the two things that I am guessing are being patched tonight are; You know, just minor things like that.A way to get an infinite amount of credits by exploiting selling stacks to vendors (As fast as 1million credits/30 seconds) A way to get an infinite number of Commendations (Get 24, buy epic box, sell epic to vendor/AH it) I'm wondering, assuming some people have known about these exploits since release, if there's really any hope for SWTOR's economy? Title: Re: Patch Notes Post by: Nebu on January 06, 2012, 11:02:17 AM Those exploits have almost zero impact on my gameplay enjoyment. They don't interfere with my ability to enjoy heroic flashpoints. They don't piss me off when I get chain cc'ed in pvp because pvp immunity is broken. They don't affect the fact that Ilum, the open pvp area, has virtually no real pvp in it.
I don't play the auction house. I don't care about what pve gear another player has. It really just shows me who likes to cheat their way to victory. Title: Re: Patch Notes Post by: 01101010 on January 06, 2012, 11:20:50 AM Those exploits have almost zero impact on my gameplay enjoyment. They don't interfere with my ability to enjoy heroic flashpoints. They don't piss me off when I get chain cc'ed in pvp because pvp immunity is broken. They don't affect the fact that Ilum, the open pvp area, has virtually no real pvp in it. I don't play the auction house. I don't care about what pve gear another player has. It really just shows me who likes to cheat their way to victory. LMAO... PvP in an MMO... :rofl: Title: Re: Patch Notes Post by: kildorn on January 06, 2012, 12:01:05 PM Those exploits have almost zero impact on my gameplay enjoyment. They don't interfere with my ability to enjoy heroic flashpoints. They don't piss me off when I get chain cc'ed in pvp because pvp immunity is broken. They don't affect the fact that Ilum, the open pvp area, has virtually no real pvp in it. I don't play the auction house. I don't care about what pve gear another player has. It really just shows me who likes to cheat their way to victory. LMAO... PvP in an MMO... :rofl: Please, /general has a long a distinguished history of being the best PVP ever found in a game. Title: Re: Patch Notes Post by: luckton on January 06, 2012, 04:00:34 PM Patch 1.1 THESE ARE BETA NOTES THAT WILL BE DEPLOYED TO LIVE SERVERS SOON! YOU CAN CLICK THE LINK OR REVEAL THE SPOILER BELOW TO READ THE NOTES! I'M PUTTING THIS NOTE HERE IN HOPES OF AVOIDING FUTURE CONFUSION BY CERTAIN PEOPLE AROUND HERE! I HOPE EVERYONE CAN READ THIS BECAUSE I'M DOING IT AS HARD AS I POSSIBLY CAN! :why_so_serious: http://www.swtor.com/community/showthread.php?p=1276185#edit1276185 Title: Re: Patch Notes Post by: Xuri on January 06, 2012, 04:15:33 PM :popcorn:
Title: Re: Patch Notes Post by: kildorn on January 06, 2012, 04:29:40 PM "General
An Item Modification Table has been added to the Supplies areas of the Republic and Imperial Fleets." ... WHY. Title: Re: Patch Notes Post by: Sjofn on January 06, 2012, 04:45:53 PM That ... is an excellent question.
Title: Re: Patch Notes Post by: Merusk on January 06, 2012, 04:57:17 PM "We are sick of answering CS calls from people complaining they have to go back to the starter planet to find an item modification station because we changed that system in a very half-assed manner at the end of beta and do not yet have the quests re-written to remove the explanation of the actual system"
Title: Re: Patch Notes Post by: luckton on January 06, 2012, 05:06:50 PM It does make sense, in a retarded sort of way. I actually have seen it asked in General a few times "Where's the Item Mod station in Fleet?!" :uhrr:
Title: Re: Patch Notes Post by: Trippy on January 06, 2012, 05:11:47 PM Yeah that confused me at first too. I just so happened to start off with the one class (one of the Jedi classes) that has an explicit quest to go to the item mod table to modify my lightsaber. Later on, though, I noticed the tool tip that said I could ctrl right-click (I think) to modify an item which didn't make sense to me but hey why not give it a try and it worked!
Quote Force Leap: This ability no longer functions on Portable Holo Dancers. :awesome_for_real:Title: Re: Patch Notes Post by: Riggswolfe on January 06, 2012, 09:36:39 PM Those are actually some damned impressive patch notes imo.
Title: Re: Patch Notes Post by: caladein on January 06, 2012, 09:55:28 PM Looks like I might be going a solid month at least without being able to run crew skill missions. :heartbreak:
Title: Re: Patch Notes Post by: Riggswolfe on January 06, 2012, 10:16:32 PM Looks like I might be going a solid month at least without being able to run crew skill missions. :heartbreak: Why is that Caladein? Title: Re: Patch Notes Post by: caladein on January 06, 2012, 11:38:26 PM During a mid-Chapter 3 mission on my Agent (http://www.torhead.com/mission/fmm3BiB) (obligatory spoiler warning on link), I lost the ability to run crew skill missions. I can still craft and pick stuff up off the ground, but no missions. Some of the other IAs in my guild had similar problems, but it always cleared up for them. By contrast, I've been fubar since before New Year's.
Haven't gotten anything from CS since I opened the ticket on the First outside of the usual "Sorry, check future patch notes." close and a duplicate nine-digit ID ticket getting opened up. So yeah, depending on what gets added to 1.1 and when it comes out, I might be in for a wait. Title: Re: Patch Notes Post by: tmp on January 07, 2012, 12:19:30 AM Those are actually some damned impressive patch notes imo. Dunno, seeing whole two entries for the UI fixes feels quite underwhelming.edit: also, Quote Jedi Consular whyyyyyyyy :heartbreak:Project: This ability no longer shakes the screen of onlookers. Title: Re: Patch Notes Post by: Maledict on January 07, 2012, 03:49:29 AM Those are actually some damned impressive patch notes imo. Um, why do you say that? They look in readily lack lustre to me. They don't fix several of the bugs that have been driving me crazy (no loot in normal flashpoints before 50), they add In some content that isnt really needed at this stage and they don't make any of the 'quality of life' changes that this game so desperately, desperately needs. I think this patch is hugely underwhelming in pretty much every aspect, and if they want to hang onto subs they need to up their game and recognise some of the real issues the game has. Title: Re: Patch Notes Post by: luckton on January 07, 2012, 05:42:25 AM Those are actually some damned impressive patch notes imo. Um, why do you say that? They look in readily lack lustre to me. They don't fix several of the bugs that have been driving me crazy (no loot in normal flashpoints before 50), they add In some content that isnt really needed at this stage and they don't make any of the 'quality of life' changes that this game so desperately, desperately needs. I think this patch is hugely underwhelming in pretty much every aspect, and if they want to hang onto subs they need to up their game and recognise some of the real issues the game has. Once you remember that half of the team is made up of Mythic devs, and then remember how Mythic was infamous for it's "It's hardcoded and we can't change it until another, newer MMO comes out with the feature and we actually start to loose customers because of it", this really isn't all that surprising, IMO. Title: Re: Patch Notes Post by: March on January 07, 2012, 06:30:10 AM Those are actually some damned impressive patch notes imo. Um, why do you say that? They look in readily lack lustre to me. They don't fix several of the bugs that have been driving me crazy (no loot in normal flashpoints before 50), they add In some content that isnt really needed at this stage and they don't make any of the 'quality of life' changes that this game so desperately, desperately needs. I think this patch is hugely underwhelming in pretty much every aspect, and if they want to hang onto subs they need to up their game and recognise some of the real issues the game has. Title: Re: Patch Notes Post by: Tyrnan on January 07, 2012, 07:00:28 AM Once you remember that half of the team is made up of Mythic devs, and then remember how Mythic was infamous for it's "It's hardcoded and we can't change it until another, newer MMO comes out with the feature and we actually start to loose customers because of it", this really isn't all that surprising, IMO. That might explain why their apparent solution to us not being able to use high-res textures is to remove High from the list and relabel Medium to High on the test server :why_so_serious: I haven't been able to verify this for myself since there are no servers in my server list when I log on to test but I've seen it posted by several people on the forums. Title: Re: Patch Notes Post by: ajax34i on January 08, 2012, 07:04:07 AM It's an adequate amount of fixes, considering the "2-weeks since release" time frame. My dealbreaker is the animation delay, but they have to redo animations for quite a few abilities to fix that issue, so I'm willing to give them a month or so. Maybe two.
Thanks, Luckton, for the extra big font and the caps; that made me chuckle (yes I'm one of the certain people who can't read that he's referring to). Title: Re: Patch Notes Post by: March on January 08, 2012, 04:06:14 PM Sure... we're dealing with a holiday schedule so I'm personally giving them another week to make up for that.
But, technically this Tuesday is 4 weeks since head-start (and the 1.1 patch is only announced to the TEST server, so we don't know when it will actually go live) - whereas at 2-weeks (2/24 to 3/10), RIFT released their first 1.01 patch, and the Graphics/UI fixes were almost more than the entire TOR 1.1: http://forums.riftgame.com/official-rift-news/patch-notes/116999-rift-1-01-na-3-10-11-8-00am-pst-eu-10-3-11-a.html (http://forums.riftgame.com/official-rift-news/patch-notes/116999-rift-1-01-na-3-10-11-8-00am-pst-eu-10-3-11-a.html) Less than 3 months after launch (approx 10 weeks) they added both LFD _and_ an unannounced Wardrobe system and their second world event. (Rift 1.2 Spoils of War 5/10/2011). Now, this is probably really just a testimony to how sharp the RIFT team is... but, at the moment, TOR is throwing me a weird sort of single player game update vibe. Title: Re: Patch Notes Post by: luckton on January 08, 2012, 04:21:54 PM You're talking about two different dev teams.
Trion is made up of devs that have worked on various MMOs since the genre's inception into the industry. They've all been around the block once or twice (in a few cases several times), and they have a pretty good idea of what to expect and what the community expects from a MMO and a dev team these days. BW on the other hand is basically in the same boat as Blizzard, just a few years removed. While they can learn all they want from watching how other games have done it (much as Blizzard did when developing WoW), there's only so much they can do before they put there product out there and start cutting their teeth into a genre they've never dealt with before. At this point, the best thing they could do would be to do what DAoC did way back in the day (before it became a silly novelty bit); do weekly Q&As that take the top questions/issues being talked about in the forums/fansites and address them. Even if its just "we know, we're working on it", it establishes communication. And that's a powerful thing to do these days. Title: Re: Patch Notes Post by: eldaec on January 08, 2012, 08:41:24 PM Since you mention DAoC, DAoC also had monthly patches adding content and substantial reworks of suffering classes. That 1.1 just looks like a pile of bug fixes.
But I agree with your point about needing more coherent and regular communication. EA could do worse than trying to hire Sanya. Title: Re: Patch Notes Post by: Merusk on January 09, 2012, 04:55:41 AM BW on the other hand is basically in the same boat as Blizzard, just a few years removed. While they can learn all they want from watching how other games have done it (much as Blizzard did when developing WoW), there's only so much they can do before they put there product out there and start cutting their teeth into a genre they've never dealt with before. No, you're just wrong here. While the exec staff might be Bioware, the pedigree of the entire team crosses many (buggy and failed) MMOs. This is not a fresh team of newbs who just don't know what's going on. This was a team of former MMO Devs + Some Bioware people. Plus IIRC they took-on several of the ex-Mythic team once the EA Borg started dissolving them. That was why the F13 crowd was so amused when the game was first announced. We expected a colossal fuck-up and much schadenfreude from the get-go. It's a surprise that it drew-in so many based on the strength of Bioware. It's not a shot that as the months since beta weekends and the shine has started to fail that it's fucked-up genetic code is causing us to see all the flaws that simply should not be there. Title: Re: Patch Notes Post by: Viin on January 09, 2012, 09:50:05 AM General Anti-aliasing is now available and can be enabled in the preferences menu. Finally .. hopefully it actually works on AMD cards. Title: Re: Patch Notes Post by: March on January 09, 2012, 10:17:35 AM General Anti-aliasing is now available and can be enabled in the preferences menu. You will have to open the preferences menu and (re-)enable it again after every zone, cut-scene, speeder bike ride, or personal transportation animation; and quite possibly between sessions too. (And, for every character individually). Finally .. hopefully it actually works on AMD cards. Added the rest of the patch note for you. Title: Re: Patch Notes Post by: luckton on January 10, 2012, 05:34:28 AM General Anti-aliasing is now available and can be enabled in the preferences menu. You will have to open the preferences menu and (re-)enable it again after every zone, cut-scene, speeder bike ride, or personal transportation animation; and quite possibly between sessions too. (And, for every character individually). Finally .. hopefully it actually works on AMD cards. Added the rest of the patch note for you. Bitter much, buttercup? :grin: Some news on 1.1...DarthHater did a datamine of it, and discovered a few things... Title: Re: Patch Notes Post by: Sky on January 10, 2012, 09:10:51 AM Guess I'll kinda stick dev posty things in here. Looking over the dev tracker, a few interesting blips.
SR says guild banks should be in before PAX East (April). Nice to be sooner, but my money is on them having a bunch of guild-related stuff they want to roll out simultaneously. SR should have info today on high res textures! Quote from: Emmanuel Lusinchi The current situation with end game gear and item modifications isn’t final and, in fact, many community members like yourself have correctly guessed at what our plans to correct the current design are. Since this is a fairly important issue to many players, let me disclose more details about what is currently in the work regarding purple items and mods: - All partially moddable purple items will be made fully moddable again, allowing the removal of the armoring, hilt and barrel. - The set bonus of end gear purples (PVP and PVE) will be transferable to custom items. - Some item modifications will be restricted to a certain item type. For example, some item modifications will only fit on helmets, while other will only fit on chests, etc. As usual, the caveats about unfinished work apply, but this should give you and the community a very good idea of our intentions. We are serious about making custom gear an entirely valid alternative to end game gear and we support the players’ ability to customize their appearance all the way to (and including) end game. GZ said they're looking at a non-raid purple crystal :oh_i_see: Title: Re: Patch Notes Post by: Threash on January 10, 2012, 09:16:08 AM There are non raid purple crystals in pvp sabers.
Title: Re: Patch Notes Post by: Merusk on January 10, 2012, 09:18:14 AM Interesting that they're looking at making armoring and barrels on purples removable again. Hooray for not catering to the exclusive raid scene. Who cares if you can farm the first few mobs to kit-out. If folks aren't interested in going further it's a design fail from a story or encounter standpoint; not a customer fail.
Ed: I think he meant purple-color (like red, green, blue) not quality. Title: Re: Patch Notes Post by: Lantyssa on January 10, 2012, 10:01:10 AM I hope so. I'd happily use a level 1 purple colored crystal if I had the option.
Title: Re: Patch Notes Post by: Threash on January 10, 2012, 10:38:27 AM Interesting that they're looking at making armoring and barrels on purples removable again. Hooray for not catering to the exclusive raid scene. Who cares if you can farm the first few mobs to kit-out. If folks aren't interested in going further it's a design fail from a story or encounter standpoint; not a customer fail. Ed: I think he meant purple-color (like red, green, blue) not quality. But you can't farm the first few mobs and kit out if they make the mods slot based like they say. The only thing that changes is that raiders and pvpers don't have to look goofy, so in a way they ARE catering to them. Nobody benefits from being able to mod raid gear except raiders. Title: Re: Patch Notes Post by: Ingmar on January 10, 2012, 10:48:54 AM They're not removable though and are Empire-side only (currently) - the Republic PVP sabers have cyan crystals.
Title: Re: Patch Notes Post by: Simond on January 10, 2012, 12:37:33 PM You're talking about two different dev teams. Trion is made up of devs that have worked on various MMOs since the genre's inception into the industry. They've all been around the block once or twice (in a few cases several times), and they have a pretty good idea of what to expect and what the community expects from a MMO and a dev team these days. BW on the other hand is basically in the same boat as Blizzard, just a few years removed. While they can learn all they want from watching how other games have done it (much as Blizzard did when developing WoW), there's only so much they can do before they put there product out there and start cutting their teeth into a genre they've never dealt with before. Once you remember that half of the team is made up of Mythic devs, and then remember how Mythic was infamous for it's "It's hardcoded and we can't change it until another, newer MMO comes out with the feature and we actually start to loose customers because of it", this really isn't all that surprising, IMO. Consistency is a wonderful thing. :oh_i_see:Title: Re: Patch Notes Post by: luckton on January 10, 2012, 12:44:35 PM Shup u. :why_so_serious:
Title: Re: Patch Notes Post by: ajax34i on January 11, 2012, 05:32:19 AM Very interesting thread (http://www.swtor.com/community/showthread.php?t=162079) about how the second swtor.exe process could be assets DRM, and causing the game responsiveness issues that have been observed thus far.
Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 06:05:20 AM Very interesting thread (http://www.swtor.com/community/showthread.php?t=162079) about how the second swtor.exe process could be assets DRM, and causing the game responsiveness issues that have been observed thus far. Mostly filled with incorrect info, or a very bad use of terms. I can tell you right now why the High sized textures are used only in cut scenes. They are not needed in normal game play ( Personal opinion not withstanding ), and the memory overhead ( Considering many are layered, composite images made in the buffer for customization reasons ) the overhead is not worth it. Except in the case of cut scenes, where non-participating assets are removed from he scene, and closeups are common. With future optimizations, this may change to be optional. Its one of the oldest guidelines in the book for 3d asset management and creation. You put the detail where its needed, and you remove it where its not noticed. I personally thought it was a very smart move. MMO's are not FPS, while FPS are using more and more streaming textures and pageing. The shear variety of things that can POSSIBLY be on the screen in a MMO has always required a hefty asset management system. TLDR; Smart asset use. Title: Re: Patch Notes Post by: luckton on January 11, 2012, 06:18:01 AM Very interesting thread (http://www.swtor.com/community/showthread.php?t=162079) about how the second swtor.exe process could be assets DRM, and causing the game responsiveness issues that have been observed thus far. Mostly filled with incorrect info, or a very bad use of terms. I can tell you right now why the High sized textures are used only in cut scenes. They are not needed in normal game play ( Personal opinion not withstanding ), and the memory overhead ( Considering many are layered, composite images made in the buffer for customization reasons ) the overhead is not worth it. Except in the case of cut scenes, where non-participating assets are removed from he scene, and closeups are common. With future optimizations, this may change to be optional. Its one of the oldest guidelines in the book for 3d asset management and creation. You put the detail where its needed, and you remove it where its not noticed. I personally thought it was a very smart move. MMO's are not FPS, while FPS are using more and more streaming textures and pageing. The shear variety of things that can POSSIBLY be on the screen in a MMO has always required a hefty asset management system. I'm willing to bet that such is the case when they release their long-awaited article on the subject, hopefully today. Title: Re: Patch Notes Post by: Wolf on January 11, 2012, 06:23:52 AM It's more "why does this game run like shit and loads for an eternity on my rig that runs battlefield 3 and skyrim maxed out?", than "where are the high quality textures?". Is there even a remote chance that any of this is possible or is it just :tinfoil: and the optimization is shit? :)
Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 06:29:22 AM The second EXE is likely part of the tool system. Hero engine has built in the ability to edit in a collaborative fashion (http://www.youtube.com/watch?v=FOWsc1AqtzQ&feature=player_embedded) ( A corner stone feature of the tool set ), this does include streaming assets from the server, but is highly unlikely to be used during live.
This is also one of the reason I believe we will see content at a high rate. The entire world is modular, more so than most ( Puts LOTRO Bree to shame ). Its more of a tile system than a set building system they way they have it designed. All those steel plates on the floor, they are tiles/Instances of the same asset. Even "Dungeons" are mostly tile constructed. This is much more flexible than say, Wows dungeons that are all one piece ( Not including decoration items ), hence repetition. Nar Shadda is comprised mostly of small square plates. Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 06:38:21 AM It's more "why does this game run like shit and loads for an eternity on my rig that runs battlefield 3 and skyrim maxed out?", than "where are the high quality textures?". Is there even a remote chance that any of this is possible or is it just :tinfoil: and the optimization is shit? :) Battlefield and Skyrm are highly known quantities as far as any given view. It also does not hurt that Skyrm is single player. The highest possibility for players on screen is capped, its a known number. Every view and its contents are also controlled and known. Coupled with the small amount of unique meshes and textures used. Its likely all front loaded for most things. MMO's are highly dynamic, have a ton of swappable assets at any given moment, you must also account for players and leave yourself a large margin of error. BF and Skyrm are much closer tot he line as there is no situation where you would go over. IE: A dwarf protest. If you compare to a production, and engine like wow, extremely large assets are 512 x 512, rare are 1024 x 1024, majority are 256 or less. Most are small images buffered to create composite images ( Like belts ). SWOTR goes beyond just layering textures, and uses at minimum, 3 per surface ( Diffuse, Spec, normal ), compared to Wows 2 ( Defuse, spec and i'm not even sure all items use spec, they didn't used to ). There is also a huge difference in the number of post and shader processes. I'm only aware of a few in wow, water notably, its also all fixed function. EDIT: I Should state, this is all from observation, and some research. Title: Re: Patch Notes Post by: Zetor on January 11, 2012, 06:44:49 AM Having a specular map for a surface doesn't really explain why I'm getting 5 FPS on my top-of-the-line rig in a 16-man battleground (where I only see 5-6 at a time) and all those graphical lightbeam glitches all over the place. The game really doesn't look that much better than WOW (imo).
And there are the responsiveness issues, which is just... yeah. Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 06:46:39 AM Its does.
There is a ton more going on, and is much more modern in a host of areas. Even on low, SWTOR has a higher fidelity than wow does at high. Personal opinion on aesthetics not withstanding. EDIT: I see your edit, its not just specular. Its 3 textures x # of surfaces send to, hopefully a batch process. + Shaders and a more advanced lighting/per pixels/texel system. Per toon. Compared to wows MAYBE 2 x # surfaces. and a mostly fake/ambient/vertex lighting system. SWTOR seems have at least 2 times the verts/polys and likely 4 times the amount of transform data from animations. Title: Re: Patch Notes Post by: Wolf on January 11, 2012, 07:02:16 AM WoW runs at 40 frames on ultra at hero pull 25m ulraxion, which means the boss is on screen and everyone else is on screen and is pressing the buttons that make them glow and shine the most. I know this is considered a relatively tough spot, as I have guildies that have complained they've had to drop settings to get consistently good fps on that pull. I can sit in SW's main AH browsing stuff with 100+ characters on screen and not drop FPS.
SW:TOR gets choppy in fleet with maybe 20-30 characters just idling on screen. Not even mentiong the load times that are at times up to 3-4 minutes. The game is not that prettier, in fact at times it looks worse than wow on ultra. It's either ass optimization, or there's something else going on behind the scenes. Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 07:07:05 AM I personally never said optimization is not a factor. It clearly is. Now that the client is out to millions of configurations, the real work on that front can happen. However, I'm just trying to place some perspective. Those people Demanding high-rez textures no not what they ask for. IMO. Comparing it to wow's engine is like comparing Apollo space craft to the shuttle. Some shared components, but light years apart.
Individual assets compared one to one will show a huge difference in overhead. Looked up that dragon you mention, the overhead for that is likely lower than the budget as a speeder bike in SW. 2-4k with a single texture. VS. 4-8k with three, and per-pixel shading. Player models are incredibly more complex. Title: Re: Patch Notes Post by: Wolf on January 11, 2012, 07:16:19 AM You mean how one is with a simpler design but takes you 350,000km and back, while the other is state of the art engineering and goes up 250km and then down 250km. I can live with that metaphor :)
Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 07:17:57 AM You mean how one is with a simpler design but takes you 350,000km and back, while the other is state of the art engineering and goes up 250km and then down 250km. I can live with that metaphor :) Yes, but one can't do 1/100's of the tasks as the other. It's not even state of the art. We are still in the 2-5 year MMO lag here. Title: Re: Patch Notes Post by: 01101010 on January 11, 2012, 07:19:48 AM Seems that sounds sometimes will bog my computer down. Granted, I use the on-mobo audigy stuff, but running 8 gig of memory - this should not be an issue. The slowest loads I get are going to three zones: Fleet, Alderaan, and Tattooine. Everything else is well within my tolerances... but those zones take forever to load. I get to the load screen and the bar stops at about 20% and hangs for a bit. Then it climbs a bit more to 30%-40% and I hear all the sounds, then the bar fills up pretty quickly after that. *shrug
Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 07:24:57 AM That's likely just items coming online as you are sent the entities. Even sounds are streamed from the disk.
People in the OF are using the lack of mouth movement as proof that assets are rendered and streamed from the server ( as if. You can't render a single asset and "send" it to a client. ). Its more likely the audio to animation component is catching up/loading up. Title: Re: Patch Notes Post by: Amaron on January 11, 2012, 07:25:02 AM TLDR; Smart asset use. From a technical standpoint maybe. From a players perspective they had performance issues due to sloppy code and they tried to band aid it with "smart" console style texture popping. Much to nobody's surprise that doesn't fly on a HD monitor sitting a few feet from the face. My video card alone has four times the memory of an entire console so they better have an option that says "load that shit on high 24/7" that works. Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 07:27:36 AM Yes, I get the perception angle. Everyone feels its a lack somewhere that is the reason for no-high rez textures. It may partly be ( Hence no option yet, no reason not to let users decide. Other than an attempt to lower client issues and CS calls for launch. Imagine the rage when people get OOM errors. ). I'm 99% sure its a design choice. Despite what reason they may publicly state.
Title: Re: Patch Notes Post by: Wolf on January 11, 2012, 07:30:38 AM You mean how one is with a simpler design but takes you 350,000km and back, while the other is state of the art engineering and goes up 250km and then down 250km. I can live with that metaphor :) Yes, but one can't do 1/100's of the tasks as the other.The thing that does the less stuff GOES TO THE FUCKING MOON. The thing that does 100 times more stuff is a glorified LEO hauler. I dont care about the poly-mesh-vertex-picmip if it gives me ability lag and ends up looking worse. I'll take the sprite belts, since the only time I see them is when I'm panning my camera around and zooming really hard to check out my new staff and while I play the game it doesn't interfere with me playing the game. Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 07:36:18 AM I'm not debating your valuation. Simply discussing the differences.
Personally, I can't agree with "It looks just as good as wow". I feel people need an eye exam. That, or they are confusing the stylization. Many of the art styles follow similar techniques, but one is higher fidelity. Title: Re: Patch Notes Post by: ajax34i on January 11, 2012, 07:37:14 AM I get lots of stutter whenever stuff loads from the hard drive. Sound included. It seems (can't verify) that if you turn the volume slider down to 0 for Music or for Environmental, it does NOT load those things, but I've managed to reduce the stuttering a little bit. Still have to load Alderaan scenery every second step, and on an XP system I'm page faulting a lot.
Speaking of which, trying to exit out of the game results in 30-60s of page faults. CTRL-ALT-Del and kill both swtor.exe processes results in an immediate stop to the page faulting and hard drive activity. Why oh why does it have to page-fault to exit, I don't know. I'm thinking of making a button to kill -f swtor.exe just to exit "gracefully." Re: smart asset management, I agree it's smart. But if it's the cause of the animation delays or the stuttering, then it is NOT smart at all, it's idiotic. Any system that sounds smart on paper but results in ragequits is idiotic imo. Title: Re: Patch Notes Post by: Zetor on January 11, 2012, 07:38:18 AM That's what I was getting at, as well. I don't really care if your awesome engine can do global illumination in real time if it is as clunky and janky like the HeroEngine seems to be. And I'm not just talking about graphics quality (which I admit is all personal preference and I am probably Doing It Wrong), but rather responsiveness (!!!), performance, crazy long load times, random graphical glitches, etc.
ed: I was agreeing with Wolf's post... this thread moves fast! :awesome_for_real: Anyway, I can sort of appreciate the shiny graphics when standing around in coruscant or running down a corridor in the Esseles, but getting good responsiveness from the game is a bit more important to me. Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 07:42:56 AM MMO's typically cause insane hard drive activity. This is the asset streaming ( Nothing to do with net ). The amount/time is directly tied to the size of the assets. Faster/Less fragmented hard drives can compensate. Better prediction of asset management can also help.
My Girls computer also gets the paging issues. Its clearly a bug on some systems. Shes running Vista. Title: Re: Patch Notes Post by: Amaron on January 11, 2012, 07:51:10 AM I'm 99% sure its a design choice. Despite what reason they may publicly state. It was definitely originally a design choice. It was simply a bad one and needs to have been fixed by now. Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 08:00:26 AM That's so easy to say. If you think shuddering is bad now. Turn on full size textures.
Just going to leave this here. Title: Re: Patch Notes Post by: tmp on January 11, 2012, 09:08:37 AM Its one of the oldest guidelines in the book for 3d asset management and creation. You put the detail where its needed, and you remove it where its not noticed. I personally thought it was a very smart move. Personally i find SWTOR implementation awful if for one simple reason -- the way their engine removes the detail is painfully obvious and anything but 'not noticed' -- stupid game routinely manages to switch to low res textures on characters which stand literally 10 metres from the camera. I actually have to wonder if this waffling back and forth doesn't cost them more performance overall than simple sticking to fixed size and letting the graphics card do that work, the way they're designed to do it, would.And srsly, the "but it's three textures not two' argument could have some merit 10+ years ago. But normal maps has been part of the industry standard for last 5-7 or so. WoW being a (popular) aberration here rather than part of that standard. Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 09:16:20 AM I only know of a handful of MMO's that use them ( Normal maps ) that are released. Mostly because of the dynamic nature, and the 3-5 year lag MMO's always have to meet that low machine spec. I believe I can count them on one hand. As far as your noticeable down sampling, that can be so many factors. It can simply be your machines capabilities, or where you are and whats going on. 10m isn't a good metric, as its pixel height that normally does it, combined with how much stuff is in view or being sent to the render.
I do not notice any "popping" during game play. I'm sure others do. EDIT: Your point about "waffling". Its True, sometimes a LOD system is not optimal and can hinder ( Because most are CPU bound. AFAIK, its only be a few generations of video card with it as a fixed function. IE: Griding ). Consider Wow, for years was solid state, no LOD systems. But that can happen when your assets are extremely low weight. But LOD is not disk streaming, the full size image is always loaded. Typically in DTX compression, the mips are part of the image file, increasing its disk size. Title: Re: Patch Notes Post by: tmp on January 11, 2012, 09:27:22 AM As far as your noticeable down sampling, that can be so many factors. It can simply be your machines capabilities, or where you are and whats going on. 10m isn't a good metric, as its pixel height that normally does it, combined with how much stuff is in view or being sent to the render. gtx 550, 1 gb video memory, 8 gb ram. I don't think this is really down to machine capabilities. Not to pixel height, as it's done to characters which pretty much fill the view.The engine simply appears stupidly aggressive about the detail reduction, rather than being smart --or even competent-- about it. I don't feel it merits a defense here, much like there's little point in defending their UI implementation. Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 09:29:41 AM I can't really comment on your issue. But like I said, not that the client is in the hands of millions of system configurations, it will get sorted.
Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 09:48:01 AM RE: High Rez textures:
Quote Hey everyone, thanks for bearing with us as we investigated the concerns raised here. After investigation, it seems that the confusion here is a combination of a UI issue that's been resolved and a feature that's working as intended, but the reason why it's 'working as intended' needs explanation. First, the UI issue. The preferences menu as it is seen on the Public Test Server for version 1.1 of the game is correct - there are only supposed to be two texture choices, 'Low' and 'High'. This replaces the original three-choice preference of Low/Medium/High because in reality, there was never supposed to be a 'Medium' choice - that was a bug. Here's where we need to explain. As many of you have noted, your character in the game world is rendered using lower resolution textures than inside of cinematic conversation scenes. This was a deliberate decision by the development team. To understand why this was done, I have to briefly talk about MMOs and their engines. In comparison to single player games and other genres of multiplayer online games, MMOs have much higher variability in the number of characters that can be potentially rendered on-screen at the same time. In MMOs, even though most of the time you'll see a relatively small number of characters on screen, there are certain situations in which many more characters will be seen. Some examples of these situations include popular gathering places in-game (in our case, the two fleets), Operations with large teams, and Warzones. In those scenarios the client (and your PC) has to work hard to show off a lot of characters on-screen. During development and testing of The Old Republic, our priorities were to ensure the game looked great and performed well. In testing, we discovered that using our 'maximum resolution' textures on in-game characters during normal gameplay could cause severe performance issues, even on powerful PCs. There were a variety of possible options to help improve performance, but one that was explored and ultimately implemented used what is known as a 'texture atlas'. To understand that I've got to get technical for a minute. When a character in the game is 'seen' by another character - ie, gets close to your field of view - the client has to 'draw' that character for you to see. As the character is 'drawn' for you there are a number of what are known as 'draw calls' where the client pulls information from the repository it has on your hard disk, including textures, and then renders the character. Every draw call that is made is a demand on your PC, so keeping that number of draw calls low per character is important. With our 'maximum resolution' textures a large number of draw calls are made per character, but that wasn't practical for normal gameplay, especially when a large number of characters were in one place; the number of draw calls made on your client would multiply very quickly. The solution was to 'texture atlas' - essentially to put a number of smaller textures together into one larger texture. This reduces the number of draw calls dramatically and allows the client to render characters quicker, which improves performance dramatically. When it comes to cinematic scenes, however, characters are rendered using the higher number of draw calls and maximum resolution textures. This is because in those scenes, we have control over exactly how many characters are rendered and can ensure that the game performs well. The transition between 'atlas textured' characters (out of cinematics) and 'maximum resolution' textures (in cinematics) is mostly hidden by the transition between those two states (when the screen goes black), but obviously it's clear if you pay close attention. In summary; yes, we had a small UI bug that unfortunately caused confusion over how the game is intended to work. The textures you're seeing in the course of normal gameplay are optimized for that mode of play. The textures you're seeing during cinematics are also optimized for that mode of play. They are higher resolution, but that's because we're able to control cinematic scenes to ensure good performance in a way we can't during normal gameplay. We understand the passion and desire for people to see the same textures you see in our cinematic scenes in the main game. Because of the performance issues that would cause for the client, that's not an immediate and easy fix; we need to ensure we're making choices that the majority of our players will be able to benefit from. Having 'atlassed textures' helps performance overall, and that's a very important goal for us. With that said, we've heard your feedback here loud and clear. The development team is exploring options to improve the fidelity of the game, particularly for those of you with high-spec PCs. It will be a significant piece of development work and it won't be an overnight change, but we're listening and we're committed to reacting to your feedback. Linky. (http://www.swtor.com/community/showthread.php?p=1478869#edit1478869) Title: Re: Patch Notes Post by: tmp on January 11, 2012, 09:59:44 AM That post combined with the downsampling i've seen makes me wonder if their "performance issues" are actually caused by the texture sizes alone, or if they have some sort of bugged code that keeps rebuilding the composite textures more times than needed, vs keeping them cached.
The "medium setting choice was never intended and is a bug" is hillarious, though. Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 10:01:33 AM Not if they are using atlasing, no. Its more likely to do with your view angle, and whats also in the scene.
Title: Re: Patch Notes Post by: kildorn on January 11, 2012, 10:03:32 AM I adore the "oops, having a medium was a bug" thing.
Title: Re: Patch Notes Post by: rattran on January 11, 2012, 10:05:56 AM Tl;DR Version:
Our game looks crappy on purpose, WAI. Title: Re: Patch Notes Post by: tmp on January 11, 2012, 10:17:27 AM Not if they are using atlasing, no. Its more likely to do with your view angle, and whats also in the scene. Is there some specific knowledge that makes you say "no, they can't possibly have a bug like that in their code", or is it simply a belief that it's something that shouldn't happen in professional environment?Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 10:20:55 AM Both. Atlas is used specifically to lower draw calls. Its near imposable. Its a trade off. One large texture servicing 20 items, while it will take longer to load from disk, is less calls than 20 discrete textures, that may load faster. All down sampling/Miping and pixel smoothing is done after its already loaded. IIRCC. Low and High are not ( Unless some magic happened in the past 10 years ) two sets of files.
But I mean sure, it could have a bug in it. I guess. But I would imagine this "extreme" lowering you are seeing would be way more common. Title: Re: Patch Notes Post by: tmp on January 11, 2012, 10:26:05 AM Both. Atlas is used specifically to lower draw calls. Its near imposable. Its a trade off. One large texture servicing 20 items, while it will take longer to load, is less calls than 20 discrete textures, that may load faster. All down sampling/Miping and pixel smoothing is done after its already loaded. IIRCC. Yes, and my point was what if the call to build the atlas texture is executed more often than it should, either as result of the bug or bad logic govenring caching of the created textures?Incidentally, this thread made me play with the texture resolution switch and at this point i'm not sure if that setting actually affects anything but the textures for static assets (environments and such) The atlas textues on the characters appear very much the same in either setting. Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 10:27:26 AM Atlas is Pre-built. They are akin to what is known as a "sprite sheet" in 8-bit games. Minecraft uses them, for example. That's not a run time thing. I would be amazed if it was.
When I said composite textures, and example would be your face. There is the base defuse ( Color ), and the "freckles" ( Color + Alpha ), with the base normal map ( RGB ) and a bit of "scars" in the normal map ( RGBA ). All that is built in the buffer, and displayed before rendering. It equals your final face textures, and is replicated by "recipe" on other clients. All elements would be sampled from different atlases already in mem. EDIT: This is just from what I know of like systems. I do not have first hand time with the hero engine. Title: Re: Patch Notes Post by: tmp on January 11, 2012, 10:35:25 AM Atlas is Pre-built. They are akin to what is known as a "sprite sheet" in 8-bit games. Minecraft uses them, for example. That's not a run time thing. I would be amazed if it was. ... as i understand it, these are composites of multiple textures put together to reduce amount of draw calls per character -- e.g. the gloves diffuse texture + upper body diffuse texture + lower body diffuse texture + boots diffuse texture, each scaled down and arranged as part of one image. As a result, i fully expect them to be created at runtime, because textures utilized by individual character will depend on what equipment they're wearing, and that is going to be near infinite amount of combinations. Having pre-built sheets would do very little to help with optimization here -- it'd instead ensure you have your entire texture set loaded at any given time, more likely.Also, having played further with the texture quality setting i'm now pretty much convinced it doesn't affect resolution of these atlas textures, consequently doing nothing to quality of character appearances. Which is having me switch between a :ye_gods: and :uhrr: edit: ah i see what you meant. I think their "atlas" textures work more like i described, which means it's actually my bad for using "composite" in this context. Title: Re: Patch Notes Post by: Lantyssa on January 11, 2012, 10:36:01 AM Here's what I know:
Guild Wars uses low textures that look tons better than what SWG does. They also recently enabled it so party members use their higher quality textures, but outside models don't, which only improves the situation using a balanced solution. In TOR I run up to the bank and the texture looks like it's a 16x16 icon stretched across the box. Over 30 seconds it cleans up a little, but it's still not that high a resolution. As an example, the holo dancers look terrible. One quest had a holo dancer in it and it actually looked awesome at high resolution. Item previews with the lowest textures? Silly. Remove one of the texture maps if it causes that much of a problem. I'd rather 'poor' lighting on quality textures than amazing lighting on shit textures. Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 10:37:56 AM ... as i understand it, these are composites of multiple textures put together to reduce amount of draw calls per character -- e.g. the gloves diffuse texture + upper body diffuse texture + lower body diffuse texture + boots diffuse texture, each scaled down and arranged as part of one image. As a result, i fully expect them to be created at runtime, because textures utilized by individual character will depend on what equipment they're wearing, and that is going to be near infinite amount of combinations. Having pre-built sheets would do very little to help with optimization here -- it'd instead ensure you have your entire texture set loaded at any given time, more likely. You have a point. Id have to dig into the Hero engine docs. It also could be a custom Implementation. EDIT: Or I could be just wrong, and it looks like I am. I suppose I am confused by some hacky things I have worked on before. + 10 points to you sir. Title: Re: Patch Notes Post by: Miasma on January 11, 2012, 10:39:11 AM Both. Atlas is used specifically to lower draw calls. Its near imposable. Its a trade off. One large texture servicing 20 items, while it will take longer to load, is less calls than 20 discrete textures, that may load faster. All down sampling/Miping and pixel smoothing is done after its already loaded. IIRCC. Yes, and my point was what if the call to build the atlas texture is executed more often than it should, either as result of the bug or bad logic govenring caching of the created textures?Incidentally, this thread made me play with the texture resolution switch and at this point i'm not sure if that setting actually affects anything but the textures for static assets (environments and such) The atlas textues on the characters appear very much the same in either setting. Title: Re: Patch Notes Post by: Fordel on January 11, 2012, 10:39:44 AM GuildWars also cheats a lot, like entire buildings are just flat boxes and shit. Which isn't to say they don't cheat WELL, GuildWars has always looked amazing and run on some really low end machines. It's easy to forget HOW DAMN OLD GuildWars is! It's a pretty pretty fucking game, no doubt.
Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 10:41:27 AM It's not cheating! :mob: ( <-- Artists and designers )
Its intelligent use of assets and design. Title: Re: Patch Notes Post by: Fordel on January 11, 2012, 10:42:45 AM It's totally cheating! Because it's just backdrop and scenery, not a building I can interact with at all.
Title: Re: Patch Notes Post by: Miasma on January 11, 2012, 10:42:53 AM GuildWars also cheats a lot, like entire buildings are just flat boxes and shit. Which isn't to say they don't cheat WELL, GuildWars has always looked amazing and run on some really low end machines. It's easy to forget HOW DAMN OLD GuildWars is! It's a pretty pretty fucking game, no doubt. I can't get over how GuildWars2 looks, I'm going to play that just because it's so beautiful, like moving through art.Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 10:44:48 AM It's totally cheating! Because it's just backdrop and scenery, not a building I can interact with at all. No its not! :mob: :why_so_serious: Title: Re: Patch Notes Post by: tmp on January 11, 2012, 10:45:30 AM The medium to high switch doesn't do anything, they are calling it a bug that there were three settings at all, they are changing it to just be low and high, with high being medium. Yes, i'm talking about something else, though -- going from "high" to "low" doesn't do anything for quality of character textures outside of cutscenes, it only affects quality of textures of the environments. Which i think is a large part why game looks mediocre -- if going from "low" to "high" actually increased the size of their "atlas textures" assigned to characters, i suspect they could look quite better than they do at the moment.(unless they're already using something like 2048x2048 textures for these with the current settings... but it really doesn't look like they do) Title: Re: Patch Notes Post by: Amaron on January 11, 2012, 10:45:35 AM That's so easy to say. If you think shuddering is bad now. Turn on full size textures. I haven't once seen any kind of shuddering. My fps is very high always. There's frankly no way turning on high res textures on characters is going to cause my computer a problem. 2gb video ram and 8gb system memory means I can handle it. If they think most computers can't handle it then they should restrict the setting. You are sort of skirting the issue though. They did this by design because their resource management is just flat out horrible. I'll give them kudos for making sure it "works" but that doesn't excuse them. Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 10:47:43 AM The medium to high switch doesn't do anything, they are calling it a bug that there were three settings at all, they are changing it to just be low and high, with high being medium. Yes, i'm talking about something else, though -- going from "high" to "low" doesn't do anything for quality of character textures outside of cutscenes, it only affects quality of textures of the environments. Which i think is a large part why game looks mediocre -- if going from "low" to "high" actually increased the size of their "atlas textures" assigned to characters, i suspect they could look quite better than they do at the moment.(unless they're already using something like 2048x2048 textures for these with the current settings... but it really doesn't look like they do) It may indeed only apply to environments. Player models are always the most hefty thing in a scene. Title: Re: Patch Notes Post by: luckton on January 11, 2012, 10:59:11 AM Don't suppose we can get a mod to rip the last few pages out of this thread and put them in their own thread?
Title: Re: Patch Notes Post by: kildorn on January 11, 2012, 11:07:30 AM Don't suppose we can get a mod to rip the last few pages out of this thread and put them in their own thread? There are no mods in SWTOR! :why_so_serious: Title: Re: Patch Notes Post by: Simond on January 11, 2012, 11:09:06 AM Tl;DR Version: Nah, tl;dr is "Texture resolution is working as intended".Our game looks crappy on purpose, WAI. And that's not even hyperbole. :awesome_for_real: Title: Re: Patch Notes Post by: Kitsune on January 11, 2012, 12:24:18 PM In TOR I run up to the bank and the texture looks like it's a 16x16 icon stretched across the box. This is my beef. The muddy, shitty blurry texture blobs on everything. Check out this guy's screenshot: (http://img.photobucket.com/albums/v284/kevin_420/swtor1.jpg) The face is fine, the respirator mask thing is fine, the belt's okay, but the robes look like they're from Everquest. Guy doesn't have to look like he's been rendered for a cinematic, but god damn, the textures should at least approximately fit the model! Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 12:30:06 PM Yours looks worse than normal. I know that robe model. It does not look like for me.
Title: Re: Patch Notes Post by: Kitsune on January 11, 2012, 01:00:03 PM Several textures look that bad for me, and the bitch of it is that it's extremely inconsistent. I have some gear that looks fine. It's not cutscene-sharp but it's amply good enough on a six inch tall person on my screen who's moving around. Then other pieces of gear will just be shit, like that robe. Lots of pants look bad, and I don't think I've ever seen a force user 'skirt' bottom that didn't look awful. That's why I believed it was some sort of bug. It's clearly not an engine-wide thing, it only applies to certain pieces of equipment. I'm using a quad-core i5 with eight gigs of RAM and a latest-gen Nvidia card with a gig of RAM on it too, a SSD for my OS and a 10,000 RPM velociraptor drive for my program directories; my computer handles every modern game I've thrown at it at 1080p without blinking.
TOR has hallmarks of incompetent coding throughout it, too. The fact that it always tries to execute with admin privileges unless you force it to run in Windows 2000 compatibility mode is not an encouraging sign for the quality of work involved in its creation. I've already gotten my legacy name; there's nothing I really need to race for at the moment, so I'm probably going to lapse my subscription for a few months and wait for all this to be fixed. Title: Re: Patch Notes Post by: Riggswolfe on January 11, 2012, 02:43:12 PM The weird things is I experience none of these issues. My loading screens are so fast I usually can't read what is on it. I don't drop FPS, ever. And my textures all look reasonably good though admittedly much better in cutscenes. My machine is good but it's not a beast. Heck my nvidia card was rebooting my computer for awhile when I tried to watch youtube videos. I always have a virus scanner running and such. So, while I think the game has some issues I suspect some of these complaints have to do with something on the player's PC.
Title: Re: Patch Notes Post by: Ingmar on January 11, 2012, 02:44:23 PM My load screens are fast, except for Hoth. Hoth is crazy slow to load up.
Title: Re: Patch Notes Post by: Merusk on January 11, 2012, 03:13:37 PM Yours looks worse than normal. I know that robe model. It does not look like for me. I complained in gchat a week or so ago that screenshots were not in any way representative of what I was seeing on the screen. This looks like an example of that. Not only did I have lower textures when taking the shot, but jaggies and overall light levels were much worse. Kitsune's screenshot looks like a prime example of that. Title: Re: Patch Notes Post by: kildorn on January 11, 2012, 03:19:38 PM My load screens are fast, except for Hoth. Hoth is crazy slow to load up. Tat and Hoth are my bad ones. Title: Re: Patch Notes Post by: Mrbloodworth on January 11, 2012, 03:19:52 PM Did you just ALT + Print screen and paste it in somewhere. Or did you use some in client screenshot key?
Title: Re: Patch Notes Post by: Fordel on January 11, 2012, 03:22:12 PM The worst was Taris in beta. It literally took over 5 minutes to load, as in, an actual 5 minutes. Not 'it feels like its taking really long', not 30 seconds, not a minute. Five minutes of loading screen, every time you landed on the planet or zoned into it from say, a warzone or whatever. :why_so_serious:
I haven't had a screen longer then maybe 20-30 seconds on live. Title: Re: Patch Notes Post by: Merusk on January 11, 2012, 03:42:24 PM Did you just ALT + Print screen and paste it in somewhere. Or did you use some in client screenshot key? I used the client screenshot key and was then examining them. There's a definite degradation there. I'll get a few shots both ways tonight if I remember. Title: Re: Patch Notes Post by: Simond on January 11, 2012, 03:55:27 PM I adore the "oops, having a medium was a bug" thing. Didn't TOR actually have the hi-res textures working until the later betas anyway? I.e. until they 'broke' the low/medium/high switch to go low/medium/low?Title: Re: Patch Notes Post by: tmp on January 11, 2012, 04:18:30 PM Yours looks worse than normal. I know that robe model. It does not look like for me. That looks pretty much like a case of that downsampling bug(?) i've mentioned a page earlier. It may be related to amount of characters nearby and the game pulling some unasked for shit in attempts to cope, as it seems more common around the GTN terminals than anywhere else. But either way would argue is a clear cut case of Doing It Wrong.edit: the official thread has a screenshot with another case of that by the looks of it, and oddly enough it's on player's ship I don't think compression can be blamed here, as the issue is selectively affecting character's textures only. And for what's worth, my consular wearing that robe while on the ship doesn't look this bad, either. But obviously, it does happen and affects people, based on undetermined yet factor. edit 2: oh wait, it does. It's just even more evident on the wider male model. :uhrr: Title: Re: Patch Notes Post by: tmp on January 11, 2012, 04:42:13 PM Dev follow-up regarding the subject (http://www.swtor.com/community/showthread.php?p=1499874#edit1499874)
Quote I rounded up the development team once more and had another discussion, and wanted to update you with a better timeline and some more precise details on what we're doing right now. The first major changes will be in our next major Game Update, which will have the version number of 1.2. Those changes will bring greater visual fidelity to your character and those around you, but will still allow for good performance in situations where a lot of characters are on-screen at once. In other words, for those screenshots of your character in their best gear, you should see a marked improvement. Other potential changes are being discussed right now – as I said, many of which are similar to changes suggested by many of you. As usual, you’ll see these sorts of changes on our Public Test Server before they make it into the live game. Right now we cannot commit to a live date for the 1.2 Game Update, but it will be within Q1 2012. Title: Re: Patch Notes Post by: Cadaverine on January 11, 2012, 06:06:16 PM I've mostly noticed the low rez textures on pants. Gloves, and boots seem to be a mix, but I really can't get in close enough to tell if the glove/boot part are low rez, but the gadgets, shin guards, and the like on them look fine. Chest, weapons, and head slot all look fine to me on all my characters so far.
As far as cut scenes, I'm watching one right now, and I can't see any difference in how my character looks in the gameworld, and how he looks in the cut scene. My pants are still a blurry mess. Title: Re: Patch Notes Post by: Rendakor on January 11, 2012, 06:53:33 PM My load screens are fast, except for Hoth. Hoth is crazy slow to load up. Tat and Hoth are my bad ones. Title: Re: Patch Notes Post by: Kitsune on January 11, 2012, 11:57:07 PM I got Lasa into the best lighting I could and took a screenshot that shows the wide gulf between textures that I see.
(http://img857.imageshack.us/img857/1430/illustratedproblem.png) Pants/skirts almost always have wretched textures, sometimes the tops as well, and headgear is usually good quality. Weapons are usually fine too, though I've run across the occasional shitty weapon. Those giant boxy pistols that NPCs run around with are pretty good examples of bad weapons. Title: Re: Patch Notes Post by: Sjofn on January 12, 2012, 12:21:31 AM Yeah, the pants (or skirts), for whatever reason, seem to be universally asstastic.
Title: Re: Patch Notes Post by: eldaec on January 12, 2012, 02:24:20 AM Oh what inquisitors would do to be complaining about texture quality on a wide selection of pants.
Title: Re: Patch Notes Post by: tmp on January 12, 2012, 04:06:27 AM Yeah, the pants (or skirts), for whatever reason, seem to be universally asstastic. I'd guess their "atlas texture" thing allocates similarly sized parts of the full texture to both the small elements like gloves/shoes and large ones like skirts/tops. With the pants/skirts being given smaller area than the top part, the usual reasoning for that being, with the way camera is typically placed there's more focus on upper halves of the characters than on their bottoms. So it's okay to have lower resolution bottoms if it means the tops can look better.(which is the reasoning i'd argue with because the jump in quality can stand out pretty badly like in SWTOR case, lowering the overall impression more than imo uniform in-between texture quality would... but that's another story. And also would need some tests) Title: Re: Patch Notes Post by: 01101010 on January 12, 2012, 04:08:11 AM I'd venture to say that the engine has real issues with cloth armor. Robes, at times, can also look like complete shit as well, but pants/skirts are pretty universal.
Title: Re: Patch Notes Post by: jakonovski on January 12, 2012, 05:15:17 AM This whole "MMOs are so MASSIVE" excuse for low res textures kind of falls flat on its face when you consider that the game is instanced to hell and back, and there's never more than a handful of players in a place.
Title: Re: Patch Notes Post by: Mrbloodworth on January 12, 2012, 05:36:29 AM "Pants" are part of the base model. And likely share the same texture size as other parts. Its just more area to cover. I have seen some that look great, but that's mostly because they are not very detailed and have large detail areas. A Staple of the "painterly" style, witch is mainly used to decrease texture size and place visual emphasis on large detail cues.
The in client screenshot key seems to trigger heavy render load and causes some down sampling. Title: Re: Patch Notes Post by: eldaec on January 12, 2012, 05:55:42 AM This whole "MMOs are so MASSIVE" excuse for low res textures kind of falls flat on its face when you consider that the game is instanced to hell and back, and there's never more than a handful of players in a place. Also, and this bears endless repeating, when it is a player option in the first place. Title: Re: Patch Notes Post by: Paelos on January 12, 2012, 07:07:38 AM Are you people this zoomed in on your character at all times?
Title: Re: Patch Notes Post by: ajax34i on January 12, 2012, 07:34:23 AM No, and I'm mostly seeing a gray cloak backside and hood, so nothing to see there. However I sometimes do look at the enemy NPC's I'm fighting, and they tend to use the crappy textures too. Truth is that the interface is clunky enough that I'm often looking at bars rather than at the action.
I do notice shitty environment tiles though. I hope they never lower those textures. My computer is from 2008, core 2 duo processor, with an NVidia 470 card, WinXP with 2 GB memory. With everything on "high" except the shadows, computer stutters when loading sounds or the zone graphics, but otherwise runs at 1040 MB memory used, graphics card between 60% and 90% load, GPU temp 41 - 56 Celsius (with the GPU fan cranked up to max). Nothing's overclocked. The stuttering is purely hard drive access, as the graphics load and temp drop drastically (to 0) when it's stuttering. When other people come into the scene, it stutters a lot. Title: Re: Patch Notes Post by: jakonovski on January 12, 2012, 07:50:36 AM Are you people this zoomed in on your character at all times? I do it a lot in fact, I zoom in and out and try to immerse myself in the world. It's not a major issue, but I do feel bummed out when my Guardian's chestpiece is a blurry mass (it's also identical to a Smuggler chestpiece, but that's another gripe). Title: Re: Patch Notes Post by: tmp on January 12, 2012, 08:41:09 AM Are you people this zoomed in on your character at all times? The view i use typically is fairly close, one which places the character's feet roughly in line with top edge of main toolbar. The low res is more of issue when viewing others' characters, though, as well as the NPCs -- you get good look at them when they're passing by/loitering near, or when you approach one to get a quest.Title: Re: Patch Notes Post by: Sky on January 12, 2012, 12:32:08 PM Personal opinion not withstanding :oh_i_see:Actually, it wasn't so much the normal gameplay that was impacted, do you remember the pop-in during cutscenes in the beta? I'd put my money on it being related to that. I had good performance during both beta weekends and the first weekend was on a single gtx 460 (the weekend with the higher res textures). I also think they did more LoD optimization recently, I've noticed a LOT more pop-in of non-hardbaked statics (boxes, etc) and my dynamics (mobs) are pulled way in. I'd say (unscientifically) the clip plane for dynamics is about a third closer now. Since I had phenomenal performance prior to this and it's not exposed in the settings, not happy about it. I do know what I'm asking for, the system that was in already. I've seen every game come out of beta and do this, and I understand why. I just have a problem with making sliders that go from 1-60% simply because most people can't stop themselves from pegging them and then bitching about performance. I don't need your BW techspeeks to know what I've seen countless times...when it's running fine on my computer. EQ2 let you push the system beyond what would sanely run...but you could also set profiles. I had a "Neriak" profile that I'd load when I'd go to town that was set lower than my "Adventure" profile where there would be less avatards (I fully understand the amount of overhead in loading in the amount of textures and polys players bring with them in a dense environment, I'm not a moron :p). Hell, go load up EQ2 f2p and look at the graphics options they expose in the settings, THAT's how you let players tailor their experience. Most will just set to presets and be done with it, but having an 'advanced' tab that lets more advanced users tailor to their hardware setup (maybe ambient occlusion is shitty on ATI or w/e) isn't that hard to do. Point is...let me make that decision. And better yet, give me the option to save profiles so I can run at ultra settings on Voss and then load in medium settings for the Fleet. Every mmo I've played, I clamor for options to allow players control...on an even field (no 3rd party :)). Title: Re: Patch Notes Post by: luckton on January 12, 2012, 12:39:23 PM I understand BW's aversion to allowing the option. They're trying to avoid the segment of players that will try to play this game at max settings, regardless of what their system is actually capable of, and then moan/bitch/complain, tie up CS lines and ultimately quit because "it doesn't work right" :uhrr:
And anyone who doesn't understand that clearly as not worked a 1-800 tech support call center before :why_so_serious: Title: Re: Patch Notes Post by: Sky on January 12, 2012, 01:00:14 PM Maybe it could poll the hardware? Hardware polling seems awful crappy for setting up graphics options in my experience, but maybe as a way to gate off some advanced features.
I'm 100% sure it's a tech support/customer service issue; I've seen the better graphics running on my 4 1/2 yr old (at the time) pc a few months ago. So much better than I was sure I screwed something up for the turkey day beta weekend, it was so shockingly more lo-res-y. Anyway, it is what it is. Just a shame, is all. Title: Re: Patch Notes Post by: Sjofn on January 12, 2012, 01:01:42 PM Oh what inquisitors would do to be complaining about texture quality on a wide selection of pants. You know there are social pants on Balmorra, right? You only have to be social II if I remember right. Title: Re: Patch Notes Post by: Sky on January 12, 2012, 01:03:25 PM Social item bug? (Have to re-equip to apply stats?) Haven't seen it as I don't wear light armor, just saying it might be an issue.
Title: Re: Patch Notes Post by: Mrbloodworth on January 12, 2012, 01:04:59 PM I expect more options to come along as time goes on. There are a ton of settings disabled.
IE: Title: Re: Patch Notes Post by: Sjofn on January 12, 2012, 01:06:32 PM Social item bug? (Have to re-equip to apply stats?) Haven't seen it as I don't wear light armor, just saying it might be an issue. I haven't seen it since I don't actually wear any of it, but for all the fucking bitching he's done about waaaaah paaaaants, I should think that's a small price to pay. Title: Re: Patch Notes Post by: jakonovski on January 12, 2012, 01:08:23 PM That screenshot looks awesome, I may be persuaded to upgrade my graphics card if they implement it in time (even though it would reasonable to expect that a 4890 be able to handle that and much more).
Title: Re: Patch Notes Post by: Kitsune on January 12, 2012, 01:09:55 PM I cheated and used the CE vendor to get imperial trooper pants and boots for Lasa. They aren't a perfect match for the black robey top she has, but they're pretty good. They're armorish enough to look fairly fitting on someone who runs around stomping other people into the mud, but not so armorish that they look out of place on someone as acrobatic as an assassin.
Title: Re: Patch Notes Post by: 01101010 on January 12, 2012, 01:25:50 PM Pretty sure Alderaan has light armor pants for commendations. One of those planets around that level does. I bought them IMMEDIATELY and it was post-Tattooine.
Title: Re: Patch Notes Post by: Sky on January 12, 2012, 01:32:20 PM It's not polite to post a shiny screenshot without info on the hack!
I did tweak a bunch of stuff, but then it became unstable and rather than dick around with it for an hour testing things, I just reverted. Did find a nifty new tool (nvidia inspector). Title: Re: Patch Notes Post by: eldaec on January 12, 2012, 01:44:48 PM Oh what inquisitors would do to be complaining about texture quality on a wide selection of pants. You know there are social pants on Balmorra, right? You only have to be social II if I remember right. I'm using pilot pants atm. Fits well with the tatooine commendation chest. Title: Re: Patch Notes Post by: Merusk on January 12, 2012, 02:15:59 PM Oh what inquisitors would do to be complaining about texture quality on a wide selection of pants. You know there are social pants on Balmorra, right? You only have to be social II if I remember right. Other alternatives (since he mentioned the pilot pants already) Buy a security key, wear the dancer's pants. Slutquisitor! Or - if you have the CE - the Rep Officer or Sith Trooper pants from that vendor. Title: Re: Patch Notes Post by: tmp on January 12, 2012, 02:38:14 PM I haven't seen it since I don't actually wear any of it, but for all the fucking bitching he's done about waaaaah paaaaants, I should think that's a small price to pay. It is indeed not too annoying as it only occurs when changing a game zone. So as long as one doesn't do too much space/ship/planet hopping, it's not hard to live with.On the graphics spoiler note, the difference between these two seems to be the bottom has reflections turned on, but i get that already without any sikrit tweaking. At lest in republic space station the floors are semi-shiny as it is. Title: Re: Patch Notes Post by: Sky on January 12, 2012, 09:06:53 PM I do not notice any "popping" during game play. I'm sure others do. Since I bitched about it, here's a representative pop. There are examples all over, I just happened to be passing through here while thinking about it and saw this one.That's maybe two steps forward. Title: Re: Patch Notes Post by: Riggswolfe on January 12, 2012, 10:29:26 PM I do not notice any "popping" during game play. I'm sure others do. Since I bitched about it, here's a representative pop. There are examples all over, I just happened to be passing through here while thinking about it and saw this one.That's maybe two steps forward. I notice this sometimes as well. I notice it alot on worlds with heavy grass. I can actually see the grass appearing in front of me. I think they must have draw distance set low. I seem to remember browsing through the graphics settings but being unable to find a setting for this. Title: Re: Patch Notes Post by: Margalis on January 12, 2012, 10:43:01 PM Ima say, based on nothing, that when they build a texture atlas all the component parts get equal space, meaning the pants get the same amount of room on the atlased texture as the hood.
This makes sense for a number of reasons, including that it's easy and that you don't have to include extra information about how the texture is being used. Of course this ignores the fact that the texel to pixel ratio is going to be much lower for pants than for hands. Title: Re: Patch Notes Post by: murdoc on January 13, 2012, 09:29:22 AM I notice this sometimes as well. I notice it alot on worlds with heavy grass. I can actually see the grass appearing in front of me. I think they must have draw distance set low. I seem to remember browsing through the graphics settings but being unable to find a setting for this. The grass grows and the flowers bloom where ever I walk. Title: Re: Patch Notes Post by: eldaec on January 13, 2012, 10:11:27 AM I really noticed draw distance ever since I enabled zooming out more than 19 %. Not enough to really bother me, but definitely notice it.
Title: Re: Patch Notes Post by: Mrbloodworth on January 13, 2012, 10:14:28 AM I notice this sometimes as well. I notice it alot on worlds with heavy grass. I can actually see the grass appearing in front of me. I think they must have draw distance set low. I seem to remember browsing through the graphics settings but being unable to find a setting for this. That's a feature. Grass is also billboards that allays face the camera. I believe its all controlled by the grass slider. Rift also did it. Many engines do. Title: Re: Patch Notes Post by: Miasma on January 13, 2012, 10:31:36 AM I notice this sometimes as well. I notice it alot on worlds with heavy grass. I can actually see the grass appearing in front of me. I think they must have draw distance set low. I seem to remember browsing through the graphics settings but being unable to find a setting for this. That's a feature. Grass is also billboards that allays face the camera. I believe its all controlled by the grass slider. Rift also did it. Many engines do. Title: Re: Patch Notes Post by: Mrbloodworth on January 13, 2012, 10:35:46 AM No, the "Growth" is how it works. As opposed to alpha fade in. The hero engine IS a very cool piece of technology. "Vast majority" is also a misnomer. Recent Dev chat said majority of users not having severe issues. Distance at witch grass is renders is not a severe issue. In fact, at high, its not that far off from most games.
Title: Re: Patch Notes Post by: Miasma on January 13, 2012, 10:42:39 AM There are lots of very cool pieces of technology, unfortunately most of them don't wind up working in a production environment when rubber meets road. It's unfortunate but it's no reason to cling to it. The best you can hope for is that someone else takes the good parts, adds a dose of reality and makes something somewhat cool that actually runs.
Title: Re: Patch Notes Post by: Sky on January 13, 2012, 10:43:23 AM Yeah I wouldn't even really bitch about the flora draw-in, it's just the way it is, no matter what tech tricks you use to hide it. Skyrim had a much wider radius, but it was still quite immersion-breakingly obvious if you let it be. And really, I probably wouldn't have brought up the pop-in if it hadn't just started to be noticeable within the last week or so. Really feels like the pulled the clip plane in quite a bit.
Recent Dev chat said majority of users not having severe issues. People enjoying the game tend to not spend time on the forums bitching about the game (except at f13, I guess).Although I get tired of the negativity, it is amusing to see the giant pit of vitriol about TOR and then go home and play this really fun game that seemingly bears no resemblence. Title: Re: Patch Notes Post by: Mrbloodworth on January 13, 2012, 10:47:37 AM Well, I do enjoy people screaming "OMG Hero engine worst ever", despite its a world class suite, and most complete MMO platform made to date..
Title: Re: Patch Notes Post by: tmp on January 13, 2012, 10:53:03 AM An Hero Engine, obv.
(but yes to be fair stuff like grass popping in is common elsewhere too. Skyrim being good and recent example although there the exact way it appears can be controlled through the config, i believe) Title: Re: Patch Notes Post by: Thrawn on January 13, 2012, 11:08:56 AM Well, I do enjoy people screaming "OMG Hero engine worst ever", despite its a world class suite, and most complete MMO platform made to date.. My guess is the average gamer doesn't know what exactly the engine handles, so they heard "Hero Engine" on the forums somewhere and now blame every bug and badly programmed feature of the game on it. Title: Re: Patch Notes Post by: ajax34i on January 13, 2012, 11:12:56 AM Grass grows and flowers bloom for me too. Also, the grass quality slider has a popup that says "Adjust tree quality and detail." The tree slider also says "Adjust tree qulaity and detail." I believe on Tatooine they apply to sand and rock formations, too.
Title: Re: Patch Notes Post by: Miasma on January 13, 2012, 11:24:56 AM People enjoying the game tend to not spend time on the forums bitching about the game (except at f13, I guess). It is being received far better here than their own official forums. That place is a cesspool, even for official mmo forums.Title: Re: Patch Notes Post by: ajax34i on January 13, 2012, 11:31:16 AM There are rumors (http://www.swtor.com/community/devtracker.php) that they will nerf Biochem (the medpacs) and Cybertech (the grenades), possibly next patch.
Title: Re: Patch Notes Post by: Mrbloodworth on January 13, 2012, 11:43:24 AM People enjoying the game tend to not spend time on the forums bitching about the game (except at f13, I guess). It is being received far better here than their own official forums. That place is a cesspool, even for official mmo forums.Because they are trolling each other with ignorance, and going out of their way to be "offended". That thread about the second process is a shining example that went as far as some game news outlets. And it was 100% false. That did not stop it from going to 200 pages, news outlets, and spawning about 40 other threads about it, because posters are unique snowflakes. EDIT: Here you go. (http://www.swtor.com/community/showthread.php?t=162079) Abandon all hope. Title: Re: Patch Notes Post by: Ingmar on January 13, 2012, 11:46:31 AM I don't think those are rumors, those are Bioware outright saying they're going to nerf the max level reusables. :-P
Title: Re: Patch Notes Post by: Tyrnan on January 13, 2012, 11:49:18 AM Update 1.1 Additional Notes (http://www.swtor.com/community/showthread.php?p=1584114#edit1584114)
About the Biochem and Cybertech changes (http://www.swtor.com/community/showthread.php?p=1580761#edit1580761) Title: Re: Patch Notes Post by: Nebu on January 13, 2012, 11:50:13 AM There are rumors (http://www.swtor.com/community/devtracker.php) that they will nerf Biochem (the medpacs) and Cybertech (the grenades), possibly next patch. It is VERY much needed. I'm happy to see this change and 50 only brackets coming soon. It may get me to sign on for another month. Title: Re: Patch Notes Post by: luckton on January 13, 2012, 12:03:08 PM Agreed. Endless consumables that didn't require the craft you made them with in order to use them was pants-on-head silly. It was only a matter of time.
Title: Re: Patch Notes Post by: Fordel on January 13, 2012, 12:12:57 PM Anyone who didn't see the Biochem things getting a "requires X biochem to use" on them was an idiot.
Title: Re: Patch Notes Post by: Zetor on January 13, 2012, 12:16:09 PM The purple medpacs I made while leveling all have 'requires biochem X' on them already... are the 50s different? 'Cos that's a bit :why_so_serious:
e: another thing they need to do is force a 20sec shared cooldown on all burst items: adrenals, expertise stims, dps trinkets. If some classes/specs have overlapping burst cooldowns in two trees, using one should put the other on a 20sec cooldown as well imo... Title: Re: Patch Notes Post by: Fordel on January 13, 2012, 12:18:55 PM The purple medpacs I made while leveling all have 'requires biochem X on them' already... are the 50s different? 'Cos that's a bit :why_so_serious: The Top End ones, the 'Rakata' and whatever were just BoP, but had no requirements on them. So poopsockers were taking biochem to max, making those items then crafting back to whatever. Like I said, anyone who didn't see this as BROKEN was/is a retard. :why_so_serious: Why were they ever like that in the first place? I have no earthly idea. Title: Re: Patch Notes Post by: ajax34i on January 13, 2012, 12:49:47 PM I had no clue that the top end items had no prerequisites, so I didn't see it as broken because I didn't know. Good to see they're fixing. The swtor.com threads, however, are interpreting this "nerf" as "why aren't you buffing the other skills instead, Bioware." It's really an exploit fix, but the perception will be different for the masses.
Their devtracker also mentions that they're planning to fix the textures / animation delays in patch 1.2, possibly, though it doesn't mention when that will be. Speaking of the additional fixes for 1.1 that they posted, I just went through, like, 3 quests yesterday where the instance I entered was empty (no minions anywhere, just the devices I was supposed to interact with at the end). Now I see it was a bug that the NPC's didn't "respawn" properly. I was wondering why the hell those buildings were empty. They're on Alderaan btw. I'm done with Alderaan, woot!, though. Title: Re: Patch Notes Post by: tmp on January 13, 2012, 01:24:51 PM Not sure how these changes do anything to the "anyone who doesn't take biochem/cybertech is an idiot" mentality... i mean, is there anything unique or even useful that the other skills provide exclusively and you can't just buy from someone who has them, in comparison?
Title: Re: Patch Notes Post by: Nevermore on January 13, 2012, 01:26:28 PM As a Biochemist, those nerfs don't bother me at all. Seems like all the reusable stuff should have had the Biochem requirement on them to begin with. As for how much the top end stuff heals, well I haven't even seen the top end stuff yet anyway so can't say I'll really miss something I never had.
Title: Re: Patch Notes Post by: Nebu on January 13, 2012, 01:28:50 PM I don't see a reason to be anything but a Biochem. I have an armstech and I'm finding it to be 100% pointless. I know I'll never raid for better recipes and the barrels on pvp and hard mode gear is better than anything I could ever make.
Title: Re: Patch Notes Post by: Sky on January 13, 2012, 01:31:54 PM I'm still toying with the idea of dropping armormech, especially after I hit 50 and craft the recipes I have. Maybe stash a few things for alts.
Then pick up cyber and bio and make myself some grenades and stims to make up for my lower dps and help healing. Then again, why would I care at that point. Maybe once my alts are capped and can run 5 missions each....in 2013. Title: Re: Patch Notes Post by: Furiously on January 13, 2012, 01:32:19 PM I expect more options to come along as time goes on. There are a ton of settings disabled. IE: What .ini setting is the shiney? Title: Re: Patch Notes Post by: Ingmar on January 13, 2012, 01:32:34 PM Sky, you can't be both bio AND cybertech, there's a cap on one crafting profession per character.
Title: Re: Patch Notes Post by: Sky on January 13, 2012, 01:34:13 PM Sky, you can't be both bio AND cybertech, there's a cap on one crafting profession per character. Derp, yeah there's that.And why is BW not sharing TEH SHINAY. Dammit. Title: Re: Patch Notes Post by: tmp on January 13, 2012, 01:34:54 PM Their devtracker also mentions that they're planning to fix the textures / animation delays in patch 1.2, possibly, though it doesn't mention when that will be. 1.2 was mentioned to be scheduled for "Q1". It's the "next update patch" they mentioned elsewhere to be planned for March, i believe.Title: Re: Patch Notes Post by: eldaec on January 13, 2012, 01:40:48 PM I'm still toying with the idea of dropping armormech, especially after I hit 50 and craft the recipes I have. Maybe stash a few things for alts. Then pick up cyber and bio and make myself some grenades and stims to make up for my lower dps and help healing. Then again, why would I care at that point. Maybe once my alts are capped and can run 5 missions each....in 2013. At cap, aren't grenades/stims/medpacs (mainly the last 2) the only useful craftables? I think everything else is a one off purchase and you can always make all your purple armoring mods (I assume armor tech makes them?) before you switch? I'm always surprised that mmo crafting doesn't include at least some consumables in each profession. Title: Re: Patch Notes Post by: eldaec on January 13, 2012, 01:50:22 PM Not sure how 'requires 400 biochem to use' really helps?
Gating moves from 'must once have had biochem' to 'currently has biochem'. I'm not sure why this is any better. Isn't having bought blue biochem junk off the market just as effective as having a bound purple? Also, I noticed with my level 16 biochem guy that purple packs don't have the additional HoT that blues do, is this the case all the way up? I can understand why they are reducing the crafted med pack power - although I would probably have increased non-crafted packs somewhat (because they currently aren't very good) so I didn't have to nerf the crafted ones as hard. Title: Re: Patch Notes Post by: tmp on January 13, 2012, 01:56:11 PM Come to think of it, wouldn't be too hard to give the other professions some actual (re)usable...
armourcrafting/synthweaving -- a barrier thing to soak up certain amount of incoming damage. armstech/artifice -- temporary +damage buff or whatever. pretty much an equivalent of what the others can do atm. Title: Re: Patch Notes Post by: Furiously on January 13, 2012, 01:58:48 PM repair kits would be nice too.
Title: Re: Patch Notes Post by: Fordel on January 13, 2012, 02:15:54 PM Not sure how 'requires 400 biochem to use' really helps? Gating moves from 'must once have had biochem' to 'currently has biochem'. I'm not sure why this is any better. Isn't having bought blue biochem junk off the market just as effective as having a bound purple? Also, I noticed with my level 16 biochem guy that purple packs don't have the additional HoT that blues do, is this the case all the way up? I can understand why they are reducing the crafted med pack power - although I would probably have increased non-crafted packs somewhat (because they currently aren't very good) so I didn't have to nerf the crafted ones as hard. The very Top End ones have the extra HoT healing and are flatout superior to the blues. The other thing to keep in mind is the top end blues are not cheap to make in resources or time. Top end blue single target med pack takes 20-25 minutes to craft, 4 of three different green quality bioanalsys mats and 4 blue quality diplomacy mats. Like, the poopsockers are possibly going to pay for that and make me rich yes, but no one else will. Title: Re: Patch Notes Post by: Kitsune on January 13, 2012, 02:42:32 PM The other crafting skills are in dire need of buffs, much more than Cybertech or Biochem needed nerfs. If people are flocking to only two skills because they're the only ones worth a fuck, nerfing those two is not the proper mindset for approaching the problem.
Title: Re: Patch Notes Post by: Threash on January 13, 2012, 03:45:59 PM They were ridiculously overpowered, even discounting the sad state of the other professions.
Title: Re: Patch Notes Post by: rattran on January 13, 2012, 04:06:35 PM Other than twinking and top-end ship stuff, crafting feels pretty pointless overall.
Title: Re: Patch Notes Post by: ajax34i on January 13, 2012, 06:22:15 PM But other than repair kits for armor and energy cells (consumable weapon damage buff) for weapons, how can they improve the crafts? If the crafts can't make better stuff than drops and commendation gear, they have to make different stuff. People would probably buy different-looking outfits, if only for vanity. But adding them requires quite a bit of modeling work.
Title: Re: Patch Notes Post by: Sjofn on January 13, 2012, 07:19:35 PM Well for artificing, it would be nice if my top level shit was actually for level 50 instead of level 47 or whatever.
I think of it this way. If I can make stuff EQUAL to the commendation shit, at least people could make the decision "do I want to just spend credits, or do I want to farm commendations?" Title: Re: Patch Notes Post by: Simond on January 14, 2012, 04:22:08 AM From a game design perspective, the "AFK crafting" ability of your pets means that if crafting produced items equivalent to actively running content, then running content would be discouraged ("I have to spend time making a group, then spend time actively controlling my character, then have a chance of getting loot" versus "Send out my minions and go do dailies/huttball/dick around while they gather enough crap for me to get a guaranteed items"). Therefore, from a PvE balance perspective, crafting must always be slightly inferior to equivalent drops (i.e. the L47 vs L50 thing).
Title: Re: Patch Notes Post by: Sjofn on January 14, 2012, 04:32:34 AM The commendation shit doesn't require a group.
Title: Re: Patch Notes Post by: Azuredream on January 14, 2012, 05:47:30 AM From a game design perspective, the "AFK crafting" ability of your pets means that if crafting produced items equivalent to actively running content, then running content would be discouraged ("I have to spend time making a group, then spend time actively controlling my character, then have a chance of getting loot" versus "Send out my minions and go do dailies/huttball/dick around while they gather enough crap for me to get a guaranteed items"). Therefore, from a PvE balance perspective, crafting must always be slightly inferior to equivalent drops (i.e. the L47 vs L50 thing). I don't think that really matters. The wall in crafting is the time in acquiring the components, not the actual act of crafting itself. Title: Re: Patch Notes Post by: tmp on January 14, 2012, 06:11:46 AM From a game design perspective, the "AFK crafting" ability of your pets means that if crafting produced items equivalent to actively running content, then running content would be discouraged ("I have to spend time making a group, then spend time actively controlling my character, then have a chance of getting loot" versus "Send out my minions and go do dailies/huttball/dick around while they gather enough crap for me to get a guaranteed items"). So, it must be discouraged because otherwise someone could skip content so they'd meantime dick around with some other content? How's that negative effect that has to be discouraged, exactly?Title: Re: Patch Notes Post by: eldaec on January 14, 2012, 06:26:24 AM Nothing else counts as content to a man trying to fill a group to do a thing.
Title: Re: Patch Notes Post by: tmp on January 14, 2012, 06:45:56 AM As Sjofn said though, people can just as well dick around with single player content to get tokens and buy their (better) mods that way. And those yearning for a group are left FOREVER ALONE just the same.
speaking of forever alone, my consular finally got to meet Grand Moff Kilran in person yesterday, and she got totally ignored in favour of some sentinel slut who won all conversation rolls :heartbreak: Title: Re: Patch Notes Post by: Arinon on January 14, 2012, 07:42:32 AM To me the only purpose in crafting should be to make some small subsection of items an order of magnitude easier to get. Weaponsmiths should be able to get themselves a good weapon while leveling up, a group level weapon solo, and a raid level weapon with a group. Maybe a few consumables on the side. If it can't do that it's pointless.
Crafting in TOR barely meets one of those requirements from what I've seen. Title: Re: Patch Notes Post by: Azuredream on January 14, 2012, 08:07:41 AM To me the only purpose in crafting should be to make some small subsection of items an order of magnitude easier to get. Weaponsmiths should be able to get themselves a good weapon while leveling up, a group level weapon solo, and a raid level weapon with a group. Maybe a few consumables on the side. If it can't do that it's pointless. Crafting in TOR barely meets one of those requirements from what I've seen. It depends on the craft skill. I'm not sure about the other 5, but Synthweaving is pretty much exactly what you just said, useful armor while leveling, decent group level stuff with the epic UT components and epic raid quality gear with the Crystal Alloys from hard modes. Title: Re: Patch Notes Post by: Miasma on January 14, 2012, 09:30:36 AM You should all go cybertech and then undercut each other on the gtn so I have a plentiful supply of cheap mods. Strength/endurance and cunning/endurance for my annoying companion please.
Title: Re: Patch Notes Post by: Simond on January 14, 2012, 11:26:16 AM The commendation shit doesn't require a group. Yes, but you're actively doing that, rather than sending off your minions and going and doing something else simultaneously.Title: Re: Patch Notes Post by: Sjofn on January 14, 2012, 11:39:05 AM You pretty much have to actively collect the mundane components unless you really, really don't want to have any money at all.
Title: Re: Patch Notes Post by: tmp on January 14, 2012, 12:57:36 PM Yes, but you're actively doing that, rather than sending off your minions and going and doing something else simultaneously. You are still doing something actively either way.Title: Re: Patch Notes Post by: Threash on January 15, 2012, 09:38:34 AM Isn't making the biochem stuff require biochem just going to make biochem even more mandatory? at least before you could buy an "almost as good" option, now you can't even do that.
Title: Re: Patch Notes Post by: Azuredream on January 15, 2012, 09:49:13 AM The change is to fix someone leveling Biochem up to 400 to grab the items and then dropping it in favor of another crew skill. Right now you can theoretically have the crafter-only benefits from two crew skills when you should only be able to benefit from one. I think they should add reusable adrenals that are useable by non-Biochems however. Make them less effective than the biochem-only versions, but at least have them be available. It seems pretty unfeasible to expect people who aren't Biochems to stock up on Adrenals that only last 15 seconds and cost a lot of mats.
Title: Re: Patch Notes Post by: Fordel on January 15, 2012, 09:56:26 AM The change is to fix someone leveling Biochem up to 400 to grab the items and then dropping it in favor of another crew skill. Right now you can theoretically have the crafter-only benefits from two crew skills when you should only be able to benefit from one. I think they should add reusable adrenals that are useable by non-Biochems however. Make them less effective than the biochem-only versions, but at least have them be available. It seems pretty unfeasible to expect people who aren't Biochems to stock up on Adrenals that only last 15 seconds and cost a lot of mats. Yea, the Adrenals are nuts, having a cheap to make green version would go a long way. Title: Re: Patch Notes Post by: eldaec on January 15, 2012, 10:01:29 AM The change is to fix someone leveling Biochem up to 400 to grab the items and then dropping it in favor of another crew skill. Remind me again why *this* is the key problem? I mean, it seems at bit of a kludge; but if this is really worth doing, isn't it really telling you about a different underlying issue. Simplest biochem nerf would have been to make purples tradable. Bind on use and 20 charges each if you must. Title: Re: Patch Notes Post by: Fordel on January 15, 2012, 10:05:12 AM The change is to fix someone leveling Biochem up to 400 to grab the items and then dropping it in favor of another crew skill. Remind me again why *this* is the key problem? I mean, it seems at bit of a kludge; but if this is really worth doing, isn't it really telling you about a different underlying issue. Simplest biochem nerf would have been to make purples tradable. Bind on use and 20 charges each if you must. It's not the problem, but it's the start of the fix. Like say we make Armortech as useful as Biochem, but Biochem still lets you do that skill up and dump shenanigans. That would just ensure everyone has to skill biochem as a prereq before going to their 'real' craft. Title: Re: Patch Notes Post by: tmp on January 15, 2012, 11:52:25 AM It's not the problem, but it's the start of the fix. On the other hand if the 'fix' is because "right now you can theoretically have the crafter-only benefits from two crew skills when you should only be able to benefit from one" ... then it is quite selective way to look at the problem, since it ignores that it's perfectly possible to have the benefits equal to those who trained artifice, armstech etc without even taking up that skill, let alone training it all way up and then dropping.Title: Re: Patch Notes Post by: Fordel on January 15, 2012, 01:11:22 PM It's not the problem, but it's the start of the fix. On the other hand if the 'fix' is because "right now you can theoretically have the crafter-only benefits from two crew skills when you should only be able to benefit from one" ... then it is quite selective way to look at the problem, since it ignores that it's perfectly possible to have the benefits equal to those who trained artifice, armstech etc without even taking up that skill, let alone training it all way up and then dropping.Which goes in hand with them having to make the other crafts more desirable in some fashion to the people who hold them. That's not a quick fix that they can just slap in right away though. The BioChem thing is. Title: Re: Patch Notes Post by: ajax34i on January 16, 2012, 04:59:23 AM They are patching 1.1 tomorrow (http://www.swtor.com/community/showthread.php?p=1595037#edit1595037), 8 hours.
Title: Re: Patch Notes Post by: Paelos on January 16, 2012, 06:42:42 AM Awesome, good for them on their content generation so far. Let's hope it's not bugged to shit and back.
Title: Re: Patch Notes Post by: Nevermore on January 16, 2012, 07:26:00 AM That was quick. WoW had me used to seeing major patches announced, then taking 3 months to finally make it to the live servers.
Title: Re: Patch Notes Post by: Nebu on January 16, 2012, 09:19:25 AM They are patching 1.1 tomorrow (http://www.swtor.com/community/showthread.php?p=1595037#edit1595037), 8 hours. I'm going to miss killing level bad 50's with my low level alts. Still, I'm very excited about this patch... particularly the change to stims/adrenals. Title: Re: Patch Notes Post by: tmp on January 16, 2012, 06:25:55 PM The patch postponed "for a few days" (http://www.swtor.com/community/showthread.php?p=1716974)
Title: Re: Patch Notes Post by: Surlyboi on January 16, 2012, 08:22:54 PM That was quick. WoW had me used to seeing major patches announced, then taking 3 months to finally make it to the live servers. You jinxed it. :why_so_serious: Title: Re: Patch Notes Post by: jakonovski on January 17, 2012, 12:20:38 AM Well fuck me, I was really looking forward to it.
Title: Re: Patch Notes Post by: luckton on January 17, 2012, 01:22:31 AM Not really surprising, but I wish they would at least rekick the servers if anything. I seem to get Error 9000 bullshit the longer the servers stay up...after a week or so, it's almost every 5 minutes :uhrr:
Title: Re: Patch Notes Post by: Der Helm on January 17, 2012, 03:46:00 AM Well fuck me, I was really looking forward to it. Me too.Now I am wondering if I want to give them more money eventhough they have not figured out the retarded low level PvP situation. ( The lvl50 bracket is supposed to be introduced with this patch, no ? ) Title: Re: Patch Notes Post by: Merusk on January 17, 2012, 04:34:11 AM Not really surprising, but I wish they would at least rekick the servers if anything. I seem to get Error 9000 bullshit the longer the servers stay up...after a week or so, it's almost every 5 minutes :uhrr: I've found it's only certain planets and times of day. I got my first ever last week playing my sith warrior on DK on Thursday. The zone pop was ~109. I got 3 on sunday while running around Nar Shadda and the zone pop was ~98. Title: Re: Patch Notes Post by: Paelos on January 17, 2012, 06:00:58 AM Don't be shocked if this was a business move. They are probably going to release the patch right after the 20th, exactly the 30 day free period after release has run out.
Title: Re: Patch Notes Post by: Nebu on January 17, 2012, 06:25:42 AM Don't be shocked if this was a business move. They are probably going to release the patch right after the 20th, exactly the 30 day free period after release has run out. I disagree. If they did it now, they may retain pvp enthusiasts that are < level 50. Right now as a sub 50 or a newly made 50, you'll get insta-crushed by premades with stims, adrenals, and battlemaster gear in pvp. I have full Champ gear and can get killed by the top players in about 6s. Title: Re: Patch Notes Post by: Threash on January 17, 2012, 06:33:40 AM Don't be shocked if this was a business move. They are probably going to release the patch right after the 20th, exactly the 30 day free period after release has run out. Nah, there really was a shit ton of problems with the patch. Title: Re: Patch Notes Post by: jakonovski on January 17, 2012, 06:53:33 AM Don't be shocked if this was a business move. They are probably going to release the patch right after the 20th, exactly the 30 day free period after release has run out. Nah, there really was a shit ton of problems with the patch. Can you elaborate? Title: Re: Patch Notes Post by: Wolf on January 17, 2012, 08:09:46 AM Don't be shocked if this was a business move. They are probably going to release the patch right after the 20th, exactly the 30 day free period after release has run out. I disagree. If they did it now, they may retain pvp enthusiasts that are < level 50. Right now as a sub 50 or a newly made 50, you'll get insta-crushed by premades with stims, adrenals, and battlemaster gear in pvp. I have full Champ gear and can get killed by the top players in about 6s. Is it a matter of getting trained, or are you getting dropped 1v1? Is it all classes or just the energy classes with the big alphas (sniper/gunslinger; merc/commando?)? Just curious. Because if it's the latter I so called it a month ago. Title: Re: Patch Notes Post by: Threash on January 17, 2012, 08:19:37 AM Don't be shocked if this was a business move. They are probably going to release the patch right after the 20th, exactly the 30 day free period after release has run out. Nah, there really was a shit ton of problems with the patch. Can you elaborate? Mostly the new content, bosses unkillable and a lot of stuff just plain didn't work right. Title: Re: Patch Notes Post by: jakonovski on January 17, 2012, 08:22:34 AM Don't be shocked if this was a business move. They are probably going to release the patch right after the 20th, exactly the 30 day free period after release has run out. Nah, there really was a shit ton of problems with the patch. Can you elaborate? Mostly the new content, bosses unkillable and a lot of stuff just plain didn't work right. How did they manage to get within 5 (?) hours of patch release with bugs of that magnitude? I call shenanigans. Title: Re: Patch Notes Post by: Lantyssa on January 17, 2012, 08:43:57 AM Suits.
It's not like it's the first patch they've delayed. Title: Re: Patch Notes Post by: Minvaren on January 17, 2012, 08:45:22 AM Patchus Interruptus. :uhrr:
Title: Re: Patch Notes Post by: Paelos on January 17, 2012, 10:01:02 AM So would anybody be shocked if they patched on Friday?
Title: Re: Patch Notes Post by: Nebu on January 17, 2012, 10:06:11 AM For the sake of the game, the sooner they patch, the better. There are so many bugs and hacks that need attention, that it's almost criminal to ask a subscription fee.
Title: Re: Patch Notes Post by: Paelos on January 17, 2012, 10:41:52 AM For the sake of the game, the sooner they patch, the better. There are so many bugs and hacks that need attention, that it's almost criminal to ask a subscription fee. That seems a bit out there. I mean yes, there are many things from a polish standpoint that need attention, but I'm not in the camp of thinking that there are many if any game-breaking things out there right now that would make it "almost criminal" to charge for the game. Title: Re: Patch Notes Post by: Mrbloodworth on January 17, 2012, 10:43:55 AM Yeah, agree with Paelos, not seeing that.
Title: Re: Patch Notes Post by: Nebu on January 17, 2012, 10:48:53 AM Yeah, agree with Paelos, not seeing that. Do either of you pvp much? Speed hacks. Teleport hacks. Hide in walls hacks. Were these not bad enough, there are in-game abilities allowing players to ruin games with simple, but annoying tactics. Pulling people to your spawn point for an insta kill in huttball is just one example. While I realize that this is a predominantly pve game, they did release a significant number of pvp servers. There are many customers that expect protection from this kind of stuff, particularly the ease of hack accessibility. Title: Re: Patch Notes Post by: tmp on January 17, 2012, 10:54:04 AM How did they manage to get within 5 (?) hours of patch release with bugs of that magnitude? I call shenanigans. Would be hardly first MMO that managed that? If memory serves me right, few went as far as to actually ship patches with dungeons fucked up to such extent, with emergency patches to address the exploits, fix bugs and whatnot to promptly follow.Title: Re: Patch Notes Post by: Mrbloodworth on January 17, 2012, 10:54:48 AM Yeah, agree with Paelos, not seeing that. Do either of you pvp much? Yep. A bit. And no, not at 50. Title: Re: Patch Notes Post by: Paelos on January 17, 2012, 11:00:25 AM Do either of you pvp much? Not really. I gave up on DIKU pvp after WoW. That being said, I see your point about hacks. That's game-breaking. However, I don't ever believe that pvp issues within the first month will be the lynchpin of the game. Hell, sooooooo many people are not even max level yet. Title: Re: Patch Notes Post by: Nebu on January 17, 2012, 11:12:09 AM I guess I'm just frustrated with Bioware. They really sold their pvp in the pre-release stuff. The reality is that it's a) bug-ridden, b) unbalanced, c) easily exploitable, and d) their primary selling point, "bolstering" is worthless.
I did overreact with my statement of it being "criminal". I apologize for that. Just to add: From the BIOWARE DEV BLOG (http://www.swtor.com/blog/what%E2%80%99s-next-old-republic). Quote PvP – We have an entire team dedicated to adding content and features to player vs. player. We have some of the most experienced PvP developers in the world on this team. So far very few people have seen, or know much about the stunning Open World PVP on Ilum; when you get to the high levels prepare to be blown away! In addition to that high level PVP content, expect new Warzones and new PvP features on a regular basis. So far the "most experienced pvp dev team" has produced some shitty pvp. Ilum? Please. Title: Re: Patch Notes Post by: Ingmar on January 17, 2012, 11:30:43 AM There's not enough population to support anything interesting on Ilum yet, whether or not that will eventually be awesome is very much undetermined.
You'd think you'd learn your lesson eventually about racing to max and expecting a fully-formed PVP endgame a month after release, Nebu. :-P Title: Re: Patch Notes Post by: Nebu on January 17, 2012, 11:31:58 AM You'd think you'd learn your lesson eventually about racing to max and expecting a fully-formed PVP endgame a month after release, Nebu. :-P I wanted it two weeks ago, damnit! DAoC had it. Sadly the pve was terrible. Why can't someone duplicate a game that cost almost nothing to develop? Title: Re: Patch Notes Post by: Sky on January 17, 2012, 11:34:13 AM I expect more options to come along as time goes on. There are a ton of settings disabled. IE: And why is BW not sharing TEH SHINAY. :oh_i_see:Dammit. :grin: I did a round of Alderaan and it was fun enough. Getting kicked at the end of the WZ without getting credit for my 7 medals sucked, though. Not super pissed about it, because pvp is just a diversion imo. I can't imagine rolling on a pvp server with the kind of people that obsess over mmo. Title: Re: Patch Notes Post by: Ingmar on January 17, 2012, 11:34:29 AM A month after release DAOC was still in the land of max duration AE stuns and like 20 people total were max level! Take off your rose-colored trooper goggles, sir!
Title: Re: Patch Notes Post by: Nebu on January 17, 2012, 11:35:16 AM A month after release DAOC was still in the land of max duration AE stuns and like 20 people total were max level! Take off your rose-colored trooper goggles, sir! I was one of those 20 people and enjoyed playing the game, TYVM! :why_so_serious: Title: Re: Patch Notes Post by: Mrbloodworth on January 17, 2012, 11:45:03 AM Sky, you can't be both bio AND cybertech, there's a cap on one crafting profession per character. Derp, yeah there's that.And why is BW not sharing TEH SHINAY. Dammit. Forced LOD Bias to -3.0 in your Nvidia/ATI controllers. ( Per this application ) You can use nvidiainspector , or RadionPro. I am not responsible for any video card burnouts. Title: Re: Patch Notes Post by: Sky on January 17, 2012, 11:58:03 AM Gracias.
I set my view distance/clip/forget what it's called to 10 in the ini and that cleared up most of my pop-in issues (I don't expect there to be none, just not drastic and close). Might have to back off a bit, while it was great on Corellia, at the Jedi Temple on Tython is was getting a bit sludgy at times. Title: Re: Patch Notes Post by: murdoc on January 17, 2012, 12:19:24 PM I can't imagine rolling on a pvp server with the kind of people that obsess over mmo. I'm currently 44 and have been ganked a total of 3 times by a level 50, and one of those times it was by my own side in Smuggler's Den when I was checking it out. Other than that, it's been a handful of battles on Hoth or Belsavis against characters within a couple levels either way of me. Never enough to make me change instances or even planets. I imagine the Republic side gets it much worse. I finished the Belsavis stuff where I spent a large amount of time on the "republic side" and had barely saw anyone. I imagine it'll change eventually when the level 50s start to get bored of doing Ilum dailies, but so far it's been the gentlest pvp server I've ever been on. Title: Re: Patch Notes Post by: Amaron on January 17, 2012, 01:37:40 PM I guess I'm just frustrated with Bioware. They really sold their pvp in the pre-release stuff. The reality is that it's a) bug-ridden, b) unbalanced, c) easily exploitable, and d) their primary selling point, "bolstering" is worthless. I disagree with bolstering being "worthless". I've two 50's in champ gear now and the second was leveled about 50% in WZ's. A bolstered low level is about on par with any non 50. Soon as the 50 bracket goes in it will be great again. The big problem I'm seeing now with PvP is many many people have rerolled to scoundrel/operative. When you've got about 3 of those in a match it's just horrible. My full champ tank gets knocked down and killed in three to four globals. Even full sorc teams were far less trouble than a few operatives. This is one of those rare cases where it's time to bring out the nerf hammer in a hot fix. Title: Re: Patch Notes Post by: Nebu on January 17, 2012, 01:43:48 PM Soon as the 50 bracket goes in it will be great again. I agree with this completely. That's why I was REALLY looking forward to this patch. It would give me the will to level a few alts. The story just isn't doing it for me. I'm not a science fantasy buff. Title: Re: Patch Notes Post by: Morfiend on January 17, 2012, 01:53:50 PM I wonder what the population imbalance is like in reality. The players seem to think its about 70% Empire to 30% Republic. While I don't think its that bad, I could imagine it being like 60/40 on some servers.
Title: Re: Patch Notes Post by: Nebu on January 17, 2012, 01:55:53 PM I wonder what the population imbalance is like in reality. The players seem to think its about 70% Empire to 30% Republic. While I don't think its that bad, I could imagine it being like 60/40 on some servers. My hypothesis is that it's about 60/40 but the republic attracts the more PvE oriented crowd (i.e. a smaller percentage of Republic avidly PvP). This is based purely on anecdotal evidence from the server I play on. I have both republic and empire toons. Title: Re: Patch Notes Post by: Minvaren on January 17, 2012, 04:41:12 PM Apparently, they have patched the patch, and will now be patching in about 7 hours.
Title: Re: Patch Notes Post by: Ingmar on January 17, 2012, 04:43:48 PM It wasn't clear from what I read if this is just the regular weekly maintenance being done since it wasn't done earlier in the week, or the actual patch itself. The Bioware post said "to prepare for 1.1" so I sort of suspect it is just regular maintenance.
Title: Re: Patch Notes Post by: Gunzwei on January 18, 2012, 02:06:17 AM Well for artificing, it would be nice if my top level shit was actually for level 50 instead of level 47 or whatever. I think of it this way. If I can make stuff EQUAL to the commendation shit, at least people could make the decision "do I want to just spend credits, or do I want to farm commendations?" Personally I think commendations (both planet and daily, 50 version) should have been used to buy recipes and rare mats. Right now at level 50 every trade skill but biochem is useless. Cybertech can be arguably useful if you like the space ship mini game since it gets access to epic ship parts. The grenades it made on the other hand were on 5m cd's (shared) and did at best 2k aoe damage (pre-patch). Even if the crafting professions could make entry level 50 gear it'd still be overshadowed by the prevalence of PVP gear which is equivalent to t1/t2/t3 raid gear (and much easier to obtain). Title: Re: Patch Notes Post by: Falconeer on January 18, 2012, 06:13:47 AM Server (EU) is up 2 hours before the announced time.
Antialiasing makes the game look a lot lot better. Title: Re: Patch Notes Post by: Threash on January 18, 2012, 06:38:19 AM A LOT better.
Title: Re: Patch Notes Post by: apocrypha on January 18, 2012, 06:44:13 AM Not just EU, US too. Patching now.
Thumbs up for short downtime! Title: Re: Patch Notes Post by: Sky on January 18, 2012, 07:12:05 AM Antialiasing makes the game look a lot lot better. There were still people who hadn't hacked that in? :oh_i_see:What has happened to PC gaming when the first thing you do ISN'T see what you can get going in the .ini file? Title: Re: Patch Notes Post by: Falconeer on January 18, 2012, 07:26:50 AM Open PvP is a joke. If server imbalances weren't enough to make it unplayable (and they ARE), performances with lots of players on screen are just pathetic (yeah, I turned antialiasing off again). Is anyone having a different experience?
Title: Re: Patch Notes Post by: MisterNoisy on January 18, 2012, 07:28:42 AM Open PvP is a joke. If server imbalances weren't enough to make it unplayable (and they ARE), performances with lots of players on screen are just pathetic (yeah, I turned antialiasing off again). Is anyone having a different experience? Haven't bothered with Ilum/open PvP yet, but performance has been anywhere from 'meh, but playable' (Imp Fleet) to really good (everywhere else) for me. Title: Re: Patch Notes Post by: Mrbloodworth on January 18, 2012, 07:34:35 AM Title: Re: Patch Notes Post by: Sky on January 18, 2012, 07:37:06 AM DAOC
Are you new here? (PS DAOC sucked) Title: Re: Patch Notes Post by: eldaec on January 18, 2012, 07:53:32 AM DAOC Open pvp in Daoc was terrible, which why they only had 1 server for it. Only game I can think of where it works is EVE. Title: Re: Patch Notes Post by: Falconeer on January 18, 2012, 07:53:37 AM Ultima Online, Shadowbane, EVE, Age of Conan up to level 79. Title: Re: Patch Notes Post by: Mrbloodworth on January 18, 2012, 07:55:24 AM We can just stop here. I'm sorry I said anything. Back to patch notes.
Title: Re: Patch Notes Post by: Sky on January 18, 2012, 08:05:51 AM Silly BW, we can't stop here, it's our guild charter. Let's talk about how awesome UO open pvp was that they changed their entire game world because the people who liked open pvp were often open douchebags.
Title: Re: Patch Notes Post by: kaid on January 18, 2012, 08:09:18 AM Games like DAOC have the right idea if you want open world pvp you need more than just two sides. That way if one side is dominant you can have some chance of the other two factions working together or at least dividing the opposition. In a game with two sides if one side is way more popular any kind of world pvp isn't going to work. Title: Re: Patch Notes Post by: Miasma on January 18, 2012, 08:11:02 AM I guess the mouseover for the AA says it isn't implemented yet... People are giving mixed reports of whether or not it actually is. I seem to be lucky in that I don't see any jaggies, the game seems to not have any aliasing problems at my native resolution. The first time I ever played I had horrible jaggies but it was because it set my default resolution to the wrong value.
Edit: Since the PvP genie has been let out I agree that you can't get good open pvp in a rigid two faction system. Even if by some miracle all your combat and non-combat systems were perfect the population imbalance would screw you every time. You need to have either three factions or no factions with guild on guild type systems. I'm not sure what EA did with all the DAoC guys. Title: Re: Patch Notes Post by: Falconeer on January 18, 2012, 08:13:37 AM You are right by the way, open PvP with two factions is in my opinion broken by default. Regardless of your opinion about it, my 4 favourite open pvp mmos (UO, SB, EVE, AoC) all had multiple factions/no factions.
So, yeah. Open PVP was a joke by default in SWTOR. What sucks even more at the moment are the terrible performances. That was unexpected. And it's patch-related, so I'm still on topic somehow. FAKE EDIT: What Kaid said. Title: Re: Patch Notes Post by: Falconeer on January 18, 2012, 08:22:49 AM Ok, Antialiasing aside, I am pretty sure they unfucked the textures. The game just looks better. I don't know if they enabled the high-res texture, but my char doesn't look like before the patch. And I just turned off AA.
Title: Re: Patch Notes Post by: Rendakor on January 18, 2012, 08:38:07 AM Can we have an Open PVP thread for you guys to shit up with the same old argument about 2/3/many/no factions?
I don't notice anything different about the AA, but I had hacked it on beforehand. Going to go have some fun in BGs now that there are no level 50s to roflstomp my 18 Powertech. Edit: Not sure what's going on, but comparing items seems...backwards now. I'm looking an item to craft that's a big upgrade, but mousing over it shows me which stats would go DOWN if I had the new item equipped and put the old item on instead. :uhrr: Is this a bug or a 'feature'? Title: Re: Patch Notes Post by: Fordel on January 18, 2012, 08:59:36 AM DaoC didn't have open PvP (outside of the dreds, a special server type), their "battlegrounds" were just massive and persistent. If you didn't want to PvP in DaoC, you didn't go into the RvR zones and you were 100% safe from PvP. None of this flagging nonsense.
The Three factions did nothing for PvP population balancing. Three factions has other merits and I enjoyed it, but it is not a tool for population balancing. It was almost never the two weaker sides teaming up against the strongest. It was the 2 strongest kicking the weakest while it was down. So the actual patch went up then, sweet :grin: Title: Re: Patch Notes Post by: Ghambit on January 18, 2012, 09:03:10 AM Ok, Antialiasing aside, I am pretty sure they unfucked the textures. The game just looks better. I don't know if they enabled the high-res texture, but my char doesn't look like before the patch. And I just turned off AA. It's like a totally different game in my eyes playing at 1650x1080. The stylization now matches the image quality as everything is a lot more clean and "spacey" lookin. But yah, I was checking out some vendors in Fleet and their armor looked pretty dazzling. Some PC's though werent so hawt, but that could be a function of the armor they were wearing. Title: Re: Patch Notes Post by: murdoc on January 18, 2012, 09:10:16 AM I'm hoping that shadows are fixed for AMD cards. I would think that with dual 6990s I shouldn't have to turn shadows to low.
Title: Re: Patch Notes Post by: jakonovski on January 18, 2012, 09:16:03 AM I'm hoping that shadows are fixed for AMD cards. I would think that with dual 6990s I shouldn't have to turn shadows to low. Not holding my breath, SWTOR is the worst optimised game in a looong time. Title: Re: Patch Notes Post by: Fordel on January 18, 2012, 09:43:10 AM I do not like what they did to the cooldown indicator on abilities. Instead of greying out the on cooldown ability entirely and having the 'loading bar' count them down, they just have the loading bar now.
So an ability with only a few seconds left on cooldown is virtually identical looking to an ability that is ready for use. Title: Re: Patch Notes Post by: Outlawedprod on January 18, 2012, 09:46:04 AM Speaking of the patch and PVP.....
I'm hearing a hotfix is coming since you can get valor 60 killing turrets in Ilum. Title: Re: Patch Notes Post by: Hayduke on January 18, 2012, 09:48:58 AM I don't think a rollback would be unjustified at this point. Imps are getting something like 1k valor a minute just from afking in the Republic base. Corpse camping the few Republic players, their alts, and killing the turrets.
The PvP forums seem even more incandescent than usual. Evidently letting people PvE for PvP gear is unpopular with some players. Title: Re: Patch Notes Post by: luckton on January 18, 2012, 09:49:28 AM Speaking of the patch and PVP..... I'm hearing a hotfix is coming since you can get valor 60 killing turrets in Ilum. Yeah, the forum's on fire over this. Ill get the s'mores goodies. :grin: Title: Re: Patch Notes Post by: Zetor on January 18, 2012, 09:51:57 AM Reposting this pic (http://img696.imageshack.us/img696/9164/ilum1j.jpg) and this vid (http://www.youtube.com/watch?v=TL0kDP_Cexo#t=9s) from the pvp thread.
The corpse camping is extra 'fun' since literally the only thing you can do is log out or switch to an alt... there's no "take a durability hit to res in a safe zone" option or any sort of rez immunity. Title: Re: Patch Notes Post by: Mrbloodworth on January 18, 2012, 09:55:59 AM Open PvP is a joke Title: Re: Patch Notes Post by: Paelos on January 18, 2012, 09:57:32 AM Ok what Nebu and I were arguing about before on what classifies "game-breaking" when it comes to pvp?
That. Right there. Put it in the dictionary. They absolutely need to scrap the morning and roll the servers back. Take them down and start over. Title: Re: Patch Notes Post by: Fordel on January 18, 2012, 09:58:49 AM Is that just the pvp area, or the entire planet?
Title: Re: Patch Notes Post by: Outlawedprod on January 18, 2012, 09:59:12 AM The corpse camping is extra 'fun' since literally the only thing you can do is log out or switch to an alt... there's no "take a durability hit to res in a safe zone" option or any sort of rez immunity. There is a solution. Sort of =p http://www.swtor.com/community/showthread.php?t=194234 Title: Re: Patch Notes Post by: Zetor on January 18, 2012, 10:01:34 AM Is that just the pvp area, or the entire planet? Just the pvp area... entire planet would be beyond :uhrr: and go straight into :why_so_serious: territory!Title: Re: Patch Notes Post by: Threash on January 18, 2012, 10:04:55 AM Not sure how people are doing this, we got over 3 raids trying to take down a turret and it's not happening. Basically a small handful of reps are farming us for valor instead because of the turret. I think kill trading is a lot more likely to blame for the fast valor, people are worth like 200 a kill in a full raid.
Title: Re: Patch Notes Post by: Threash on January 18, 2012, 10:07:14 AM NM, i see (http://img534.imageshack.us/img534/2971/patch11awesome.png) what the problem is. We have nowhere near that numerical advantage.
Title: Re: Patch Notes Post by: eldaec on January 18, 2012, 10:08:47 AM DaoC didn't have open PvP (outside of the dreds, a special server type), their "battlegrounds" were just massive and persistent. If you didn't want to PvP in DaoC, you didn't go into the RvR zones and you were 100% safe from PvP. None of this flagging nonsense. The Three factions did nothing for PvP population balancing. Three factions has other merits and I enjoyed it, but it is not a tool for population balancing. It was almost never the two weaker sides teaming up against the strongest. It was the 2 strongest kicking the weakest while it was down. I never really saw >2 factions as a population balancing thing, it is just more fun because more emergent shit can go down when the 3rd faction comes upon the first 2, and means there is likely to be more than one active front. On my server at least, every daoc faction always earnestly believed the other two were working together against them, when actually it was all paranoid bullshit. Title: Re: Patch Notes Post by: Hayduke on January 18, 2012, 10:13:18 AM NM, i see (http://img534.imageshack.us/img534/2971/patch11awesome.png) what the problem is. We have nowhere near that numerical advantage. It's the PvP servers where Imps have the huge number advantages. Most PvE servers only have slightly more Imps tbh. Title: Re: Patch Notes Post by: Threash on January 18, 2012, 10:18:26 AM Well we just nailed the turret, only the raid that got the killing blow got valor. Not sure how this is worth it with so many ppl, it has to be kill trading. I am of course on a pvp server.
Title: Re: Patch Notes Post by: Outlawedprod on January 18, 2012, 10:21:08 AM They are investigating
http://www.swtor.com/community/showthread.php?t=194213 Title: Re: Patch Notes Post by: Threash on January 18, 2012, 10:25:03 AM Seems like its pure bs, it needs massive amounts of people to pull off and only the raid group getting the killing blow gets credit.
Title: Re: Patch Notes Post by: Nebu on January 18, 2012, 10:28:50 AM Looks like the "most experienced pvp mmo development team" screwed the pooch again.
This whole Ilum thing is hilarious. If they don't fix it soon, the cost in $$$ may be tangible. Title: Re: Patch Notes Post by: Threash on January 18, 2012, 10:30:50 AM Looks like its fixed, this last one i got exp for the turret and still no valor.
Title: Re: Patch Notes Post by: Mrbloodworth on January 18, 2012, 10:40:34 AM Why are you even able to survive the turret? or kill it? Isn't that supposed to be guarding a spawn point?
Title: Re: Patch Notes Post by: Nebu on January 18, 2012, 10:43:37 AM The better question is "Why are NPC's giving valor?"
Title: Re: Patch Notes Post by: Mrbloodworth on January 18, 2012, 10:46:04 AM and that, yeah. lol.
Title: Re: Patch Notes Post by: Threash on January 18, 2012, 10:47:31 AM Why are you even able to survive the turret? or kill it? Isn't that supposed to be guarding a spawn point? Sure, and it would do a great fucking job at it if we weren't throwing about 80 people at it, the thing two shots geared tanks. The mistake was making it give valor, something that seems to have been corrected already. Without even taking the servers down apparently. Title: Re: Patch Notes Post by: jakonovski on January 18, 2012, 10:49:24 AM I'm only lvl 32 so I have no idea what's going on Ilum. Should I avoid progressing my character in case there's a rollback?
Title: Re: Patch Notes Post by: trias_e on January 18, 2012, 10:50:52 AM I don't see why they would have to rollback everything. All they need to do is rollback valor/PvP gear bought since the patch. And close Ilum.
Title: Re: Patch Notes Post by: luckton on January 18, 2012, 10:53:02 AM I haven't been to Ilum yet either, but in the words of Monty Python, it sounds like a silly place.
Title: Re: Patch Notes Post by: Mrbloodworth on January 18, 2012, 10:54:48 AM PvP is why we can't have nice things in our story MMO.
Title: Re: Patch Notes Post by: jakonovski on January 18, 2012, 10:55:49 AM I don't see why they would have to rollback everything. All they need to do is rollback valor/PvP gear bought since the patch. And close Ilum. Welp, their game maintenance takes down the forums, so... :why_so_serious: Title: Re: Patch Notes Post by: Outlawedprod on January 18, 2012, 11:04:47 AM The better question is "Why are NPC's giving valor?" But turrets are objects not NPCs. Imperials say working as intended! Title: Re: Patch Notes Post by: trias_e on January 18, 2012, 11:08:56 AM I don't see why they would have to rollback everything. All they need to do is rollback valor/PvP gear bought since the patch. And close Ilum. Welp, their game maintenance takes down the forums, so... :why_so_serious: Hah, good point. I would not be shocked if they were actually forced to do a full rollback. Sounds like they've hotfixed the turrets giving valor (at least so it seems from their forums), but Ilum still looks to be unplayable spawn-camping central where the overpopulated faction farms at will. Title: Re: Patch Notes Post by: Miasma on January 18, 2012, 11:11:40 AM What do valor levels do for you? Do you need them to buy gear or something?
Title: Re: Patch Notes Post by: Nebu on January 18, 2012, 11:17:32 AM What do valor levels do for you? Do you need them to buy gear or something? Have to be Valor 60 to wear/buy the best pvp gear. Since effectiveness in pvp = gear in an MMO, this matters A LOT! For reference, it has taken me until now to reach valor level 51. I pvp every day that I play and started pvp when I was level 10 on my main character. People using this exploit are getting to rank 60 in hours. Title: Re: Patch Notes Post by: Zetor on January 18, 2012, 11:17:57 AM Yeah, you need valor level 60 to get battlemaster gear (the highest-level pvp stuff in game currently). Beyond that it's just epeen titles, at least until they introduce even stronger gear. Valor level cap is 100, iirc.
Title: Re: Patch Notes Post by: 01101010 on January 18, 2012, 11:19:29 AM What do valor levels do for you? Do you need them to buy gear or something? Have to be Valor 60 to wear/buy the best pvp gear. Since effectiveness in pvp = gear in an MMO, this matters A LOT! For reference, it has taken me until now to reach valor level 51. I pvp every day that I play and started pvp when I was level 10 on my main character. People using this exploit are getting to rank 60 in hours. Precisely why I will never PvP in another MMORPG again. Title: Re: Patch Notes Post by: Nebu on January 18, 2012, 11:20:13 AM Precisely why I will never PvP in another MMORPG again. I'll miss you! Title: Re: Patch Notes Post by: trias_e on January 18, 2012, 11:21:01 AM http://imageshack.us/f/841/screenshot2012011811470.jpg/
:awesome_for_real: The chat makes it good. Schadenfreude mode activated. Someone grab schild, I think he'll like this! Title: Re: Patch Notes Post by: Mrbloodworth on January 18, 2012, 11:24:07 AM What do valor levels do for you? Do you need them to buy gear or something? Have to be Valor 60 to wear/buy the best pvp gear. Since effectiveness in pvp = gear in an MMO, this matters A LOT! For reference, it has taken me until now to reach valor level 51. I pvp every day that I play and started pvp when I was level 10 on my main character. People using this exploit are getting to rank 60 in hours. Precisely why I will never PvP in another MMORPG again. Lies! Planetside. Title: Re: Patch Notes Post by: 01101010 on January 18, 2012, 11:25:41 AM http://imageshack.us/f/841/screenshot2012011811470.jpg/ :awesome_for_real: Darth Dalek :why_so_serious: Title: Re: Patch Notes Post by: 01101010 on January 18, 2012, 11:26:39 AM Precisely why I will never PvP in another MMORPG again. Lies! Planetside. You failed to notice the RPG part. I have no faith in Planetside 2 so.... it may hold. Title: Re: Patch Notes Post by: Sky on January 18, 2012, 12:09:18 PM http://imageshack.us/f/841/screenshot2012011811470.jpg/! Oh, look. AoD. Surprised, I am.Title: Re: Patch Notes Post by: trias_e on January 18, 2012, 12:15:24 PM Turret farming! http://www.twitch.tv/skrigg
And the servers are still up...why? Title: Re: Patch Notes Post by: Sky on January 18, 2012, 12:16:32 PM Legacy system expands in March.
http://www.swtor.com/blog/design-notes-game-update-1.1 Title: Re: Patch Notes Post by: Fordel on January 18, 2012, 12:20:18 PM Is that just the pvp area, or the entire planet? Just the pvp area... entire planet would be beyond :uhrr: and go straight into :why_so_serious: territory!Good, I was afraid this was going to spoil my dailies! :why_so_serious: Title: Re: Patch Notes Post by: eldaec on January 18, 2012, 12:22:12 PM Quote from: EA Expect a few surprises between these Game Updates, too. You never know when the Republic might strike Dromund Kaas, if a mysterious alien fleet could appear in the Core Worlds… or when the Rakghoul plague of Taris might infect the rest of the Galaxy. Changes are coming, and they’ll affect everyone. I'm really hoping this starts to develop into an overall storyline for the game world as a whole. Sort of like what Asheron's Call did. Given the investment in writing and lore it seems unfortunate to leave it as a static world. Title: Re: Patch Notes Post by: tmp on January 18, 2012, 12:22:42 PM Reposting this pic (http://img696.imageshack.us/img696/9164/ilum1j.jpg) and this vid (http://www.youtube.com/watch?v=TL0kDP_Cexo#t=9s) from the pvp thread. See, this is why the Republic works on all those superweapons :why_so_serious:Title: Re: Patch Notes Post by: Paelos on January 18, 2012, 12:32:54 PM Turret farming! http://www.twitch.tv/skrigg And the servers are still up...why? Hahaha a guy live streaming the azzraping that is going on while nothing is done. Oh Bioware :awesome_for_real: Title: Re: Patch Notes Post by: 01101010 on January 18, 2012, 12:41:42 PM Who is getting assraped? Seems like everyone is dead and the Imps are just beating on a turret? Not sure what the hell I am watching other than a dead guy recording a lot of red guys.
Title: Re: Patch Notes Post by: jakonovski on January 18, 2012, 12:46:41 PM There's apparently a whole lot of players who can't rez because there is no other option than the spot that is being zerged. Has valor been disabled yet?
Title: Re: Patch Notes Post by: Miasma on January 18, 2012, 12:48:34 PM Who is getting assraped? Seems like everyone is dead and the Imps are just beating on a turret? Not sure what the hell I am watching other than a dead guy recording a lot of red guys. The dead guy can't rezz because his whole faction is being spawn camped in a PvP zone so that empire can kill a PvE turret to get maximum PvP points.Title: Re: Patch Notes Post by: 01101010 on January 18, 2012, 12:54:59 PM OK. So those turrets mark territory goals and the more territory, the bigger valor rewards from kills in the zone. So take the territory and camp the only spawn point for maximum valor points per kill. Thanks.
Title: Re: Patch Notes Post by: Gunzwei on January 18, 2012, 01:05:04 PM Who is getting assraped? Seems like everyone is dead and the Imps are just beating on a turret? Not sure what the hell I am watching other than a dead guy recording a lot of red guys. The dead guy can't rezz because his whole faction is being spawn camped in a PvP zone so that empire can kill a PvE turret to get maximum PvP points.Pretty sure the turrets don't give valor and that was just a rumor. To maximize valor gain imp's are probably just having republic alts go to the area and res/die over and over. Think max is something like 200+ per kill. There's apparently a whole lot of players who can't rez because there is no other option than the spot that is being zerged. Has valor been disabled yet? Nope. Title: Re: Patch Notes Post by: Paelos on January 18, 2012, 01:07:41 PM 176 page going on the issue in the pvp forum.
And growing by a page a minute. Quote Hey everyone, I just wanted to let you know that we are currently working on an official response to these issues and we will be posting it soon. Please understand that these issues require some time to investigate and we are making sure that we provide you all with the most updated information in our official response. We understand that some of you may be frustrated, but we ask for your patience on this to give us time to respond with thorough developer input. Thank you to those of you that have been posting constructively in this thread. We will have a response shortly. Title: Re: Patch Notes Post by: Paelos on January 18, 2012, 01:12:06 PM Oh and now Bioware locked their own thread, and moved it off sticky due to (rude comments).
:why_so_serious: :drill: :awesome_for_real: :heart: Title: Re: Patch Notes Post by: luckton on January 18, 2012, 01:14:59 PM "Captain! The ship's on fire! It wasn't ready to sail! What do we do?!"
"As they say in Madagascar, 'Smile and wave, boys, just smile and wave.'" :why_so_serious: Title: Re: Patch Notes Post by: Simond on January 18, 2012, 01:17:12 PM Antialiasing makes the game look a lot lot better. A LOT better. I guess the mouseover for the AA says it isn't implemented yet... :awesome_for_real:Title: Re: Patch Notes Post by: Ingmar on January 18, 2012, 01:18:28 PM This forum needs its own special Den like the Eve forum.
Title: Re: Patch Notes Post by: Paelos on January 18, 2012, 01:19:42 PM Hey, I love the game, I am subbed to the game, and I will continue playing the game.
But I love me a good CS Trainwreck. Title: Re: Patch Notes Post by: ajax34i on January 18, 2012, 01:25:26 PM One thing is sure, Bioware is sure ding!-ing like crazy in terms of incoming experience with running a MMO and the typical MMO player behavior. In fact, their buffer might be overflowing. Hopefully it leads to an increase in CS staff numbers, and better QA processes for patches.
I imagine the suits are thinking "Whoever said MMO's are profitable, that's a load of crap. All the money we made with the box sales has to now be spent on more staff to fix and deal with issues." Title: Re: Patch Notes Post by: Threash on January 18, 2012, 01:30:58 PM Either it was hotfixed hours ago or those turrets never actually gave any valor. What DID give a lot of valor was killing repubs, and i can see people exploiting that a lot more than anything. Those people in the video are camping a spawn point, not farming turrets.
Title: Re: Patch Notes Post by: zardoz on January 18, 2012, 02:04:40 PM I don't understand, why did bioware not turn the turrets into insta kill weapons.
Oh and if you are stuck there just queue for a pvp warzone, join it and afk out. Voilà instant travel to the fleet........ Title: Re: Patch Notes Post by: Hayduke on January 18, 2012, 02:12:03 PM Yeah I don't think it's the turrets. It's the fact that there's a huge valor multiplier when you control the zone and you're corpse camping + sending alts to feed people. Regardless you don't get that many people sitting in one place to count their frame rate unless they're getting something out of it.
I think BioWare could spin this as being the first major developer to offer substantive character advancement free of the old PvP and PvE paradigms. Title: Re: Patch Notes Post by: Threash on January 18, 2012, 02:23:18 PM Meanwhile in other fail pvp news i won a warzone and it didn't count for the daily, yay bug fixes.
Title: Re: Patch Notes Post by: 01101010 on January 18, 2012, 03:38:31 PM Well thank christ companion's abilities remain off after...well... you do anything. :grin:
Title: Re: Patch Notes Post by: tmp on January 18, 2012, 04:12:32 PM The one things that the patch added, which i'm not sure made it into the notes as i only noticed them by accident in game...
- two new social pilot outfits, sold by fleet commendation vendors. One for Social 1 and one for Social 3. Both come with pants and equally importantly, orange belts. Title: Re: Patch Notes Post by: Ingmar on January 18, 2012, 04:14:54 PM Light armor only I assume.
Title: Re: Patch Notes Post by: Nonentity on January 18, 2012, 04:18:10 PM The 271 page thread in the pvp subforum is delicious. I've seen a few news stories about it posted already.
Title: Re: Patch Notes Post by: tmp on January 18, 2012, 04:22:27 PM Light armor only I assume. Yup, though i'm not sure if the medium and heavy armours also suffer from lack of orange belts? Definitely not the pants.Title: Re: Patch Notes Post by: Outlawedprod on January 18, 2012, 04:44:28 PM Yeah I don't think it's the turrets. It's the fact that there's a huge valor multiplier when you control the zone and you're corpse camping + sending alts to feed people. Regardless you don't get that many people sitting in one place to count their frame rate unless they're getting something out of it. Maybe they didn't even need alts. This seems pretty good valor if the kills keep rolling like that. http://img685.imageshack.us/img685/4026/screenshot2012011823380.jpg Title: Re: Patch Notes Post by: ajax34i on January 18, 2012, 04:53:48 PM Things I've noticed after patching and loading the game:
- They fixed the green laser sky issue. The thing that was creating the green laser now has a different model with a blue flame instead, so no more green laser skies ever. - Improved transparency handling; the loot beacons are now see-through for me, and look much better. - Much improved LOD handling; the ground tiles are now blurry beyond where the grass grows, and atmospheric effects get reduced in the distance too (dust haze on Tatooine for example). This has resulted in MUCH less stuttering for me as I walk about, and in improved frame rates. Tested Taris, Tatooine, Balmorra. Taxi rides are now quite a bit more fluid and uninterrupted. - They seem to have improved the animation delay on Force Sweep; it delivers it stun in 0.5 seconds now rather than 1. I don't crouch prior to jumping anymore, just a quick jump now, with the stun on landing. - Planets seem to use about 10% less RAM. Was using 1023 MB before per planet, now 930. Republic Fleet station, 580. Ship, 430. Things load faster. Game still pagefaults when I quit, but now for 20 seconds rather than a minute. - GPU load is reduced, despite turning on AA. Was running 70% load before, now 50%. Temps are cooler as a result. I'm using an NVIDIA GTX 460. Title: Re: Patch Notes Post by: Threash on January 18, 2012, 05:02:20 PM Yeah I don't think it's the turrets. It's the fact that there's a huge valor multiplier when you control the zone and you're corpse camping + sending alts to feed people. Regardless you don't get that many people sitting in one place to count their frame rate unless they're getting something out of it. Maybe they didn't even need alts. This seems pretty good valor if the kills keep rolling like that. http://img685.imageshack.us/img685/4026/screenshot2012011823380.jpg It was actually a lot higher than that, 200 per kill. That must be after diminishing returns kicked in. Title: Re: Patch Notes Post by: Lucas on January 18, 2012, 05:05:14 PM Official statement by the lead PvP Designer, Gabe Amatangelo:
http://www.swtor.com/community/showthread.php?p=1822494#edit1822494 Title: Re: Patch Notes Post by: tmp on January 18, 2012, 05:07:20 PM - They seem to have improved the animation delay on Force Sweep; it delivers it stun in 0.5 seconds now rather than 1. I don't crouch prior to jumping anymore, just a quick jump now, with the stun on landing. Still, being able to knock champion-class droids out into lava or endless pits kinda makes up for it. And never gets old. Title: Re: Patch Notes Post by: Threash on January 18, 2012, 05:38:47 PM Three wins in a row, daily sitting at 1/3. Fuck this game.
Title: Re: Patch Notes Post by: Outlawedprod on January 18, 2012, 05:46:34 PM "Encourage" players to not pvp on Ilum lolz. You don't even need the taxi to get there.
Awful hard to find the cancel sub buton for some reason http://www.swtor.com/community/showthread.php?t=197768 /tinfoilhat Title: Re: Patch Notes Post by: Kageru on January 18, 2012, 05:55:21 PM That PvP thread is some high quality *mad*. I guess rushing a "please stay subscribed" patch carries risks of its own. Title: Re: Patch Notes Post by: Reg on January 18, 2012, 05:59:41 PM You and Simond really need your own special thread where you can regale each other with your insights based on never having actually played the game.
Title: Re: Patch Notes Post by: Evildrider on January 18, 2012, 06:09:28 PM It wasn't even as awful an exploit as people are saying. I will not miss the no rollback = no resub people at all. I bet most of these people are bitching because they couldn't take advantage of it at the time.
I personally saw all this and just did warzones all day long. Title: Re: Patch Notes Post by: murdoc on January 18, 2012, 06:14:05 PM "Encourage" players to not pvp on Ilum lolz. You don't even need the taxi to get there. Awful hard to find the cancel sub buton for some reason http://www.swtor.com/community/showthread.php?t=197768 /tinfoilhat :uhrr: I looked shortly after reading that and the cancel subscription button is found quite easily. Title: Re: Patch Notes Post by: Outlawedprod on January 18, 2012, 06:20:57 PM "Encourage" players to not pvp on Ilum lolz. You don't even need the taxi to get there. Awful hard to find the cancel sub buton for some reason http://www.swtor.com/community/showthread.php?t=197768 /tinfoilhat :uhrr: I looked shortly after reading that and the cancel subscription button is found quite easily. For some reason doesn't display on my version of Firefox. I probably need to press cntrl-u twice. I do like how the page says I have no active subscription when I do. Their web guys must work on the game's UI. Title: Re: Patch Notes Post by: Kageru on January 18, 2012, 06:36:09 PM Apparently add /cancel after your user page and it works. Some people identified a way to escape an spawn camp loop: "the only way out of death loop from spawn camping is hit warzone match then let it kick you to fleet ". However bioware is on the ball and deleting threads and sending warnings that this is a bannable exploit. Even if it is now might not be the best time to be enforcing it against someone stuck in a spawn loop (source (http://www.swtor.com/community/showthread.php?p=1822509#post1822509)). Honestly, if it is like it sounds you couldn't write more face-palm worthy CS if you tried. Title: Re: Patch Notes Post by: Outlawedprod on January 18, 2012, 07:24:36 PM Grats everyone. We're all founders. http://www.swtor.com/community/showthread.php?t=198797
Title: Re: Patch Notes Post by: Threash on January 18, 2012, 07:34:13 PM Did i read that right? they are rewarding everyone with a medal and a title, and the medal grants the title? so it's just a title?
Title: Re: Patch Notes Post by: Merusk on January 18, 2012, 07:41:49 PM Grats everyone. We're all founders. http://www.swtor.com/community/showthread.php?t=198797 When do I get my shapeshifter? :why_so_serious: Title: Re: Patch Notes Post by: Kageru on January 18, 2012, 07:45:25 PM You only get the medal (which rewards the title) if you re-subscribe for a second month. Which is unusually transparent and desperate (and poorly timed). I wonder what their internal numbers are looking like. Title: Re: Patch Notes Post by: caladein on January 18, 2012, 07:59:28 PM My "transparent and desperate" bar is set at steeply discounted multi-month plans and this isn't anywhere near that.
Title: Re: Patch Notes Post by: Shatter on January 18, 2012, 08:11:43 PM Its the new shame title, wear it with shame that you subbed a second month. As much as I wanted to really enjoy this game they are making it really hard.
Title: Re: Patch Notes Post by: Venkman on January 18, 2012, 08:28:56 PM Couple of Smuggler nerfs, the graphics situation did improve, but this was not the "we'll save people from cancelling" patch they really needed it to be.
The PvP stuff is lolz all the way down. Replace anything SWTOR with any other RPG MMO. Old ass story. Title: Re: Patch Notes Post by: Paelos on January 18, 2012, 08:48:04 PM I think slicing got a stealth buff.
Can't prove it yet, but I'm noticing a dramatic increase in credits at the top levels. Title: Re: Patch Notes Post by: Riggswolfe on January 18, 2012, 09:25:40 PM Damn you people are a bunch of negative Nancies. I'm quite enjoying the game. Whether I will continue to do so remains to be seen but it's not like some of you want to make it out to be.
Title: Re: Patch Notes Post by: tmp on January 18, 2012, 09:32:05 PM I think slicing got a stealth buff. Maybe the patch was built off the pre-nerf code/data and things got re-applied. Wouldn't be the first :why_so_serious:Can't prove it yet, but I'm noticing a dramatic increase in credits at the top levels. Title: Re: Patch Notes Post by: eldaec on January 18, 2012, 09:38:23 PM You only get the medal (which rewards the title) if you re-subscribe for a second month. Which is unusually transparent and desperate (and poorly timed). I wonder what their internal numbers are looking like. As the only major issue is in l50 pvp, which I suspect a large majority of players haven't touched and don't care about, I expect their numbers are just fine. Title: Re: Patch Notes Post by: Kageru on January 18, 2012, 10:14:43 PM As the only major issue is in l50 pvp, which I suspect a large majority of players haven't touched and don't care about, I expect their numbers are just fine. That's not their major issue. The question is whether they can hold subscriptions when players reach the end of their character's leveling story (which could be quite a while for the alt enthusiasts). Title: Re: Patch Notes Post by: eldaec on January 18, 2012, 10:42:16 PM I agree that is an issue - and my own view is that they'll only fix it with a daytime soap approach to content generation. But it certainly isn't an issue for first month retention, which various posts on the last page seemed to suggest would be disasterous.
Title: Re: Patch Notes Post by: Kitsune on January 18, 2012, 11:52:25 PM I logged in to check the pants textures, they're unchanged on my end. But the AA made things less jaggy, so I guess that's something.
Title: Re: Patch Notes Post by: Velorath on January 19, 2012, 12:21:41 AM Just to add my experience with Ilum pvp on Shien, I'd have to say that valor gain felt fairly comparable to Warzones. Certainly my experience was far from the "all the Imps got free valor 60 today" crying going on in that one thread. For context, Shien seems in the 60/40 ratio for population, favoring Imperials, but the Republic seems to have a pretty good number of healers which are pretty hard to isolate and bring down in unorganized world pvp groups. As a result, kills weren't coming all that quickly. Also, throughout most of the big fights, other people were capping nodes, meaning no side ever had the full bonus.
Once deminishing returns quickly kicked in, on average I was making 70 valor a kill, and after each skirmish, the losers would fall back and regroup which took more downtime. I don't doubt there were servers where one side managed to spawn camp the enemy base and get some easy valor, but I'd be surprised if it were more than a small handful with massive pop imbalances. People are just going to be using this as an excuse everytime they lose, regardless of whether or not it happened on my server, just like when I was playing a warzone earlier and people on the other team were complaining that they were fighting a premade group despite the fact that it was actually a completely random one. Title: Re: Patch Notes Post by: Samprimary on January 19, 2012, 12:39:45 AM Quote I don't doubt there were servers where one side managed to spawn camp the enemy base and get some easy valor Many many servers had spawn camping nightmares. And "some easy valor" is the understatement of the year. What just happened was, when you get right down to it, unimaginably bad. Information from my friend: the top PVP guru in his guild, prior to patch 1.1, got to valor 65 and just stopped. It was a stupid grind and worse than any before. They looked at hours. The time it took to complete valor ranks 51-60 were about the same as 1-50. Being at valor 65 before 1.1 is absolute crazytown. Total poopsock territory. It represents an insane amount of time committed to continual PvP from launch onward, so as to allow an understanding of what Valor ranks represent — especially 50-60. 1.1 hit. People were grinding valor ranks flat-out from nothing up to 50+ in a matter of minutes. If your faction controlled all of Ilum you got a multiplier on Valor gained. And with the various spawn exploits you could gain ranks 51-60 in a matter of hours, not weeks. Rumormill / forums have it that there exist max valor rank players now and I would believe it. PVP broke and broke badly. Worst part is that this was usually a one-sided deal, which (rightfully) aggravates. If my main had been a character of the appropriate imbalance steamroll faction for my server (99% ~EMPIRE ONLY~ SORRY REPUBLIC) and I had been playing today, I would have just been handing myself a free broken PvP ride to valor 60, borne on the corpses of the other faction which is, necessarily, denied this wonderful opportunity and instead get to have their necks stepped on by unescapable spawn camping in a grievous lagpit. And if I wasn't playing while this window was open, oops, too bad for you, that means it was just a benefit for people who were playing during the right window of terrible design. I can honestly say (and this is divorced from the pit of fury that the forums have to be right now) that this is one of those times in MMO history where a rollback seems like a legitimately needed response, probably unavoidable. That the situation might be so bad that they will be forced to roll back valor. And there exists a chance that their system legitimately can't do that, in which case an entire faction just got dicked on every server, and the other side just got an impossibly huge free ride to valor heaven. I already had some doubts with the pvp design in this game, but this kind of cinches it; there needs to be a bit of a shakeup. The system is broken somewhere and/or one or more very important people in very important positions can't handle their jobs! Title: Re: Patch Notes Post by: Velorath on January 19, 2012, 01:30:25 AM I've seen a lot of posts about people getting to 60 or 65 in a matter of hours, but very little to actually back that up and from my personal experience, it seems to me like there would have to be very extreme circumstances for that to be the case (huge pop imbalance so the campers could survive the enemy players and the turret, no stragglers capping nodes and lowering the bonus valor, and the people being camped would have to not just log off after the first few times they're spawn killed). All I've seen so far is the one screenshot that people keep posting that shows one minute on one server.
Title: Re: Patch Notes Post by: DraconianOne on January 19, 2012, 01:36:40 AM Quote from: JovethGonzalez Hi everyone, I just wanted to be clear and let you all know that we’re definitely aware of individuals who took extreme advantage of this situation and we will be carefully evaluating and taking action as necessary. Source (http://www.swtor.com/community/showthread.php?p=1824907#edit1824907) Title: Re: Patch Notes Post by: jakonovski on January 19, 2012, 02:09:34 AM The pvp clownshoes have pretty much buried everything else, but another issue is that AA doesn't seem to be working on (some or all?) AMD cards. The button does nothing on my 4890. Shadow performance wasn't fixed either, but I'm not sure if that ever was in the patch.
Title: Re: Patch Notes Post by: Surlyboi on January 19, 2012, 03:12:05 AM Yeah, but the PvP QQs are just so tasty... :why_so_serious:
Title: Re: Patch Notes Post by: Kageru on January 19, 2012, 03:33:53 AM I think the outcome is less important than the perception. As part of their "great things coming!" patch they managed to burn a lot of good-will, lose credibility and inflame the issue of faction/PvP imbalance. Someone is getting caned over that far more than whether acceptable valor per hour gains were broken.
I'd love to see their subscription curve, though I realize we never will... Title: Re: Patch Notes Post by: ajax34i on January 19, 2012, 03:40:03 AM rollback How many people at high level and PVP'ing in Illum on the exploiting side? vs. How many people NOT playing this game for PVP, or NOT in Illum, or on the losing side? I'm not going to pull ratios out of my ass, but why should what I believe is the majority of uncaring players be inconvenienced by a rollback because of what happened in a high level battleground? Keep your valor and congrats for the ill-gotten epeen and the equipment you can now get, big deal. Bioware seem to have chosen to manually track and ban the exploiters individually, which is more work for them and a better outcome for the unaffected masses. The official forums are full of rampant over-drama and lies; I noticed this in the discussion about Biochem. The core of the issue, that the top medpack was too good and did NOT require biochem, allowing you to get it, perma use it, and drop the skill, was carefully omitted from all the rage posts. When digging down to the issue, the Biochem nerf was very much needed, but if you just read the official forums, Bioware is out of its mind and behaving like clueless idiots. And posters on the official forums expect everything to be coded instantly and without flaws: "Bioware, why don't you add a whole new, neutral faction! Yeah, by tomorrow. It'll fix the Emp/Rep imbalance, I promise! Why don't you do it?" Stay away from the official forums. They are worse than WoW's. WoW just has trolls on the forums, and they know the realities of development speed and what's in the realm of possible. SWTOR's forum posters don't live in the real world. Title: Re: Patch Notes Post by: apocrypha on January 19, 2012, 03:51:59 AM What ajax said ^^
If every. single. one. of those over-entitled, whiny, forum-humping bullshit merchants were to cancel their subs today over this problem - a problem that they're attempting to patch today and that they've said they intend to take action over - the game would be better off in every single way. How long was Tol Barad broken for? Months? How many fucked up fixes did they try before they got it halfway decent? What was the effect on overall subs of people ragequitting because of it? Fuck all? Yeah I thought so. Title: Re: Patch Notes Post by: Zetor on January 19, 2012, 03:53:11 AM I think it was posted before, but the SWTOR forums are like a melting pot of the worst WOW trolls, DAOC/WAR VNboard psychos, SWG 'visionaries' and the generic 'lol internet' crowd. I don't envy their moderators. :ye_gods:
Title: Re: Patch Notes Post by: Lucas on January 19, 2012, 04:01:11 AM Usual MMOG over-reaction. Yes, they made a mistake, as paying customers there is a right to complain but being so over-dramatic for a game is stupid, and anyone who complains like that is a stupid person, sorry.
I admit it, I'm not really a competitive person, so I probably don't get it why you should be angry because a portion of the playerbase got instantly ahead of you in a game. Probably my fault, ok. Sure, developers would continue to make mistakes in other areas of the game, but this especially happens when MMOG stop being virtual worlds and become some e-sport shit where people feel the desperate need of being on top of an incredibly important (?) gaming ladder. Title: Re: Patch Notes Post by: apocrypha on January 19, 2012, 04:44:31 AM I think slicing got a stealth buff. Can't prove it yet, but I'm noticing a dramatic increase in credits at the top levels. Haven't noticed this myself, still getting about the same from the missions I've run this morning. Hard to tell without actually logging them though since the variation is significant. Overall 1.1 is a bit of a mixed bag for me. I love the antialiasing, but my framerate has crashed badly, even if I turn AA off (GTX560ti). I love that items now stack automatically when you put them in your bank etc. I love the seperation of 50s into their own warzone bracket but the queue times do seem to have got a lot longer as a result. I don't like the change to the abilities cooldown display, makes it almost impossible to tell when any ability with a cooldown longer than about 15s is available. Title: Re: Patch Notes Post by: Fabricated on January 19, 2012, 05:09:33 AM I have no idea what they did to the client on the performance end tbh. I'm getting better framerates than I did before even with AA on, RAM usage is down a bit (nevermind I had plenty to spare), and loadtimes are down a bit. Other people have gotten serious whacks to their FPS like apocrypha.
Graphic card related tweaks? I'm running an ass-old AMD 5770. Title: Re: Patch Notes Post by: disKret on January 19, 2012, 05:26:20 AM Since yesterday I experience a lot of splashscreens when running through imperial fleet station - sometimes 2 splashes in 3 sec run. Annoying as hell.
Title: Re: Patch Notes Post by: Falconeer on January 19, 2012, 05:33:45 AM I admit it, I'm not really a competitive person, so I probably don't get it why you should be angry because a portion of the playerbase got instantly ahead of you in a game. Probably my fault, ok. You don't even have to be competitive. It only takes for you to participate in a few PvP battles, Warfronts, Warzones, Battlegrounds, whatever you want to call it. As of now, if you are a Republic player you are already facing an usually unfair fight as the Empire players somehow managed, on average, to equip themselves much better than the Reps on most servers. They probably just played more, sure, and there's nothing unfair about it, but in randomly created battlegrounds, no matter your personal skill level what makes the difference is the equipment. Which means you are for the most part joining a battle you can't win or worse, a battle where you can't do anything other than watch your character being stunned and killed in a matter of seconds every time you leave the spawn point. Now, of course, with time those differences would level themselves up, as everyone reaches the cap in both equipment and levels. But considering we are far from that cap (except for those who got there yesterday in an instant), and considering that the majority of players with awesome and gamewinninng pvp items were already mostly on one side, what happened yesterday only made that gap larger, WAY larger. Before, as a Republic player, PvP was: - join random Warzone: win 1 out 5. Some of them are balanced (but you lose, and eventually win one), lots of them are pure steamrolling. - go to Ilum fishing for random loners. Given the difference in numbers and equipment it was very hard not to die a lot, but it was manageable if you played guerrilla. Also, getting your fair share of "tokens" towards the level cap and the best equipment was easy to do, although stupid and that's why they changed it, even with the population imbalance. Regardless of all the losing, this was _mostly_ fair (although awarding more commendations to the winning team is by design only going to make the gap wider, but that cannot be helped). I didn't have a problem with that. Now, as a Republic player, PvP is: - join a random Warzone: lose constantly and get stomped all the time. It's like the winning faction was using tanks against your horses, and now they upgraded to battlemechs (the Rank - Go to Ilum to try and make the daily and weekly quests necessary to try and get that golden super pvp items, and get stomped by a SEA of Imperial players, all wearing better equipment than you or simply being so many that you usually get stormed by 5 of them mere seconds after you started a solo fight. Needless to say, a couple of days of this shit means less and less Republic players will expose themselves to it, so the gap keeps growing beyond proportions. I don't think it's really about being competitive. It's just wanting to use one of the features the game offer and finding out it's rigged. It's like playing the PvE part of the game and find out that every day the mobs are harder and harder to kill until they destroy you every time you enter a dungeon. And then you find out it's like that by design: either you leveled faster than the mobs, which were poopsocking since they are automated, or sorry, now you have to face the hardest PvE ever. And the only way to get out of that rut is to keep getting killed and stomped by that mobs cause eventually, even through that, you get a little XP which over a few months will get you to the same level cap the mobs reached in the first 10 days after launch. Regardless of what you all people think of PvP, for many of us it's not about winning and losing. It's about having a chance. The current conditions, population imbalance above all and the way equipment is earned, are removing the chances. Removing the unfairly earned valor from yesterday is a good starting point, but as per last patch, I can't see how a Republic player (same is true for Empire if your server has the opposite problem) will be able to set foot on Ilum for the next few months. Title: Re: Patch Notes Post by: Threash on January 19, 2012, 05:56:17 AM Quote I don't doubt there were servers where one side managed to spawn camp the enemy base and get some easy valor Many many servers had spawn camping nightmares. And "some easy valor" is the understatement of the year. What just happened was, when you get right down to it, unimaginably bad. Information from my friend: the top PVP guru in his guild, prior to patch 1.1, got to valor 65 and just stopped. It was a stupid grind and worse than any before. They looked at hours. The time it took to complete valor ranks 51-60 were about the same as 1-50. Being at valor 65 before 1.1 is absolute crazytown. Total poopsock territory. It represents an insane amount of time committed to continual PvP from launch onward, so as to allow an understanding of what Valor ranks represent — especially 50-60. 1.1 hit. People were grinding valor ranks flat-out from nothing up to 50+ in a matter of minutes. If your faction controlled all of Ilum you got a multiplier on Valor gained. And with the various spawn exploits you could gain ranks 51-60 in a matter of hours, not weeks. Rumormill / forums have it that there exist max valor rank players now and I would believe it. PVP broke and broke badly. Worst part is that this was usually a one-sided deal, which (rightfully) aggravates. If my main had been a character of the appropriate imbalance steamroll faction for my server (99% ~EMPIRE ONLY~ SORRY REPUBLIC) and I had been playing today, I would have just been handing myself a free broken PvP ride to valor 60, borne on the corpses of the other faction which is, necessarily, denied this wonderful opportunity and instead get to have their necks stepped on by unescapable spawn camping in a grievous lagpit. And if I wasn't playing while this window was open, oops, too bad for you, that means it was just a benefit for people who were playing during the right window of terrible design. I can honestly say (and this is divorced from the pit of fury that the forums have to be right now) that this is one of those times in MMO history where a rollback seems like a legitimately needed response, probably unavoidable. That the situation might be so bad that they will be forced to roll back valor. And there exists a chance that their system legitimately can't do that, in which case an entire faction just got dicked on every server, and the other side just got an impossibly huge free ride to valor heaven. I already had some doubts with the pvp design in this game, but this kind of cinches it; there needs to be a bit of a shakeup. The system is broken somewhere and/or one or more very important people in very important positions can't handle their jobs! Pure bs, I'm sure some people cross faction exploited to get a lot of valor but it is nowhere near the levels you claim and rollbacks are not even remotely necessary. I spent about three hours in ilum pvping yesterday, the valor gain while spawn camping the repubs was at best slightly higher than warzone grinding, and once diminishing returns got high it was less. Most people didn't get jack shit because you needed to do dmg and your raid needed the killing blow for it to count. Once the numbers got high enough to camp those turrets you might get one in five kills as long as there was repubs who didn't log out in disgust. The idea that large groups of people were grinding 50+ levels in a few hours is ridiculous, I went from 27 to 30 in a couple hours. What you are reading on the forums is all made up. Title: Re: Patch Notes Post by: apocrypha on January 19, 2012, 06:00:05 AM Good post Falconeer, and if 1/10th of the posts about it on the official forums were as well written and sane then I think the perception of people unaffected by the Ilum cock-up would be greatly improved.
It seems clear to me that BW are genuine about wanting PvP to me worthwhile in SWTOR. 1 month in it is in a far better state than PvP in WoW was for instance. Given that, and given that they've clearly stated that they're aware of and are monitoring the imbalance caused surely it's only reasonable to see what they do in response? The main feeling coming from the official forum posters (and others, that Kotaku article, a couple of pvp/SWTOR blogs, etc) is that all the PvP'ers just assume that this situation is permanent and irrevocable, which strikes me as just overly pessimistic. That many of these people form an extremely vocal minority on the forums gives, IMO, too much weight to an issue that's only affecting a very small proportion of players currently. Yes, it needs to be addressed. No, we don't know exactly what BW are going to do about it. No, the sky isn't falling and the legions of "OMG I'm unsubbing" responses seems like a gross overreaction. Title: Re: Patch Notes Post by: Mrbloodworth on January 19, 2012, 06:01:34 AM What you are reading on the forums is all made up. If not intentionally incorrect. I have seen about 4 issues now that are completely fabricated on the OF, yet go on and are replicated on other sites. The JOY in trashing a game they supposedly like is shocking. Quote The main feeling coming from the official forum posters (and others, that Kotaku article, a couple of pvp/SWTOR blogs, etc) Exactly. :oh_i_see: Title: Re: Patch Notes Post by: eldaec on January 19, 2012, 06:06:49 AM There seem to be a lot of posts around about *other people* getting crazy valour, I've yet to see any primary evidence. I suspect spawn camping is being sustained more by republic tears than by actual rewards.
EA are in a bind though. they don't have any trusted voices who cam explain wtf is going on to the playerbase. They urgently need a Sanya figure. That Stephen Reid fellow seems to trying to take the role, but unfortunately he seems unable to call bullshit when told transparent nonsense by devs, and he guesses what is going on entirely too often. Title: Re: Patch Notes Post by: eldaec on January 19, 2012, 06:08:15 AM Also, given they don't know how to run a forum, it is probably about time they closed them down.
Title: Re: Patch Notes Post by: jakonovski on January 19, 2012, 06:09:52 AM If there are any who have gained a lot of valor through this, I think they're laying low in hopes of avoiding the banhammer. I love the drama though.
Title: Re: Patch Notes Post by: Mattemeo on January 19, 2012, 07:06:15 AM It's like playing the PvE part of the game and find out that every day the mobs are harder and harder to kill until they destroy you every time you enter a dungeon. And then you find out it's like that by design: either you leveled faster than the mobs, which were poopsocking since they are automated, or sorry, now you have to face the hardest PvE ever. And the only way to get out of that rut is to keep getting killed and stomped by that mobs cause eventually, even through that, you get a little XP which over a few months will get you to the same level cap the mobs reached in the first 10 days after launch. Setting aside the issue of broken PvP/faction imbalance, that's pretty much what levelling a Sentinel is like... :why_so_serious: Title: Re: Patch Notes Post by: Sky on January 19, 2012, 07:16:36 AM - Much improved LOD handling; the ground tiles are now blurry beyond where the grass grows, and atmospheric effects get reduced in the distance too (dust haze on Tatooine for example). One could say they were degraded. I think the game took a step backward and I hate this trend of For the love of religious icons, PUT IN A GODDAMNED SLIDER. I get that some people are struggling with performance. SOME ARE NOT. Hell, make it a hidden ini setting (and comment the damned ini). See, I can bitch about stuff, too! On the pvp performance issue, I wonder how many are expecting to pvp with pve graphics settings. Another thing they need to poach from EQ2: import/export graphics profiles. Go to Ilum, load pvp graphics profile tweaked for pvp performance. Title: Re: Patch Notes Post by: Nebu on January 19, 2012, 07:25:51 AM 1) Remove battlemaster gear from the game.
2) Give titles and unique mounts for pvp valor ranks. 3) Make appearance gear (orange) available for players at high pvp rank. I'd be happy with this. Alternatively, they could reset everyone's valor to zero and I'd be fine with it. My main is valor rank 51 and I'd gladly start over to have a level playing field. Title: Re: Patch Notes Post by: Mrbloodworth on January 19, 2012, 07:25:58 AM RE: AA Bitching:
Quote Hi folks, Just in case you missed it, we added the following to the Known Issues thread earlier today:
To give you all some more insight, the ATI issue is due to a severe graphical glitch and we are in discussions with ATI to resolve this. Thank you for your patience. Title: Re: Patch Notes Post by: Threash on January 19, 2012, 07:29:26 AM 1) Remove battlemaster gear from the game. 2) Give titles and unique mounts for pvp valor ranks. 3) Make appearance gear (orange) available for players at high pvp rank. I'd be happy with this. Alternatively, they could reset everyone's valor to zero and I'd be fine with it. My main is valor rank 51 and I'd gladly start over to have a level playing field. How about they simply ban the insignificantly small number of people who exploited and leave the rest of us alone? Title: Re: Patch Notes Post by: Nebu on January 19, 2012, 07:38:28 AM How about they simply ban the insignificantly small number of people who exploited and leave the rest of us alone? I'm not sure you can really call it an 'exploit' so much as players taking advantage of some TERRIBAD implementation. Implementation compounded by horrible faction balance. Title: Re: Patch Notes Post by: Threash on January 19, 2012, 07:39:47 AM How about they simply ban the insignificantly small number of people who exploited and leave the rest of us alone? I'm not sure you can really call it an 'exploit' so much as players taking advantage of some TERRIBAD implementation. Implementation compounded by horrible faction balance. No, anyone who shot up a huge amount of valor ranks did it by cross faction exploiting. Camping repubs at the turrets was barely above warzone farming in returns. Title: Re: Patch Notes Post by: murdoc on January 19, 2012, 07:40:28 AM RE: AA Bitching: Quote Hi folks, Just in case you missed it, we added the following to the Known Issues thread earlier today:
To give you all some more insight, the ATI issue is due to a severe graphical glitch and we are in discussions with ATI to resolve this. Thank you for your patience. ARGH. Title: Re: Patch Notes Post by: Mrbloodworth on January 19, 2012, 07:41:08 AM ATI.
Title: Re: Patch Notes Post by: Nebu on January 19, 2012, 07:43:39 AM How about they simply ban the insignificantly small number of people who exploited and leave the rest of us alone? 1) I'd be happy if they reset all of their valor to 0 and took their pvp gear. 2) It's a much larger number of players than you think. When I went to Ilum on my server, the raid frames took 5 minutes to load for a guild member that joined in the fun. Ilum was so overcrowded with Empire players that the lag caused horrible framerates. I expect this was the same on other servers as well. There are a LOT of level 50 players on servers that had headstart. Many of them have been playing alts because the endgame is terrible. Events like this brought them out of the woodwork in droves. Title: Re: Patch Notes Post by: jakonovski on January 19, 2012, 07:45:02 AM ATI. Naw, I don't buy that. 99% of all games work just fine with AMD cards. It's just a convenient excuse for sloppy coding. Doubly so here because the engine doesn't actually have any new technology in it. Title: Re: Patch Notes Post by: murdoc on January 19, 2012, 07:45:06 AM ATI. I keep getting sucked into getting AMD cards by reading performance reviews and I keep wishing I had spent the extra on nVidia cards. Title: Re: Patch Notes Post by: Zetor on January 19, 2012, 07:47:10 AM Yeah... this is the second major MMO I played that had issues with ATI cards/drivers (first one was COH, ATI cards caused hard lockups after playing for some time... they eventually fixed that with a new catalyst driver though). Oh well.
Title: Re: Patch Notes Post by: Nebu on January 19, 2012, 07:49:24 AM I once had a friend summarize video cards to me this way: ATI makes better hardware, nVidia makes more compatible drivers.
Any truth to that statement? Title: Re: Patch Notes Post by: Mattemeo on January 19, 2012, 07:54:30 AM My laptop uses an ATI Mobility Radeon HD 5650 and I'm having more issues post-patch than I was before. Framerate performance in Taris is between 10 and 20 fps, and switching AA through off, medium and high doesn't seem to change that for better or worse (though AA does actually work). I still get a lot of graphical glitches such as floating artifacts in conversation cinematics (the infamous boom-mic) and those things that shoot green lasers into the sky quite often cause the green laser walls of frame-death. I'm running at native 1920x1080 and have shadows turned to 'simple'. Everything else is as recommended at high. Changing anything else doesn't seem to make much impact. I do honestly think the game isn't optimised properly for ATI performance.
Title: Re: Patch Notes Post by: ajax34i on January 19, 2012, 07:54:59 AM Even if there is, there are lots of OEM manufacturers of cards, and you can't really compare them all. EVGA, ASUS for example have a reputation of higher quality hardware, as well as more immediate warranty replacement policies, and that factors into people's perception of how "good" the hardware is.
Title: Re: Patch Notes Post by: kildorn on January 19, 2012, 08:01:36 AM I once had a friend summarize video cards to me this way: ATI makes better hardware, nVidia makes more compatible drivers. Any truth to that statement? ATI hardware tends to be pretty nice, it varies some gens though. They've never in their lives actually employed a trained programmer or QA staff however. I can promise that every time I update my video drivers it will be a two hour affair of trying to make them not only work but actually display the same way the old ones did. :P (still bitter about the overscan/underscan bug from last year, and the "oh yeah, that will be fixed in three revisions" answer) Title: Re: Patch Notes Post by: Mrbloodworth on January 19, 2012, 08:22:21 AM ATI. Naw, I don't buy that. 99% of all games work just fine with AMD cards. That's why its constantly a problem with games. :awesome_for_real: Title: Re: Patch Notes Post by: Paelos on January 19, 2012, 08:29:35 AM I was pulling 3800+ out of green slicing chests at Tier 5 rich last night.
It's not my imagination that it's higher than normal I think, but I'm also guessing they patch it out this morning with little fanfare and it will haunt me. Title: Re: Patch Notes Post by: Sky on January 19, 2012, 08:33:06 AM Since the voodoo 4, I've bought nvidia except for the (awesome) 9800pro. I've been happy. A couple of gtx460s SLI and happy right now.
The Bloom + AA thing has always been that way. But you had to tweak the ini to find that out before. EVGA's hardware is nice, but their assembly is crap. They have a bad habit of poorly attached heatsinks, my original 460 was mediocre until I put my own heatsink on it and saw how badly theirs had been attached. After going through maybe 4 8800gtx cards to get one that didn't overheat, I'm convinced it was the same issue. At the least I'd reseat everything with new paste; the nice thing about EVGA is you won't void your warranty by doing so (I could re-attach the stock HS and still be under warranty right now). My second was an MSI Twin Frozr which is decent for stock cooling, though I'm an utter Accelero cooling fan (heh) now. That shit makes good cards great. Title: Re: Patch Notes Post by: Falconeer on January 19, 2012, 08:51:36 AM On the pvp performance issue, I wonder how many are expecting to pvp with pve graphics settings. Another thing they need to poach from EQ2: import/export graphics profiles. Go to Ilum, load pvp graphics profile tweaked for pvp performance. No, the problem doesn't have much to do with settings, nor with our computers. It's on their side. With everything on LOW (everything) the game was giving me 2 frames per second during the post patch Imperial zerg. And my computer handles the game awesomely with all maxed in normal circumstances. The engine is shitty enough to not be able to handle too many characters on screen, that is all. And that's why they are lowering the population caps on Ilum with today's patch. Title: Re: Patch Notes Post by: apocrypha on January 19, 2012, 09:01:01 AM Yup, you're right about the slicing Paelos, I pulled in a bunch of 4000cr+ tier 6's just before todays downtime hit.
Will keep an eye on the various google docs spreadsheets people are maintaining and see how the various missions play out. Title: Re: Patch Notes Post by: Mrbloodworth on January 19, 2012, 09:04:54 AM On the pvp performance issue, I wonder how many are expecting to pvp with pve graphics settings. Another thing they need to poach from EQ2: import/export graphics profiles. Go to Ilum, load pvp graphics profile tweaked for pvp performance. No, the problem doesn't have much to do with settings, nor with our computers. It's on their side. With everything on LOW (everything) the game was giving me 2 frames per second during the post patch Imperial zerg. And my computer handles the game awesomely with all maxed in normal circumstances. The engine is shitty enough to not be able to handle too many characters on screen, that is all. And that's why they are lowering the population caps on Ilum with today's patch. I'm not aware of many games that can handle customization and high numbers of non-bots. Title: Re: Patch Notes Post by: Falconeer on January 19, 2012, 09:06:53 AM On the pvp performance issue, I wonder how many are expecting to pvp with pve graphics settings. Another thing they need to poach from EQ2: import/export graphics profiles. Go to Ilum, load pvp graphics profile tweaked for pvp performance. No, the problem doesn't have much to do with settings, nor with our computers. It's on their side. With everything on LOW (everything) the game was giving me 2 frames per second during the post patch Imperial zerg. And my computer handles the game awesomely with all maxed in normal circumstances. The engine is shitty enough to not be able to handle too many characters on screen, that is all. And that's why they are lowering the population caps on Ilum with today's patch. I'm not aware of many games that can handle customization and high numbers of non-bots. One word: Rift. Title: Re: Patch Notes Post by: Secundo on January 19, 2012, 09:09:30 AM The pvp clownshoes have pretty much buried everything else, but another issue is that AA doesn't seem to be working on (some or all?) AMD cards. The button does nothing on my 4890. Shadow performance wasn't fixed either, but I'm not sure if that ever was in the patch. I have a 5870 and AA works fine on it now using ingame settings. Shadows on high works fine but the low setting is meaningless.. It's almost the same as shadows off except for the slight performance hit. The thing I wish for most right now is a way to change the FOV. It's too low and seem to suffer from consoleitis. Title: Re: Patch Notes Post by: Nebu on January 19, 2012, 09:17:51 AM One word: Rift. Seeing this makes me sad. Rift was a game with such high quality and such great missed potential. If the game had a bit more character, content, and refined gameplay, it could have been something spectacular. I still miss the soul system. Title: Re: Patch Notes Post by: Sky on January 19, 2012, 09:26:49 AM I agree with Neb about Rift, but they did really shut down all customization at a really close level.
EQ2 did the same thing, the graphics option page for EQ2 was another thing they did amazingly well. You could set where that LoD would pop, how many high detail characters to allow, how many LOW detail characters to allow, etc. Secundo is correct on the FOV, it gets a bit fishy at the edges. Not sure I'd call it console-itis, though. :oh_i_see: Title: Re: Patch Notes Post by: Threash on January 19, 2012, 09:27:33 AM 2) It's a much larger number of players than you think. When I went to Ilum on my server, the raid frames took 5 minutes to load for a guild member that joined in the fun. Ilum was so overcrowded with Empire players that the lag caused horrible framerates. I expect this was the same on other servers as well. I was there for three hours on my server, i am not disputing the number of players who flocked to Ilum thinking of making massive amounts of valor. What i am saying is that it wasn't true, the valor simply wasn't there and what was wasn't all that great. If someone DID shoot up massive amounts of valor levels it had to be done through cross faction exploiting because what people were actually doing was hardly better than warzone farming. People heard those turrets gave tons of valor so they flocked there, then spent considerable amounts of time and effort trying to take them down. The turrets never gave any valor, and they were hard enough to kill that it took upwards of three or more raids to reliably kill them without wiping and the only valor the got came from the poor republic suckers who didn't manage to get away and only until they got sick of it and logged. Title: Re: Patch Notes Post by: Falconeer on January 19, 2012, 09:39:44 AM I agree with Neb about Rift, but they did really shut down all customization at a really close level. EQ2 did the same thing, the graphics option page for EQ2 was another thing they did amazingly well. You could set where that LoD would pop, how many high detail characters to allow, how many LOW detail characters to allow, etc. Yes, that is true and I just zipped too many things into that word. My gripe is that in Star Wars you cannot lower the settings enough to make the thing work. It doesn't scale shit. In other games developers have been clever enough to realize that in extreme situations you might have wanted to play with stick figures if that was your choice but you could still move around. In SWTOR, if it's choppy it stays choppy. And you don't even get the shiny in return, since the characterts don't look that great to begin with, and the last thing you are looking at in a zerg is the pattern on a brown jedi vest. Title: Re: Patch Notes Post by: Nebu on January 19, 2012, 09:44:55 AM I was there for three hours on my server, i am not disputing the number of players who flocked to Ilum thinking of making massive amounts of valor. What i am saying is that it wasn't true, the valor simply wasn't there and what was wasn't all that great. If someone DID shoot up massive amounts of valor levels it had to be done through cross faction exploiting because what people were actually doing was hardly better than warzone farming. You needed to be on a server with a significant number of level 50 Republic players. These players would be killed, respawn, and killed repeatedly due to a broken mechanic. The fact that Ilum grants a buff yielding additional valor broke the system even more. The republic players had nowhere to retreat to. They just kept respawning and dying until someone posted that they could break the loop by queuing for a WZ and time out. Many MANY people made valor gains in a few hours that took others a week or two of gameplay to attain. Title: Re: Patch Notes Post by: Crumbs on January 19, 2012, 09:47:11 AM Many MANY people made valor gains in a few hours that took others a week or two of gameplay to attain. Seems that they've doubled the price of pvp gear. Fixed? http://www.swtor.com/community/showthread.php?t=194823 Title: Re: Patch Notes Post by: Nebu on January 19, 2012, 09:49:00 AM That's only on sub 50 gear... and it was needed. You could buy a complete set of pvp gear in a few matches. With the addition of a sub 50 bracket and lack of expertise on this gear, it's pretty much just cosmetic anyway.
Title: Re: Patch Notes Post by: Threash on January 19, 2012, 09:53:33 AM I was there for three hours on my server, i am not disputing the number of players who flocked to Ilum thinking of making massive amounts of valor. What i am saying is that it wasn't true, the valor simply wasn't there and what was wasn't all that great. If someone DID shoot up massive amounts of valor levels it had to be done through cross faction exploiting because what people were actually doing was hardly better than warzone farming. You needed to be on a server with a significant number of level 50 Republic players. These players would be killed, respawn, and killed repeatedly due to a broken mechanic. The fact that Ilum grants a buff yielding additional valor broke the system even more. The republic players had nowhere to retreat to. They just kept respawning and dying until someone posted that they could break the loop by queuing for a WZ and time out. Many MANY people made valor gains in a few hours that took others a week or two of gameplay to attain. There WAS a significant number of republic players, they in fact held us off with the help of those turrets for a good while. They did not keep respawning and dying for very long, nobody is that stupid, they just fucking logged off after dying a few times. And even when they were still there the valor gains are not what you are making them out to be AT ALL. You simply needed way too many people to camp those turrets and the valor only goes to the people in the raid of the one who got the killing blow and only if they specifically did damage to them, not exactly easy when anyone who rezzed died instantly. It simply did not happen, you are basing this off the bullshit that was posted on the forums which has already been proven a lie because the massive valor gains were supposed to be coming from the turrets. Title: Re: Patch Notes Post by: Crumbs on January 19, 2012, 09:57:58 AM That's only on sub 50 gear... and it was needed. You could buy a complete set of pvp gear in a few matches. With the addition of a sub 50 bracket and lack of expertise on this gear, it's pretty much just cosmetic anyway. Ah i see. I'm home sick from work today and servers are down, so not much else to do but join the mob mentality of the SWTOR forums :grin: Title: Re: Patch Notes Post by: murdoc on January 19, 2012, 10:03:10 AM Many MANY people made valor gains in a few hours that took others a week or two of gameplay to attain. Seems that they've doubled the price of pvp gear. Fixed? http://www.swtor.com/community/showthread.php?t=194823 I just logged in and checked, this is bullshit unless my memory is really off. The most expensive level 40 gear is 325 wz commendations, weapons might be more expensive - I have forgotten how much they were - but they're now 580 commendations. If anything, the price has gone down. Edit: Nevermind, my memory sucks. It was raised. Title: Re: Patch Notes Post by: taolurker on January 19, 2012, 10:16:38 AM How about they simply ban the insignificantly small number of people who exploited and leave the rest of us alone? 1) I'd be happy if they reset all of their valor to 0 and took their pvp gear. 2) It's a much larger number of players than you think. When I went to Ilum on my server, the raid frames took 5 minutes to load for a guild member that joined in the fun. Ilum was so overcrowded with Empire players that the lag caused horrible framerates. I expect this was the same on other servers as well. There are a LOT of level 50 players on servers that had headstart. Many of them have been playing alts because the endgame is terrible. Events like this brought them out of the woodwork in droves. Title: Re: Patch Notes Post by: Paelos on January 19, 2012, 10:21:38 AM Yup, you're right about the slicing Paelos, I pulled in a bunch of 4000cr+ tier 6's just before todays downtime hit. Will keep an eye on the various google docs spreadsheets people are maintaining and see how the various missions play out. I knew it! RELEASE THE SPREADSHEET KRAKEN! Title: Re: Patch Notes Post by: Minvaren on January 19, 2012, 10:24:06 AM ATI. Naw, I don't buy that. 99% of all games work just fine with AMD cards. It's just a convenient excuse for sloppy coding. Doubly so here because the engine doesn't actually have any new technology in it. KotOR and KotOR2 had issues with ATI cards as well, they're just carrying on the tradition. :why_so_serious: On the plus side, I finally discovered and made a new purple heal pack last night! It heals for the same amount that the previous purple used to. :uhrr: Title: Re: Patch Notes Post by: tmp on January 19, 2012, 10:37:35 AM That's only on sub 50 gear... and it was needed. You could buy a complete set of pvp gear in a few matches. With the addition of a sub 50 bracket and lack of expertise on this gear, it's pretty much just cosmetic anyway. So then why was it needed?People really insist the games should stab them repeatedly in the cock, don't they. Title: Re: Patch Notes Post by: Nebu on January 19, 2012, 10:42:50 AM So then why was it needed? People really insist the games should stab them repeatedly in the cock, don't they. I like the sub 50 pvp gear because a) I could level in pvp and use the rewards to buy my orange gear with good mods in it at 20 and 40. and b) it looked cool for the most part. Noone NEEDS the pvp gear for < 50 pvp. It's just an alternative way to obtain gear/mods. Gamers like to bitch about things on forums. News at 11. Title: Re: Patch Notes Post by: tmp on January 19, 2012, 10:45:50 AM Noone NEEDS the pvp gear for < 50 pvp. It's just an alternative way to obtain gear/mods. No, i meant why was the price hike on those "needed". Because the idea that "you can buy them after just few matches ohnoes" produces in me "so fucking what" when that complaint is followed with "it's just cosmetic gear that doesn't do anything special".Title: Re: Patch Notes Post by: Ingmar on January 19, 2012, 10:48:02 AM Yeah I'm with tmp here I think, if the gear isn't that great, why does it need to be more expensve?
Title: Re: Patch Notes Post by: Nebu on January 19, 2012, 10:52:22 AM No, i meant why was the price hike on those "needed". Because the idea that "you can buy them after just few matches ohnoes" produces in me "so fucking what" when that complaint is followed with "it's just cosmetic gear that doesn't do anything special". Ah... I got ya. My bad. I agree with you completely. Title: Re: Patch Notes Post by: Trippy on January 19, 2012, 10:53:21 AM I once had a friend summarize video cards to me this way: ATI makes better hardware, nVidia makes more compatible drivers. NVIDIA drivers are better. The hardware statement is an oversimplification. ATI's GPU generally are more power efficient than NVIDIA's GPUs and are slightly cheaper to make so they typically have a slightly better performance to price ratio compared to NVIDIA and they typically run cooler and use less power. In terms of absolute performance NVIDIA is competitive -- e.g. for the previous gen NVIDIA has the fastest single GPU card.Any truth to that statement? Title: Re: Patch Notes Post by: Hayduke on January 19, 2012, 11:02:23 AM For what it's worth I noticed a pretty noticeable performance upgrade after patch 1.1 on my Radeon 4850. So maybe they found some tweaks for older cards.
Title: Re: Patch Notes Post by: luckton on January 19, 2012, 11:07:11 AM Older cards perhaps, not new ones. I'm not seeing any difference on my 6850.
Title: Re: Patch Notes Post by: Secundo on January 19, 2012, 11:17:10 AM NVIDIA drivers are better. The hardware statement is an oversimplification. ATI's GPU generally are more power efficient than NVIDIA's GPUs and are slightly cheaper to make so they typically have a slightly better performance to price ratio compared to NVIDIA and they typically run cooler and use less power. In terms of absolute performance NVIDIA is competitive -- e.g. for the previous gen NVIDIA has the fastest single GPU card.
[/quote] The above pretty much sums it up. A lower power consumption and thus lower noise, while still being more than competitive performance wise, is why I use an ATI card at the moment. I have not had much problems with ATI drivers the last 2-3 years including Swtor. Title: Re: Patch Notes Post by: Ingmar on January 19, 2012, 11:19:33 AM I've always had more heat problems with ATI, personally, but I guess it probably comes down to particular models.
Title: Re: Patch Notes Post by: Threash on January 19, 2012, 11:26:34 AM Noone NEEDS the pvp gear for < 50 pvp. It's just an alternative way to obtain gear/mods. No, i meant why was the price hike on those "needed". Because the idea that "you can buy them after just few matches ohnoes" produces in me "so fucking what" when that complaint is followed with "it's just cosmetic gear that doesn't do anything special".Because that is not exactly accurate, the gear was very good for its level. Handing players a full set of blue quality gear and weapons with minimal effort would kill the flashpoints at those levels. Without the pvp stat they were just really good pve pieces. Title: Re: Patch Notes Post by: Fordel on January 19, 2012, 11:28:36 AM And increasing the cost just kills them more since I'll have to spend more time in Warzones now. :oh_i_see:
Title: Re: Patch Notes Post by: tmp on January 19, 2012, 11:29:52 AM Handing players a full set of blue quality gear and weapons with minimal effort would kill the flashpoints at those levels. Were the flashpoints dead before this change? I definitely haven't noticed entire server population running in these so easy to get PvP gear sets, myself.Let's not forget you can also get comparable sets of orange pieces pretty much by visiting "specialty vendors" on a few planets and paying each 15-20k credits. Title: Re: Patch Notes Post by: kildorn on January 19, 2012, 11:33:00 AM Noone NEEDS the pvp gear for < 50 pvp. It's just an alternative way to obtain gear/mods. No, i meant why was the price hike on those "needed". Because the idea that "you can buy them after just few matches ohnoes" produces in me "so fucking what" when that complaint is followed with "it's just cosmetic gear that doesn't do anything special".Because that is not exactly accurate, the gear was very good for its level. Handing players a full set of blue quality gear and weapons with minimal effort would kill the flashpoints at those levels. Without the pvp stat they were just really good pve pieces. ? The gear was blue for it's level. Like pretty much anything else. It's not like it was hard to get a blue equivalent item or slot an orange to blue for your level. 3-4 PVP matches for a blue doesn't seem like it would kill flashpoints at all. Title: Re: Patch Notes Post by: Samprimary on January 19, 2012, 11:41:11 AM 50+ levels in a few hours is ridiculous, I went from 27 to 30 in a couple hours. What you are reading on the forums is all made up. Haha, you was doin it wrong. Also, what do you take me for, a crazy person? I haven't looked at their forums since 1.1! Title: Coming Up on TOR (Take 2, now with more feeling!) Post by: luckton on January 19, 2012, 12:06:42 PM http://www.youtube.com/watch?v=3-TChrg5foo
Quote See what you have to look forward to in Star Wars™: The Old Republic™! This new video highlights just some of the new content and game systems coming out over the coming months, including a look at the expanded Legacy system, UI customization, and information on new Warzones and Flashpoints! It's nice to see the UI changes. A shame we won't see them till March. :sad_panda: Guild banks look nice too. (For Rattran: Maybe move this to a thread you find appropriate if you still don't like it? I don't know where else to put this...) DO NOT TAUNT HAPPY FUN MOD. I AM NOT A REASONABLE PERSON. Title: Re: Coming Up on TOR (Take 2, now with more feeling!) Post by: Morfiend on January 19, 2012, 12:19:09 PM That UI scaling cant come soon enough.
Title: Re: Patch Notes Post by: Threash on January 19, 2012, 12:21:11 PM Noone NEEDS the pvp gear for < 50 pvp. It's just an alternative way to obtain gear/mods. No, i meant why was the price hike on those "needed". Because the idea that "you can buy them after just few matches ohnoes" produces in me "so fucking what" when that complaint is followed with "it's just cosmetic gear that doesn't do anything special".Because that is not exactly accurate, the gear was very good for its level. Handing players a full set of blue quality gear and weapons with minimal effort would kill the flashpoints at those levels. Without the pvp stat they were just really good pve pieces. ? The gear was blue for it's level. Like pretty much anything else. It's not like it was hard to get a blue equivalent item or slot an orange to blue for your level. 3-4 PVP matches for a blue doesn't seem like it would kill flashpoints at all. Actually no, i leveled up without flashpoints or heroic quests. Blue gear was few and far between when i didn't buy it, the pvp gear was all major upgrades at the time i got them and very easily attained. Title: Re: Patch Notes Post by: Nevermore on January 19, 2012, 12:33:12 PM Rumormill / forums Well, with sources that reliable I'm sure everything in your post is 100% true and not exaggerated in any way, shape or form. Title: Re: Patch Notes Post by: kildorn on January 19, 2012, 12:36:10 PM Noone NEEDS the pvp gear for < 50 pvp. It's just an alternative way to obtain gear/mods. No, i meant why was the price hike on those "needed". Because the idea that "you can buy them after just few matches ohnoes" produces in me "so fucking what" when that complaint is followed with "it's just cosmetic gear that doesn't do anything special".Because that is not exactly accurate, the gear was very good for its level. Handing players a full set of blue quality gear and weapons with minimal effort would kill the flashpoints at those levels. Without the pvp stat they were just really good pve pieces. ? The gear was blue for it's level. Like pretty much anything else. It's not like it was hard to get a blue equivalent item or slot an orange to blue for your level. 3-4 PVP matches for a blue doesn't seem like it would kill flashpoints at all. Actually no, i leveled up without flashpoints or heroic quests. Blue gear was few and far between when i didn't buy it, the pvp gear was all major upgrades at the time i got them and very easily attained. Strange. I rarely do flashpoints, and by 40 was already in nearly all orange gear (missing only the bits you can't get from pvp) and wearing nothing but blues. Hell, I was there before 25 (do heroics). The PVP gear has never been an upgrade for me, it's just been an alternate armor look. Title: Re: Patch Notes Post by: Threash on January 19, 2012, 12:40:08 PM I did a lot of pvp and tended to out level whatever planet i was on by a fair bit, the commendation armorings i had on my orange gear were on average 5 or so levels below all the time.
Title: Re: Patch Notes Post by: kildorn on January 19, 2012, 12:43:55 PM If you don't outlevel the planets, you can usually barely use the comm armoring by the time you leave.
Beta days, you could up trade the comms, too. :( Title: Re: Patch Notes Post by: tmp on January 19, 2012, 12:50:50 PM Actually no, i leveled up without flashpoints or heroic quests. Blue gear was few and far between when i didn't buy it, the pvp gear was all major upgrades at the time i got them and very easily attained. Quote I did a lot of pvp and tended to out level whatever planet i was on by a fair bit, the commendation armorings i had on my orange gear were on average 5 or so levels below all the time. You know, if you didn't focus on levelling through PvP and instead visited these PvE planets at the time you're at recommended level for them, the blue pieces bought for the commendations wouldn't be 5 levels below you all the time and would be major upgrades, too. Just a thought.In other words, i really don't see from this example how there's anything wrong with their setup -- you get suitable rewards through the channel you focus on. For what's worth, so far (40-odd) i've leveled up doing each flashpoint once and not bothering with most of heroic quests. My gear is routinely blue-orange and at appropriate level rather than 5 behind. And acquiring it is as simple as clicking on relevant vendor or GTN terminal. Title: Re: Patch Notes Post by: Falconeer on January 19, 2012, 12:56:22 PM Please someone who knows more than me about coding and AAA titles. HOW FUCKING HARD it can be to fix the bug that doesn't count won pvp0 matches towards the daily/weekly count? It's infuriating. Things are difficult enough without this stupid game stealing my wins.
This is really fucked up. Dailies are basically timed goals. If I have 2 hours to play in a given day and I invest it to try and win the daily, and somehow I manage and the fucking stupidly coded system takes it away from me, well, it's just a game, and I still feel kind of robbed. Seriously, how can it be so hard? And how is this not major, considering how difficult it is to win for one side? Title: Re: Patch Notes Post by: Samprimary on January 19, 2012, 02:05:37 PM Rumormill / forums Well, with sources that reliable I'm sure everything in your post is 100% true and not exaggerated in any way, shape or form. Ahem! You saw why that was in my post, right? Quote Rumormill / forums have it that there exist max valor rank players now and I would believe it. You're picking on the wrong part of my post if you want to denounce the veracity of my claims, because this is not a confirmed claim, just one I state that I consider plausible given what I watched, while I noted upfront that it is rumormill, not fact. I am being selectively parsed for doing this :heartbreak: In other news, Zach, who is a person I know that I pretty much use as the living breathing definition of utter scumbag pvper, showed me all his fancy new pvp titles and explained how he got them in one day. Lucky bastard. Title: Re: Patch Notes Post by: Nevermore on January 19, 2012, 02:31:57 PM The fact that you find rumors from those forums plausible is exactly why I quoted that, though.
I mean, rumor has it the worst of the of the vitriol started on those forums are actually made by Blizzard employee agitators who are trying to do anything they can to sabotage the competition, which I find completely plausible given that I wear a tinfoil hat and it makes better drama than if it's not actually true. :roll: Title: Re: Patch Notes Post by: MisterNoisy on January 19, 2012, 04:55:48 PM Please someone who knows more than me about coding and AAA titles. HOW FUCKING HARD it can be to fix the bug that doesn't count won pvp0 matches towards the daily/weekly count? It's infuriating. Things are difficult enough without this stupid game stealing my wins. This is really fucked up. Dailies are basically timed goals. If I have 2 hours to play in a given day and I invest it to try and win the daily, and somehow I manage and the fucking stupidly coded system takes it away from me, well, it's just a game, and I still feel kind of robbed. Seriously, how can it be so hard? And how is this not major, considering how difficult it is to win for one side? I've had it happen to me - drop and reacquire the quest (and win a match) fixes it in my experience. Unless you're already L50, you're rolling against other non-Expertise players, so winning one match in two hours shouldn't be too hard. I roll with 3 other non-50s on Vent, so we have a pretty good W/L ratio, but even when I go solo it isn't that bad now that the capped players are in another queue. Title: Re: Patch Notes Post by: Azuredream on January 19, 2012, 05:06:16 PM The daily at 50 actually requires you to win 3 matches, just for reference.
Title: Re: Patch Notes Post by: Falconeer on January 19, 2012, 05:27:07 PM Yes, I am level 50, and winning the required 3 matches every day (or 9 for the weekly) is no jokes if you are Republic on my server. Especially cause you can't drop the quest. Anyway, experimenting proved that dropping the quest doesn't fix the problem. It's not like you never get credit, it's just that it skips some. And when you are working towards your daily three, every single one fracking counts. Or it should. So it's frustrating as hell. Seriously, I really wonder how hard can it be to fix it.
Title: Re: Patch Notes Post by: Threash on January 19, 2012, 05:35:05 PM The worst is when you finally win one after losing several in a row and it doesn't count. That was almost my "why am i playing this instead of Rift" moment last night, luckily today i went three for three and they all counted or i would most likely be.
Title: Re: Patch Notes Post by: tmp on January 19, 2012, 06:16:42 PM Maybe it's republic specific code which rejects wins that were found unfair :why_so_serious:
Title: Re: Patch Notes Post by: Rendakor on January 19, 2012, 07:20:19 PM I know that was a joke, but it's happened to me on the Imperial side as well. I PVP because (SHOCK) I actually like doing so and not because the daily quest says I have to, so I just queue up again and have another go; this doesn't excuse the bug, but it doesn't inspire the vitriol in me that it does in others.
Title: Re: Patch Notes Post by: FieryBalrog on January 19, 2012, 10:06:56 PM I know that was a joke, but it's happened to me on the Imperial side as well. I PVP because (SHOCK) I actually like doing so and not because the daily quest says I have to, so I just queue up again and have another go; this doesn't excuse the bug, but it doesn't inspire the vitriol in me that it does in others. Bully for you. Title: Re: Patch Notes Post by: eldaec on January 19, 2012, 11:09:19 PM What do you get from a pvp daily at 50?
XP being unnecessary and all. Title: Re: Patch Notes Post by: Falconeer on January 19, 2012, 11:36:33 PM You get the Champion bag, which is needed for PvP equipment. Actually you can choose between a Champion bag or a Battlemaster bag, but to open the Battlemaster one you need to be PvP Rank 60. (So hitting R60 is quite a big deal, and that's why so many were freaking out yesterday.)
In the Champion bag you can find 3 Centurion Commendations (needed to buy Centurion grade pvp items (tier 1), which is the common chance, or a random piece of Champion grade pvp item (tier 2), which is the uncommon chance, roughly 1 out of 5. The stupid part here is that you can get the same uncommon item over and over, and you can't do shit with it: you can't trade it, you can't even redeem it for some more Centurion commendations. Basically, if you for example got the uber rare Champion weapon, and then you find another Champion weapon, you are gonna do nothing with it, and you didn't even get the Centurion commendations you could have gotten, since you either get 3 commendations or the Champion random piece and 1 commendation. The Battlemaster bags have been changed with last patch so while much harder to get them, you don't risk to get double pieces as they have either Champion commendations (used to buy tier 2 items), or Battlemaster commendations, much rarer but used to buy any BM gear without the risk of doubles. So yeah, basically pvp dailies and weeklies are the ONLY way to get Battlemaster bags (hence Battlemaster gear) and the best way to get Champion bags outside of the 800 Warzone commendations needed to buy one. This is because Champion bags can be purchased, Battlemaster bags are only quest rewards. The weekly gives you 3 Champion bags or 2 Battlemaster bags. The Daily gives you 1 Champion bag or 1 Battlemaster bag. Bottom line: while it's slow but theoretically possible to get tier 1 and 2 pvp equipment without ever doing the dailies/weeklies, you can't get tier 3 without completing them. Title: Re: Patch Notes Post by: jakonovski on January 20, 2012, 01:55:35 AM Ha, back at level 20 I had the issue of flashpoint dailies not completing.
Title: Re: Patch Notes Post by: eldaec on January 20, 2012, 02:31:40 AM Please someone who knows more than me about coding and AAA titles. HOW FUCKING HARD it can be to fix the bug that doesn't count won pvp0 matches towards the daily/weekly count? It's infuriating. Things are difficult enough without this stupid game stealing my wins. This is really fucked up. Dailies are basically timed goals. If I have 2 hours to play in a given day and I invest it to try and win the daily, and somehow I manage and the fucking stupidly coded system takes it away from me, well, it's just a game, and I still feel kind of robbed. Seriously, how can it be so hard? And how is this not major, considering how difficult it is to win for one side? Does pvp quest progress get reset if you don't complete it in a day? If so, that is both stupid, and weird, especially as AFAIK it doesn't happen to the other repeatables? Title: Re: Patch Notes Post by: disKret on January 20, 2012, 03:37:33 AM Does pvp quest progress get reset if you don't complete it in a day? No. Title: Re: Patch Notes Post by: eldaec on January 20, 2012, 06:13:24 AM In which case, surely it isn't a timed goal?
Anyway this all makes me glad I'm an inquisitor, so it is inconceivable I would wear the terrible pvp gear in the first place. Title: Re: Patch Notes Post by: Falconeer on January 20, 2012, 06:25:25 AM It is timed as in I need to win 3 matches in a day in order to get the reasonable and expected amount of commendations. To get them, and have the infamous "chance" against better equipper players, I have to do my dailies. No one is biting my ass, but that's part of my fun at the moment and while it's hard enough to win 3 in 24 hours, certainly doesn't help that sometimes you have to win 5 or more just because of a stupid bug.
Title: Re: Patch Notes Post by: Nebu on January 20, 2012, 06:52:30 AM It is timed as in I need to win 3 matches in a day in order to get the reasonable and expected amount of commendations. To get them, and have the infamous "chance" against better equipper players, I have to do my dailies. No one is biting my ass, but that's part of my fun at the moment and while it's hard enough to win 3 in 24 hours, certainly doesn't help that sometimes you have to win 5 or more just because of a stupid bug. I feel your pain. One saturday I played a total of 8 hours for 2 wins. When I finally got the 3rd win, it didn't count and I logged in disgust. I both love and hate the arms race in MMOs. I'm obviously broken. On another note: PLAYERS ALREADY EXPLOITING THE NEW ILUM CHANGES (http://kotaku.com/5877703/star-wars-the-old-republic-factions-learn-to-work-together-to-exploit-the-system) This stuff cracks me up. Title: Re: Patch Notes Post by: ajax34i on January 20, 2012, 07:40:05 AM They are removing the Valor points and/or possibly banning, as can be evidenced by this (funny) moderator post (http://www.swtor.com/community/showthread.php?p=1898519#edit1898519).
Title: Re: Patch Notes Post by: Lantyssa on January 20, 2012, 08:05:38 AM PvPers crack me up in a DIKU.
Title: Re: Patch Notes Post by: tmp on January 20, 2012, 08:08:27 AM PvPers crack me up in a DIKU. Indeed. For all the claims made how crucial it is and how earnest interest they have in it, the amount of thought and effort put into avoiding it... and then they wonder why it's not taken seriously :why_so_serious:Title: Re: Patch Notes Post by: Threash on January 20, 2012, 08:29:24 AM Pve seems so completely and utterly pointless, it's just stupid AI. None of it is a challenge, black talon at level ten was more fun than any raid.
Title: Re: Patch Notes Post by: eldaec on January 20, 2012, 08:43:29 AM It is timed as in I need to win 3 matches in a day in order to get the reasonable and expected amount of commendations. To get them, and have the infamous "chance" against better equipper players, I have to do my dailies. No one is biting my ass, but that's part of my fun at the moment and while it's hard enough to win 3 in 24 hours, certainly doesn't help that sometimes you have to win 5 or more just because of a stupid bug. This is you setting yourself an arbitrary target, not a quest having a timed goal. If I declare I want to get from level 40-50 in ten days, because that is reasonable, that doesn't make it a game design problem that this 'timed goal' may or may not be achievable by me. On another note: PLAYERS ALREADY EXPLOITING THE NEW ILUM CHANGES (http://kotaku.com/5877703/star-wars-the-old-republic-factions-learn-to-work-together-to-exploit-the-system) Weren't these problems solved already in a hundred other games, most obviously DAoC? You don't give out pvp points for killing someone who was already killed in the last few minutes. EA please send me a cheque for my startling insights thx. I thought EA's team in Austin was supposed to be stuffed to the gills with Mythic staff and other MMOG failure veterans? Title: Re: Patch Notes Post by: Falconeer on January 20, 2012, 08:45:32 AM It is timed as in I need to win 3 matches in a day in order to get the reasonable and expected amount of commendations. To get them, and have the infamous "chance" against better equipper players, I have to do my dailies. No one is biting my ass, but that's part of my fun at the moment and while it's hard enough to win 3 in 24 hours, certainly doesn't help that sometimes you have to win 5 or more just because of a stupid bug. This is you setting yourself an arbitrary target, not a quest having a timed goal. If I declare I want to get from level 40-50 in ten days, because that is reasonable, that doesn't make it a game design problem that this 'timed goal' may or may not be achievable by me. I see your point, but you are not seeing mine. Title: Re: Patch Notes Post by: tmp on January 20, 2012, 09:26:18 AM Pve seems so completely and utterly pointless, it's just stupid AI. None of it is a challenge, black talon at level ten was more fun than any raid. That's what they say. Yet, trading kills with willing bodies hardly seems like improvement in terms of the AI or that elusive "challenge". Or point, for that matter.Title: Re: Patch Notes Post by: murdoc on January 20, 2012, 09:36:12 AM They are removing the Valor points and/or possibly banning, as can be evidenced by this (funny) moderator post (http://www.swtor.com/community/showthread.php?p=1898519#edit1898519). That's fantastic. I love seeing people getting called out for their crap. It doesn't happen enough imo. Title: Re: Patch Notes Post by: Lakov_Sanite on January 20, 2012, 09:36:32 AM The more I play the more I feel like it's some bizarro version of Rift where everyone has goatee's, the storylines are wonderful and the world is brimming with character and yet the mechanics are flawed in just about every avenue.
Title: Re: Patch Notes Post by: Morfiend on January 20, 2012, 09:37:24 AM The more I play the more I feel like it's some bizarro version of Rift where everyone has goatee's, the storylines are wonderful and the world is brimming with character and yet the mechanics are flawed in just about every avenue. I'm starting to feel the same way. Playing this game is making me long for Rift for some reason. Title: Re: Patch Notes Post by: luckton on January 20, 2012, 09:39:28 AM The more I play the more I feel like it's some bizarro version of Rift where everyone has goatee's, the storylines are wonderful and the world is brimming with character and yet the mechanics are flawed in just about every avenue. I'm starting to feel the same way. Playing this game is making me long for Rift for some reason. ...which then makes me want to go back to TOR for the story and other bits that Rift doesn't have. The moral of the story: Why the fuck did we leave WoW? :why_so_serious: Title: Re: Patch Notes Post by: kildorn on January 20, 2012, 09:48:32 AM Weren't these problems solved already in a hundred other games, most obviously DAoC? You don't give out pvp points for killing someone who was already killed in the last few minutes. EA please send me a cheque for my startling insights thx. I thought EA's team in Austin was supposed to be stuffed to the gills with Mythic staff and other MMOG failure veterans? I actually remember this being a problem in DAOC last time I played it. Just not handing out pvp points turns things stupid after a few minutes of a siege (hey look, nobody's worth shit anymore. Why are we here?), it's a bit better if you just do it as diminishing returns for the same players fighting. Which exists or will shortly in SWTOR. But you're still going to have win trading, because it's easy. Even if you have to do it every 20 minutes, they'll still do it. DAOC's real solution to this was other players spoiling your fun and going to the trades just to fuck them up. Our server had some folks who apparently just loved rolling over planned duel fests. I'm personally still fond of saying fuck it to pvp winner rewards in general, and switching to rewarding raiding and pvp with vanity item textures and titles instead of creating a winners keep winning situation. But I'm not sure my ideal MMO would be all that popular. Title: Re: Patch Notes Post by: Lantyssa on January 20, 2012, 12:19:29 PM I thought EA's team in Austin was supposed to be stuffed to the gills with Mythic staff and other MMOG failure veterans? Exactly.Title: Re: Patch Notes Post by: Viin on January 20, 2012, 12:24:01 PM Pve seems so completely and utterly pointless, it's just stupid AI. None of it is a challenge, black talon at level ten was more fun than any raid. That's what they say. Yet, trading kills with willing bodies hardly seems like improvement in terms of the AI or that elusive "challenge". Or point, for that matter.They are doing things like that to get an edge in actual pvp matches, obviously they aren't getting their kicks from farming alts. Its a means to an end, which is to kick (more) ass in real pvp, which does give them their kicks. Title: Re: Patch Notes Post by: Nebu on January 20, 2012, 12:40:46 PM I thought EA's team in Austin was supposed to be stuffed to the gills with Mythic staff and other MMOG failure veterans? How was DAoC a failure? I missed that memo. Title: Re: Patch Notes Post by: Rasix on January 20, 2012, 12:42:07 PM Might be referencing WAR. DAoC is ancient history, old man.
Title: Re: Patch Notes Post by: Ingmar on January 20, 2012, 12:49:24 PM And it had PLENTY of fail as well.
Title: Re: Patch Notes Post by: Nebu on January 20, 2012, 12:50:39 PM I had a hell of a lot of fun in WAR. So did many of the people here. Am I the only one that remembers the love WAR got on the beta threads?
I know, I know... I'm old. Title: Re: Patch Notes Post by: Ingmar on January 20, 2012, 12:51:25 PM It was great as long as you pretended the game ended at level 11.
Title: Re: Patch Notes Post by: eldaec on January 20, 2012, 12:51:49 PM I thought EA's team in Austin was supposed to be stuffed to the gills with Mythic staff and other MMOG failure veterans? How was DAoC a failure? I missed that memo. I'm entirely pro (pre-ToA) DAoC, I just worded that badly. Title: Re: Patch Notes Post by: Nebu on January 20, 2012, 12:52:24 PM It was great as long as you pretended the game ended at level 11. I played almost every class to level 11. Had they followed the rules of Spinal Tap, they would have done well. Title: Re: Patch Notes Post by: Rasix on January 20, 2012, 12:53:26 PM And it had PLENTY of fail as well. Shaddup and go level your flail. It was great as long as you pretended the game ended at level 11. It did for me! I think I got a character to 14. Fun just ended hard. Plus, out of the newbie area you got the vivid reminder that Mythic has no idea how to do PVE. Seems like they tried really hard in the newbie area then just let the guy that did it for DAoC take it from there. Title: Re: Patch Notes Post by: Ingmar on January 20, 2012, 12:55:48 PM And it had PLENTY of fail as well. Shaddup and go level your flail. But it isn't raining! Title: Re: Patch Notes Post by: eldaec on January 20, 2012, 01:09:14 PM It is timed as in I need to win 3 matches in a day in order to get the reasonable and expected amount of commendations. To get them, and have the infamous "chance" against better equipper players, I have to do my dailies. No one is biting my ass, but that's part of my fun at the moment and while it's hard enough to win 3 in 24 hours, certainly doesn't help that sometimes you have to win 5 or more just because of a stupid bug. This is you setting yourself an arbitrary target, not a quest having a timed goal. If I declare I want to get from level 40-50 in ten days, because that is reasonable, that doesn't make it a game design problem that this 'timed goal' may or may not be achievable by me. I see your point, but you are not seeing mine. I agree with your basic point that it sucks when you don't get credit for shit you should get credit for. Title: Re: Patch Notes Post by: tmp on January 20, 2012, 01:29:00 PM They are doing things like that to get an edge in actual pvp matches, obviously they aren't getting their kicks from farming alts. Instead of doing the actual pvp matches right there and then, i.e. the very activity which supposedly gives them their kicks. And they do it to gain the edge for these future pvp matches they may (or may not, the gear race is endless after all) have at some point, while at the same time they claim what they're interested in is "challenge".There's really nothing in this behaviour that makes it seem any less funny, sorry :grin: Title: Re: Patch Notes Post by: ajax34i on January 20, 2012, 01:34:35 PM They've implemented Server Forums (http://www.swtor.com/community/forumdisplay.php?f=325). Looks like Shien has a raid progression thread and a bunch of guild recruiting and RP coordination threads.
Title: Re: Patch Notes Post by: Ingmar on January 20, 2012, 01:36:56 PM It's an utterly bizarre implementation of something like server forums. They have server GROUP forums, where you get put with other servers of the same type in an alphabet range. I have NO IDEA why someone thinks this makes sense.
Title: Re: Patch Notes Post by: 01101010 on January 20, 2012, 01:38:15 PM Prepping for the cross server stuff I imagine. :ye_gods:
Title: Re: Patch Notes Post by: Fordel on January 20, 2012, 01:45:49 PM Prepping for the cross server stuff I imagine. :ye_gods: That's not a terrible idea really, if things are going to be split into server clusters or whatever. Title: Re: Patch Notes Post by: Samprimary on January 20, 2012, 04:52:51 PM Quote After Game Update 1.1 went live, we discovered that the Open World PvP area on Ilum was not working as our PvP design team intended. As many of you know, large groups of players began capturing the Ilum control points, then 'camping' at the enemy's base. This led to a very frustrating experience for a number of players who were unable to leave their base and fight back against their attackers. It was not a fair gameplay experience. In addition, some players on the attacking side gained more Valor points than designed for the time they spent in PvP. The amount of Valor granted from these activities was significantly more than intended and we are now carefully investigating players who were on Ilum during this period, and present at some of these 'camping' events. I can reassure you that those who were involved and who gained an unfair advantage over other players inappropriately will be carefully reviewed and action will be taken to restore game balance. This could include Valor adjustments or account actions in accordance with the severity of the issue. We have made the decision not to enact a mass 'rollback' of Valor points for all players in the game, or even on Ilum. This would unfairly penalize some players who may not have been present during this event. Rest assured though, anyone and everyone who is found to have exploited the situation to an unreasonable degree will be investigated and actions taken as needed. Our in-game metrics are able to give us precise details on where players were, what they were doing and what rewards they gained. We take any sort of situation where one group of players gains an unexpected or unintended advantage over other players very seriously and will act to ensure that all players can have a fair and fun game experience. Thanks for your patience while we worked to resolve this issue. Our team worked diligently to get a patch ready to address this and other issues, and we're already seeing the results in improved battles on Ilum. As always we welcome your feedback and will continue to improve moving forward! Jeff Hickman, Executive Producer – Live Services Not bad. They don't have to do a rollback after all, they're just going to hit the people who got in on the massive non diminishing camp returns exploits. Title: Re: Patch Notes Post by: Simond on January 20, 2012, 05:33:58 PM I thought EA's team in Austin was supposed to be stuffed to the gills with Mythic staff and other MMOG failure veterans? How was DAoC a failure? I missed that memo. Title: Re: Patch Notes Post by: Threash on January 21, 2012, 03:25:41 PM Star Wars: The Old Republic - 1.1.1 Patch Notes
Title: Re: Patch Notes Post by: tmp on January 21, 2012, 03:52:09 PM Star Wars: The Old Republic - 1.1.1 Patch Notes Oh, this is going to go swell with the PvE crowd...Quote Scoundrel Shoot First: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP. Operative Hidden Strike: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP. Title: Re: Patch Notes Post by: Threash on January 21, 2012, 04:02:25 PM That's actually not all that significant for the pve crowd, the nerf that severely hurts their dps is the reduction in armor penetration of their 31 point skill from 50 to 30. A bit much if you ask me, the problem was their burst but that just hurts their sustained dps which wasn't all that great to begin with.
Title: Re: Patch Notes Post by: Maledict on January 21, 2012, 04:12:21 PM Nerfing an already 'okay-ish' dps spec for PvE because of pvp is incredibly bloody stupid at this stage of the game, especially considering how Sorcerers are simply better healsers in PvE and better in pvp as well.
Again, first impressions count and when the first class balancing fucks your class because of pvp which you might not even do its going to leave a very bad taste in the mouth. The least they could do for PvE would be to buff some of the other terrible talents so that the overall PvE dps stays at its current level. (e.g. The incredibly awful talent that for 3 points gives you +3% damage on poisoned targets) Title: Re: Patch Notes Post by: Threash on January 21, 2012, 04:22:57 PM Their burst out of stealth was insanely freaking retarded, i have a tank specced powertech and they routinely killed me before i could do anything. Their burst most definitely needed a HEAVY nerf, but you have to replace it with sustained dps and probably some extra mobility and survivability.
Title: Re: Patch Notes Post by: tmp on January 21, 2012, 04:26:09 PM Again, first impressions count and when the first class balancing fucks your class because of pvp which you might not even do its going to leave a very bad taste in the mouth. Yeah, that's what i was referring to. Whether the nerf itself is actually significant or not becomes secondary issue, the primary is RAEG over affecting PvE performance at all because of entirely separate gameplay sphere that many won't touch even if you paid them with purpz for it.Title: Re: Patch Notes Post by: kildorn on January 21, 2012, 04:32:28 PM Without combat logs, all we can do is say "I feel X is over/under powered", and we can't actually back it up. For all we actually know, this brings Ops/Scoundrels in line with the other damage specs. But the forums are indeed on fire with people who feel this goes too far. Personally, meh? Most of the threads FAR overstate the actual functional use of Hidden Strike/Shoot First in pve. The armor pen nerf does indeed hit the pve aspects of the spec, but we have absolutely no data to say how much of an impact it actually is.
Title: Re: Patch Notes Post by: Threash on January 21, 2012, 04:44:15 PM And seriously "first impressions" or whatever should come FAR behind game balance when making this decisions.
Title: Re: Patch Notes Post by: Fordel on January 21, 2012, 05:07:37 PM Without combat logs, all we can do is say "I feel X is over/under powered", and we can't actually back it up. For all we actually know, this brings Ops/Scoundrels in line with the other damage specs. But the forums are indeed on fire with people who feel this goes too far. Personally, meh? Most of the threads FAR overstate the actual functional use of Hidden Strike/Shoot First in pve. The armor pen nerf does indeed hit the pve aspects of the spec, but we have absolutely no data to say how much of an impact it actually is. Combat logs and/or a threat meter would go a long way in figuring out why Ingmar's Guardian's threat is so poopy compared to my Troopers. Am I doing more threat, more damage? Is it a rotational issue? Are some of his 'does extra high threat' abilities just not doing that? Who the fuck knows! ¯\_(ツ)_/¯ Title: Re: Patch Notes Post by: Sky on January 23, 2012, 08:43:07 AM How to nerf for pvp:
"Ability X now deals full damage vs Weak, Normal, Strong and Champion mobs; 50% damage to players." How NOT to nerf for pvp: "Ability X now deals 50% less damage." :oh_i_see: Good on the Mandalorian Killer fight. That healer made it so damned tough. Most of the threads FAR overstate I fucking hate those official forums. They should ban anyone who threatens to cancel because of any goddamned thing. Be productive or shut your useless yaphole.Title: Re: Patch Notes Post by: Wolf on January 23, 2012, 09:55:28 AM I've talked about this in vent for lengths of time - the only way to balance both PvP & PvE is to have the same skill perform differently against players. I can, however, see why they're not willing to go that way - that'd be insanely confusing for a new player, to the point where it could make them quit the game. I'd love to see a stat on how much time players are spending reading tooltips, but from experiences in real life, I'd wager a guess most people just diagonally skim them, get a basic impression of what the skill does, and go from there. When it doesn't really do what they think it does - it doesn't matter, they'd just press it anyway and convince themselves it's awesome. This is the only possible explanation of some behaviour in pugs.
Title: Re: Patch Notes Post by: Paelos on January 23, 2012, 09:56:25 AM Taunt currently does something on players it doesn't do on mobs, so that's a start.
Title: Re: Patch Notes Post by: Zetor on January 23, 2012, 09:59:58 AM Yeah, the right way to do it is define a PVP ruleset and balance skills separately for PVP/PVE. Hate to channel DLRiley, but Guild Wars did this pretty well IMO -- basically a separate pvp version of most skills, some of which worked entirely differently than the pve one. Of course in GW your character was your selection of 8 skills that you picked yourself, so there's that.
Title: Re: Patch Notes Post by: Rendakor on January 23, 2012, 10:04:02 AM EQ2 had that as well; every skill had two different damage values, durations, etc. based on if it was used against a mob or a player. As long as skills function the same way, I don't see where there would be much room for confusion although I've been known to overestimate the average MMO player's intelligence from time to time.
Title: Re: Patch Notes Post by: Fordel on January 23, 2012, 10:17:01 AM I've talked about this in vent for lengths of time - the only way to balance both PvP & PvE is to have the same skill perform differently against players. I can, however, see why they're not willing to go that way - that'd be insanely confusing for a new player, to the point where it could make them quit the game. I'd love to see a stat on how much time players are spending reading tooltips, but from experiences in real life, I'd wager a guess most people just diagonally skim them, get a basic impression of what the skill does, and go from there. When it doesn't really do what they think it does - it doesn't matter, they'd just press it anyway and convince themselves it's awesome. This is the only possible explanation of some behaviour in pugs. Nah, if you want to balance PvP you make it first, then bend the PvE around it. Mobs don't care how bullshit XYZ abilities are. :why_so_serious: Title: Re: Patch Notes Post by: ajax34i on January 23, 2012, 11:07:14 AM Problem is it's kinda hard for the AI to pull the shit that players do, nor is it really fun for the player. Imagine bosses circle-strafing, jumping around casting only instants, stun-locking the healers, respawn-rushing, alpha-striking from stealth, etc. Also, how many times do you die (on average) in a PVP session? Imagine that during a flashpoint, with item degradation.
Title: Re: Patch Notes Post by: 01101010 on January 23, 2012, 12:04:39 PM Problem is it's kinda hard for the AI to pull the shit that players do, nor is it really fun for the player. Imagine bosses circle-strafing, jumping around casting only instants, stun-locking the healers, respawn-rushing, alpha-striking from stealth, etc. Also, how many times do you die (on average) in a PVP session? Imagine that during a flashpoint, with item degradation. If AI behaved that way, I would actually PvP a hell of a lot more, and as of right now that is never. :why_so_serious: Title: Re: Patch Notes Post by: Outlawedprod on January 23, 2012, 01:13:22 PM Their system status alert UI for the launcher has a notice about a patch starting at 2AM Tues. There general forum has a thread. But of course in neither of these places does it link to the actual changes. All I can do is assume it's the full 1.1.1 from PTS.
Their communication is as good as their game's UI. At least they are consistent. Title: Re: Patch Notes Post by: Ingmar on January 23, 2012, 01:15:46 PM If you mean this thread:
http://www.swtor.com/community/showthread.php?t=212071 It is just talking about the regular weekly maintenance? Not a patch (necessarily.) Title: Re: Patch Notes Post by: apocrypha on January 24, 2012, 01:02:53 AM Yesterday evening the launcher system alert specifically mentioned patch 1.1.1 but this morning that had disappeared and it just said regular weekly maintenance, so who knows wtf is going on. :oh_i_see:
Title: Re: Patch Notes Post by: Lucas on January 24, 2012, 02:37:48 AM Patch 1.1.0b, 24/01/2012
http://www.swtor.com/patchnotes General Implemented optimizations to improve performance on Republic and Imperial Fleets. Classes and Combat Significantly improved the delay when activating player abilities, particularly when in lower framerate situations. This allows for improved ability responsiveness in hectic combat situations. Operations General Operations will no longer allow more than 16 Operations Group members to enter concurrently. Karagga's Palace Operations Groups will no longer be forced to reset the Operation if the group wipes when attempting to defeat G4-B3 Heavy Fabricator. Fixed an exploit that would allow players to repeatedly loot the chest after defeating Jarg and Sorno. Miscellaneous Bug Fixes Fixed an issue that could cause graphical inconsistencies, which most often manifested as random screen "flickering." Title: Re: Patch Notes Post by: Gunzwei on January 24, 2012, 03:22:44 AM Their burst out of stealth was insanely freaking retarded, i have a tank specced powertech and they routinely killed me before i could do anything. Their burst most definitely needed a HEAVY nerf, but you have to replace it with sustained dps and probably some extra mobility and survivability. Most the attacks you see in PVP are force/tech which ignore block and parry. This ends up making defense rating and block rating damn near useless in PVP. What made OP burst high was the 50% armor pen buff they get with their opener in combination with how expertise works. Title: Re: Patch Notes Post by: Mrbloodworth on January 24, 2012, 07:11:19 AM Anyone played the new patch yet?
Title: Re: Patch Notes Post by: luckton on January 24, 2012, 07:18:06 AM Anyone played the new patch yet? Servers came up right as I was about to leave for work. Logged in and fiddled around Fleet for a few. Performance does seem better. As far as the ability delay thing goes, Twitter and forums feeds are producing mixed results, but for the most part it seems they actually did fix the issue. What remains may be isolated incidents based on particular hardware configs and other unique variables. Title: Re: Patch Notes Post by: Lantyssa on January 24, 2012, 07:19:01 AM Only had time for a few rounds of space.
Title: Re: Patch Notes Post by: Mrbloodworth on January 24, 2012, 07:22:33 AM Anyone played the new patch yet? Servers came up right as I was about to leave for work. Logged in and fiddled around Fleet for a few. Performance does seem better. As far as the ability delay thing goes, Twitter and forums feeds are producing mixed results, but for the most part it seems they actually did fix the issue. What remains may be isolated incidents based on particular hardware configs and other unique variables. AFAIK, they have not fixed all of the factors that can cause it across various situations and hardware. They said as much. This is part of what I was saying before, those writing off the engine ETC... Now that the client is out to millions, the real work starts. Anyway, win win for all. Title: Re: Patch Notes Post by: luckton on January 24, 2012, 07:24:46 AM Anyone played the new patch yet? Servers came up right as I was about to leave for work. Logged in and fiddled around Fleet for a few. Performance does seem better. As far as the ability delay thing goes, Twitter and forums feeds are producing mixed results, but for the most part it seems they actually did fix the issue. What remains may be isolated incidents based on particular hardware configs and other unique variables. AFAIK, they have not fixed all of the factors that can cause it across various situations and hardware. They said as much. Well that is the problem for setting the system requirements for the game to be "open/low"; you allow a shit-ton of budget and cheap parts into the mix. Still, some forum comments go as far to say that when they logged in to play this morning, it was "like a brand new game." Title: Re: Patch Notes Post by: Mrbloodworth on January 25, 2012, 07:33:34 AM Quote As you guys have noticed (and probably read in the patch notes), one major part of our series of ability delay improvements was patched onto the live servers with the maintenance last night (patch 1.1.0b). We decided that the improvements seen with this fix were significant enough for us to roll this patch out as quickly as possible instead of waiting for the next scheduled patch. Your feedback from the servers so far indicates that this change has had dramatic, positive impact on combat gameplay. That said, we're not done improving combat responsiveness! As mentioned in my blog a few days ago, there are some additional fixes currently on our public test server as part of patch 1.1.1, which will roll out as soon as we're satisfied with that patch. We've heard your mixed feedback regarding the new cooldown animation that was part of patch 1.1, and we have improvements to the readability of that UI coming down the pipe. We're looking into improving the accuracy of cast bars. Their behavior should already be significantly improved with today's patch, but we believe there is still room to improve. We're also working on improvements to the responsiveness of individual ability animations, including faction specific timing differences and issues where shortening an ability activation time does not properly shorten it's animation. Again, thank you for your constructive feedback on this issue, it has been vital to us in identifying and resolving this situation. Regards Georg Title: Re: Patch Notes Post by: 01101010 on January 25, 2012, 07:38:01 AM My textures really did appear a hell of a lot crisper while I was playing around on one of my incognito, talking shit in general alts.
Title: Re: Patch Notes Post by: Miasma on January 25, 2012, 07:38:25 AM Why haven't I seen anyone talk about the new content, the Rakghoul story? Has anyone tried it?
Title: Re: Patch Notes Post by: Nebu on January 25, 2012, 08:37:06 AM Why haven't I seen anyone talk about the new content, the Rakghoul story? Has anyone tried it? I posted about it in the flashpoint thread. (http://forums.f13.net/index.php?topic=21770.35) It's about halfway down the page. For those interested, the new Rakghoul (sp?) instance was pretty fun. Good atmosphere is all I'll say without spoiling it for others. The bonus boss is also fun. Give it a shot if you have the time. Title: Re: Patch Notes Post by: Raknor on January 25, 2012, 08:42:03 AM Why haven't I seen anyone talk about the new content, the Rakghoul story? Has anyone tried it? I ran the new instance. It was pretty fun. Only ran it on normal mode but it had a serious FEAR horror thing going on. Everyone picks up flashlights to see (although they bug and disappear sometimes) There is random screams in the back ground which where enough that my group said in vent "That was a bit unsettling" or "Ok, that was just creepy". After we were finished we all pretty much agreed that a hard mode version of that instance would be wicked. Title: Re: Patch Notes Post by: 01101010 on January 25, 2012, 08:51:59 AM Why haven't I seen anyone talk about the new content, the Rakghoul story? Has anyone tried it? I have not as I refuse to PUG considering my history of fail with the clown brigades. Title: Re: Patch Notes Post by: tmp on January 25, 2012, 10:26:09 AM I don't run the flashpoints too often, but can't say i really had any bad experience with the PUGs so far. Granted, it probably helped that two which seemed like potential trouble failed to get started at all :why_so_serious:
Title: Re: Patch Notes Post by: 01101010 on January 25, 2012, 11:18:07 AM Most of the PUGs I have been in, say ~90%, could be equated to a group of 4 male grizzly bears attacking everything down a large hallway until the last thing. Then they seemingly turn into the whomping tree from Harry Potter when they get next to the boss. I won't even go into the loot despair. However, the other 10% have actually been pretty great and of those, there is that 1% where everyone seems to know what the fuck to do even though it was a first run for the group.
Title: Re: Patch Notes Post by: eldaec on January 25, 2012, 11:27:50 AM Then they seemingly turn into the whomping tree from Harry Potter when they get next to the boss. I don't even... Title: Re: Patch Notes Post by: tmp on January 25, 2012, 11:56:41 AM Most of the PUGs I have been in, say ~90%, could be equated to a group of 4 male grizzly bears attacking everything down a large hallway until the last thing. Then they seemingly turn into the whomping tree from Harry Potter when they get next to the boss. I suppose it doesn't bother me that much as it seems to be all that's required to get through ~90% of SWTOR instances. :why_so_serious:Title: Re: Patch Notes Post by: Sky on January 25, 2012, 01:24:14 PM http://www.swtor.com/community/showthread.php?p=2008115#edit2008115
:awesome_for_real: Title: Re: Patch Notes Post by: Rokal on January 25, 2012, 06:51:33 PM The combat delay improvements weren't really noticeable on my BH (which never felt particularly bad anyway), but playing my JK tonight feels much more responsive.
Title: Re: Patch Notes Post by: Nebu on January 26, 2012, 07:20:02 AM Combat was still sluggish for me in pvp, but better in pve. I really didn't notice any improvement in pvp.
Title: Re: Patch Notes Post by: Mrbloodworth on January 26, 2012, 07:27:36 AM PvP arena has always been laggy, and by that I mean lag, for me. But in the outside world, I noticed a much smoother more responsive game.
Title: Re: Patch Notes Post by: Lantyssa on January 26, 2012, 07:47:49 AM Combat flowed significantly better on my Sith Warrior last night.
Title: Re: Patch Notes Post by: ajax34i on January 27, 2012, 11:13:59 AM You guys are probably familiar with RAM-Disks and symlinks, but this thread (http://www.swtor.com/community/showthread.php?t=154568) is talking about exactly which files SWTOR uses as caches and buffers, and about loading them into RAM in order to get rid of a lot of the hiccups and freezes the game typically does.
Apparently, the game caches asset files from the hard drive TO the hard drive, then from the (2nd location on the) hard drive to RAM for use, and placing the 3 caches into RAM makes things amazingly. Title: Re: Patch Notes Post by: DraconianOne on January 28, 2012, 12:40:07 AM It's 8:30am on a Saturday here in the good old UK and yes, they've taken the servers down for a patch. :ye_gods: No details on what, exactly, that patch is but presumably it's a biggie and fixes some serious exploits because seriously? On a Saturday?
Guess I should do something productive with myself before the kids come back. Title: Re: Patch Notes Post by: Outlawedprod on January 28, 2012, 11:18:43 AM presumably it's a biggie and fixes some serious exploits because seriously? On a Saturday? Wonder if it has something to do with the rumors spreading about an EA forum hack. http://battlelog.battlefield.com/bf3/forum/threadview/2832654489584901318/ Title: Re: Patch Notes Post by: Phred on January 29, 2012, 02:06:04 PM I once had a friend summarize video cards to me this way: ATI makes better hardware, nVidia makes more compatible drivers. Any truth to that statement? More like nVidia pays developers more to test on their cards. Title: Re: Patch Notes Post by: Fabricated on January 30, 2012, 11:14:37 AM I once had a friend summarize video cards to me this way: ATI makes better hardware, nVidia makes more compatible drivers. Any truth to that statement? More like nVidia pays developers more to test on their cards. Title: Re: Patch Notes Post by: Threash on February 01, 2012, 06:17:35 PM Star Wars™: The Old Republic™ - 1.1.2 Patch Notes
Title: Re: Patch Notes Post by: Nevermore on February 01, 2012, 07:10:22 PM Quote 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. This completely and utterly destroys my favorite Kinetic hybrid spec. They seem to be going out of their way to fuck over any Shadow hybrid with those changes. Title: Re: Patch Notes Post by: Furiously on February 01, 2012, 07:40:56 PM Im sure they are.
Title: Re: Patch Notes Post by: tmp on February 02, 2012, 01:12:08 AM This completely and utterly destroys my favorite Kinetic hybrid spec. They seem to be going out of their way to fuck over any Shadow hybrid with those changes. Yeah it is rather... ugh. I suppose that's one way to react to realization that infiltration is underused -- pull the other specs down to its shitty level.But ah well. I guess i can now swith to one of these cookie-cutter "put all your points in either tank or kinetic tree and then whatever remains in the other" and be done with it. Until another well thought out rebalance effort, at least. Title: Re: Patch Notes Post by: Shatter on February 02, 2012, 04:33:06 AM Just waiting for the Sorc nerf...and I play one :)
Title: Re: Patch Notes Post by: tmp on February 02, 2012, 04:44:41 AM Btw, there's another nerf to the hybrid shadows of similar nature in the notes
Quote 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. What the notes don't spell out is, this effectively means the Force Strike ability will now trigger only for characters using Force Technique 'stance', instead for anyone as it's currently. Title: Re: Patch Notes Post by: Bandit on February 02, 2012, 06:18:25 AM General 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. Vendors It is no longer possible to purchase items while holding down the Shift, Alt, or Ctrl keys. Small but welcomed changes/fixes! All 3 of these were bugging me last night. The sprint has always irritated me - mostly from a PvP standpoint. Title: Re: Patch Notes Post by: Nebu on February 02, 2012, 06:42:08 AM Now if they could give us sprint at level 1 instead of 14, that would be a nice change.
Title: Re: Patch Notes Post by: Lantyssa on February 02, 2012, 07:01:15 AM And passive.
Assassins and Shadows really don't need being made more difficult. They need boosts, at least not up to the mid-levels, if not further. Title: Re: Patch Notes Post by: Nebu on February 02, 2012, 07:20:15 AM And passive. Assassins and Shadows really don't need being made more difficult. They need boosts, at least not up to the mid-levels, if not further. I find my shadow to be much easier to play/level than my Guardian. Some of that has to do with gear dependence though. Seems that the recent move in the patch notes is to force people higher in a single tree and discourage hybrid builds. Shame as that was a fun mini game to min/max abilities. Title: Re: Patch Notes Post by: tmp on February 02, 2012, 07:57:21 AM Seems that the recent move in the patch notes is to force people higher in a single tree and discourage hybrid builds. Shame as that was a fun mini game to min/max abilities. Addiionally it's likely to make the gameplay more dull as a side-effect -- one of things i like about my hybrid is having access to a few similarly efficient abilites, but each somewhat situational and better to use depending on which procs are up and/or positioning. When these abilities get locked down within separate talent trees that means instead i get to press the same 3 keys over and over with little to no thought involved.Title: Re: Patch Notes Post by: Threash on February 02, 2012, 11:37:26 AM Quote 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 Title: Re: Patch Notes Post by: Sky on February 02, 2012, 11:43:04 AM Cue the geared 50's QQfest.
Title: Re: Patch Notes Post by: Threash on February 02, 2012, 11:45:19 AM Why? it's very easy to gear as it is.
Title: Re: Patch Notes Post by: 01101010 on February 02, 2012, 11:47:26 AM Quote 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 Begun, the Gear War has! Title: Re: Patch Notes Post by: Lakov_Sanite on February 02, 2012, 11:58:15 AM I was just thinking "More games need to add wow's ranked battleground system" :why_so_serious:
Title: Re: Patch Notes Post by: Furiously on February 02, 2012, 12:01:52 PM That's five times the number per bag. You will be geared in no time.
Title: Re: Patch Notes Post by: 01101010 on February 02, 2012, 12:12:02 PM That's five times the number per bag. You will be geared in no time. Unless you abhor MMORPG PvP. Then it's a moot point unless I need that gear in PvE. Then there will be words. Title: Re: Patch Notes Post by: Sky on February 02, 2012, 12:47:31 PM Why? it's very easy to gear as it is. Right. Tell that to my lvl 50 BH in shitty level 40 gear.Title: Re: Patch Notes Post by: Ingmar on February 02, 2012, 01:05:56 PM It is pretty easy, really. Do dailies, get mods, put in orange gear. Also you get a lot of money from said dailies which you can use to fill in your earpiece, implants, etc., from the GTN.
Hate dailies? Then it gets a little rougher yes, but you can figure out another way to make money (GTN crafting something something probably) and buy gear off the GTN. And all that's without even trying group stuff or PVP. It is certainly enough to get you into gear to do said group stuff. Title: Re: Patch Notes Post by: Threash on February 02, 2012, 01:12:54 PM Why? it's very easy to gear as it is. Right. Tell that to my lvl 50 BH in shitty level 40 gear.Its easy if you actually try to get it, it's not just going to magically appear on your character. Title: Re: Patch Notes Post by: Sky on February 02, 2012, 01:41:21 PM It is pretty easy, really. Do dailies, get mods, put in orange gear. Also you get a lot of money from said dailies which you can use to fill in your earpiece, implants, etc., from the GTN. Well, yeah. Why would I grind dailies so I have enough gear to do hard modes when I can just roll and alt and enjoy a whole new class and storyline? I'll finish off the Ilum stuff at some point, but just grinding dailies to get gear is a horrible idea. First introduced to it in Rift and it was horrid then, too.Hate dailies? Then it gets a little rougher yes, but you can figure out another way to make money (GTN crafting something something probably) and buy gear off the GTN. And all that's without even trying group stuff or PVP. It is certainly enough to get you into gear to do said group stuff. It would be nice to get into the end game FPs once in a while, but really no path of entry is any fun at all. So I guess it's "easy", same as peeling a thousand potatoes is easy. Title: Re: Patch Notes Post by: Modern Angel on February 02, 2012, 01:43:59 PM What were you expecting? Everyone in the world told you this wasn't innovative at the top end. You're basically saying "why is this game I'm playing not a completely different game?"
Title: Re: Patch Notes Post by: Ingmar on February 02, 2012, 01:45:03 PM You can kit out a 6 piece set of oranges with mods in a week, so the number of potatoes that you have to peel isn't really anywhere near a thousand.
If you don't want to do the dailies you can get mods almost comparable via crafting but you'll have to figure out a way to pay for them. Title: Re: Patch Notes Post by: Fordel on February 02, 2012, 01:46:33 PM Now that the Impossible Sector apparently gives 2 daily comms (a space mission), all you need to do is the heroic 2 on Illum, the heroic 2 on Belsavis and the Impossible Sector and you'll get a Armoring, Mod and Enhancement every day. You'll fill out an orange suit in a week (or less if you don't have orange belt and bracers) and have money for buying my super affordable implants on the GTN. :why_so_serious:
The actual questing would take you like 30 minutes tops (and like 5-10 of those minutes is just flying between Belsavis and Illum), not counting the space mission which you can do at your leisure (the space mission is 8 minutes). Title: Re: Patch Notes Post by: caladein on February 02, 2012, 01:51:34 PM You can kit out a 6 piece set of oranges with mods in a week, so the number of potatoes that you have to peel isn't really anywhere near a thousand. If you don't want to do the dailies you can get mods almost comparable via crafting but you'll have to figure out a way to pay for them. You can cut into that number of dailies by just finishing up Corellia and the Voss/Belsavis bonuses (I guess Hoth too, never done it). Loads of mods and commendations that you can buy mods with. Unless you abhor MMORPG PvP. Then it's a moot point unless I need that gear in PvE. Then there will be words. The weapons are useful just like they are in WoW as most of what matters from your weapon slots is the damage or the tech/force power. Relics are kind of similar as the on-use is the same, but the base stats are End/Expertise instead of just End. Title: Re: Patch Notes Post by: Threash on February 02, 2012, 02:35:48 PM It is pretty easy, really. Do dailies, get mods, put in orange gear. Also you get a lot of money from said dailies which you can use to fill in your earpiece, implants, etc., from the GTN. Well, yeah. Why would I grind dailies so I have enough gear to do hard modes when I can just roll and alt and enjoy a whole new class and storyline? I'll finish off the Ilum stuff at some point, but just grinding dailies to get gear is a horrible idea. First introduced to it in Rift and it was horrid then, too.Hate dailies? Then it gets a little rougher yes, but you can figure out another way to make money (GTN crafting something something probably) and buy gear off the GTN. And all that's without even trying group stuff or PVP. It is certainly enough to get you into gear to do said group stuff. It would be nice to get into the end game FPs once in a while, but really no path of entry is any fun at all. So I guess it's "easy", same as peeling a thousand potatoes is easy. You don't even NEED to grind dailies, both ilum and belsavis have a storyline and if you do all the quests including the heroics ONCE you get more than enough daily commendations to gear up. Title: Re: Patch Notes Post by: Ingmar on February 02, 2012, 02:41:58 PM Yeah, one time through will get you most of what you need for the armoring/hilt/barrel sort of stuff. You'll still have to repeat the Heroic 2s to get enhancements and modifications.
Title: Re: Patch Notes Post by: Zetor on February 02, 2012, 10:40:31 PM Liking the pvp bag change. The crafting changes are nice too, good stuff!
That said, non-pvp/dungeon daily quests can die in a fire. I'll do them once on one character, and that's it. :awesome_for_real: Title: Re: Patch Notes Post by: Paelos on February 03, 2012, 07:16:46 AM Torhead released some patch note "leaks" that project the coming content. Grain of salt.
http://www.torhead.com/guide/leaks (http://www.torhead.com/guide/leaks) Title: Re: Patch Notes Post by: Sky on February 03, 2012, 07:27:38 AM What were you expecting? Everyone in the world told you this wasn't innovative at the top end. You're basically saying "why is this game I'm playing not a completely different game?" IF ONLY I WAS TOLDTitle: Re: Patch Notes Post by: Miasma on February 03, 2012, 07:45:30 AM Torhead released some patch note "leaks" that project the coming content. Grain of salt. http://www.torhead.com/guide/leaks (http://www.torhead.com/guide/leaks) Quote and face off against The Dread Masters I knew I shouldn't have never rescued them from Belsavis! I'm a fool.Title: Re: Patch Notes Post by: Mazakiel on February 03, 2012, 01:46:17 PM I guess that means they'll never teach me how to do their tricks like they said they would. Those double crossing bastards! If you can't trust a Dread Master, who can you trust?
Title: Re: Patch Notes Post by: Phred on February 04, 2012, 06:17:09 PM Quote 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. This completely and utterly destroys my favorite Kinetic hybrid spec. They seem to be going out of their way to fuck over any Shadow hybrid with those changes. Isn't this more correctly a bug fix? On the assassin tree it says that surging charge had to be active so as this is the mirror skill I assume it said the same thing for the shadow. Title: Re: Patch Notes Post by: Nevermore on February 04, 2012, 06:43:59 PM Quote 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. This completely and utterly destroys my favorite Kinetic hybrid spec. They seem to be going out of their way to fuck over any Shadow hybrid with those changes. Isn't this more correctly a bug fix? On the assassin tree it says that surging charge had to be active so as this is the mirror skill I assume it said the same thing for the shadow. No, they stealth changed the text last patch. It didn't used to say anything about needing to have a specific stance for the proc to go off before. Title: Re: Patch Notes Post by: tmp on February 05, 2012, 05:24:16 AM Isn't this more correctly a bug fix? On the assassin tree it says that surging charge had to be active so as this is the mirror skill I assume it said the same thing for the shadow. It didn't say anything to that effect in the shadow's tooltip and the specific stance wasn't required. If that's the case with assassin then i'd be inclined to call it a a change that levels the field down to the less entertaining and more rigid level ... than a bug fix. And the reverse approach (removing this limitation from the assassin) would be preferable.Title: Re: Patch Notes Post by: Furiously on February 05, 2012, 09:15:41 PM When did they change the heal on the consular tank stance to actually heal for a decent amount?
Title: Re: Patch Notes Post by: Nevermore on February 05, 2012, 11:54:48 PM Last patch. Same patch they stealth changed the text on Circling Shadows.
Title: Re: Patch Notes Post by: Der Helm on February 07, 2012, 04:03:30 AM Quote "If sprint was active when a player died, it now remains active when the player is revived" :woot: :yahoo: :woot: Title: Re: Patch Notes Post by: Lantyssa on February 07, 2012, 07:39:02 AM One step closer to being passive and obtained at level 1...
Title: Re: Patch Notes Post by: luckton on February 07, 2012, 07:41:07 AM Companion resource gathering AI seems to have improved slightly. They no longer try to harvest the node if they're out of range before trying to move into range. Shaves a second or two off of total time.
Title: Re: Patch Notes Post by: eldaec on February 07, 2012, 10:10:02 AM I think they've done something to the healer companion channeled mez. I don't know what but my guy seems to use it sensibly now and it no longer gets resisted by everything.
Title: Re: Patch Notes Post by: Secundo on February 07, 2012, 10:49:51 AM Didn't any of you notice the horrible, horrible changes to the UI? Regarding cooldowns, grey-out and various flashes that seem intent on blinding you.
51 page thread in just a few hrs: http://www.swtor.com/community/showthread.php?t=277883 (http://www.swtor.com/community/showthread.php?t=277883) And this was supposed to be an improvement.. :grin: Title: Re: Patch Notes Post by: Shatter on February 07, 2012, 10:56:45 AM Didn't any of you notice the horrible, horrible changes to the UI? Regarding cooldowns, grey-out and various flashes that seem intent on blinding you. 51 page thread in just a few hrs: http://www.swtor.com/community/showthread.php?t=277883 (http://www.swtor.com/community/showthread.php?t=277883) And this was supposed to be an improvement.. :grin: Cant wait to hop online tonight and have a seizure Title: Re: Patch Notes Post by: eldaec on February 07, 2012, 10:58:11 AM I've been assuming the cooldown UI was meant to be unintelligible for old people since last month. They can do whatever they want, I still won't understand wtf.
Title: Re: Patch Notes Post by: Jherad on February 07, 2012, 11:18:51 AM Didn't any of you notice the horrible, horrible changes to the UI? Regarding cooldowns, grey-out and various flashes that seem intent on blinding you. 51 page thread in just a few hrs: http://www.swtor.com/community/showthread.php?t=277883 (http://www.swtor.com/community/showthread.php?t=277883) And this was supposed to be an improvement.. :grin: It's a mess. Nearly impossible to see what abilities will be next available when the GCD is in effect - and the flashing is very distracting. Altogether far too busy. Title: Re: Patch Notes Post by: Sky on February 07, 2012, 11:23:37 AM Quote All that was needed was to add a dark blue or reddish tinge to the abilities which were on cooldown, as the old GCD effect was sufficient and didn't obscure vision. This is close to what I'd have suggested (if I didn't need my security fob to log into the forum :|).I'd reverse it and have grey GCD, grey CD (with the timer) ((these are how I think it worked originally?)) and red for unavailable (due to range/condition/etc). Not sure why that wouldn't be easy and sufficient to the task. Personally, I'd throw in a lit border effect ala EQ2 for queued abilities, but that's just crazy talk. Title: Re: Patch Notes Post by: caladein on February 07, 2012, 11:26:55 AM It's a lot better than it was before as I can actually see what abilities are on CD and I have some idea of what abilities are on or off the GCD, but the full flash is a bit much. I've had those kinds of things turned off in my WoW interface forever.
Title: Re: Patch Notes Post by: Nevermore on February 07, 2012, 02:15:29 PM It's much, much worse because I can no longer easily tell what's in range and what isn't when all those fucking lights light up.
Title: Re: Patch Notes Post by: Minvaren on February 07, 2012, 02:22:40 PM Add another voice to the camp of "not liking the new cooldown changes." Way too hard to tell what abilities are up and what's in range.
Which makes me wonder, did they actually playtest this change? Title: Re: Patch Notes Post by: Ingmar on February 07, 2012, 02:23:27 PM Is there a toggle?
Title: Re: Patch Notes Post by: Nevermore on February 07, 2012, 02:38:48 PM Not that I could find.
Title: Re: Patch Notes Post by: Mattemeo on February 07, 2012, 07:11:17 PM On the one hand, I have a slightly better chance at deciphering what skill is almost ready to use now. This has been making combat decisions as a Combat Sentinel very fucking frustrating for a couple of weeks now.
On the other hand, I have no idea if I'm in range to use it. And that flash... is so completely unnecessary. Does anyone else think the cooldown graphics were fine at release and all they've done since is screw them up? Title: Re: Patch Notes Post by: Shatter on February 07, 2012, 07:22:13 PM The UI changes suck balls
Title: Re: Patch Notes Post by: Paelos on February 07, 2012, 07:36:47 PM It's awful. I liked the old way.
Title: Re: Patch Notes Post by: lesion on February 07, 2012, 08:15:38 PM I like the bright line on cooldowns (is that even different?), but the flashy-flashness is a bit overkill. To be honest I don't look at bars much with the 1s queue. They'll likely change it!
Title: Re: Patch Notes Post by: apocrypha on February 08, 2012, 12:40:36 AM This game so badly needs mods. I want space-Bartender and space-Grid/space-Clique quite a lot.
Title: Re: Patch Notes Post by: Fabricated on February 08, 2012, 05:07:56 AM Hey, they fixed the stupid bugs on Soa that stopped the raid I was in and we one-shot him last night.
Pylons are still bugged though; never ever let north pylon solve theirs first. Title: Re: Patch Notes Post by: waylander on February 08, 2012, 05:42:59 AM They broke Ilum with yesterday's patch. You don't gain valor after a random number of enemy kills (it feels like diminishing valor returns), and your daily and weekly quests take forever to complete if you are fighting the same enemies (due to the diminishing returns or its failure to count kills).
Ilum is just a terrible idea that will never work for this game. I'd rather they have queues and do something like WoW's AV PVP instance where you've got 40 vs 40 or something rather than what we have right now. Title: Re: Patch Notes Post by: Khaldun on February 08, 2012, 05:58:38 AM Ilum is the single element of the game that fills me with the most fury at the designers' inability to learn from history. Six years ago, I might have said, "Well, let's see how this works out". Today? Yeah, let's have a world PvP zone, peg some important gearing progression to participating. Let's not set population caps or have a mechanic (broken as it has been) like tenacity. Let's put the little thingies you have to collect in one very tight space, and have some far less important objectives in the rest of the zone. I bet it will be fun!
And you know, once in a blue moon it is. It reminds me almost less of good times in DAOC and more of how everyone used to go to Southshore right back at the beginning of vanilla WoW and beat on each other for no particular reason. Slideshow framerates included. Every other time, it's the larger faction cruising around bored collecting armaments, occasionally catching a stealther of the other faction desperately hoping to get his last five armaments for the weekly. Maybe they eventually drop into WZs long enough to let the smaller faction assemble an ops, so they get one or two rounds of possession off, and then the bigger faction comes back and just zergs the whole thing. It's a terrible design to begin with, and now they're tinkering with it in ways that make it even stupider to deal with problems that a five-year old who'd played even one MMO could have anticipated. Title: Re: Patch Notes Post by: Sky on February 08, 2012, 07:04:52 AM Does anyone else think the cooldown graphics were fine at release and all they've done since is screw them up? They did need to tweak it for conditionals (range/position/prereq). Other than that, yeah.Title: Re: Patch Notes Post by: Lantyssa on February 08, 2012, 07:06:59 AM Six years ago, I might have said, "Well, let's see how this works out". Today? Yeah, let's have a world PvP zone, peg some important gearing progression to participating. Let's not set population caps or have a mechanic (broken as it has been) like tenacity. Let's put the little thingies you have to collect in one very tight space, and have some far less important objectives in the rest of the zone. I bet it will be fun! Six years ago was when they drew up their design document. There's something to be said about reviewing your design every so often.Title: Re: Patch Notes Post by: Crumbs on February 08, 2012, 08:01:41 AM Six years ago, I might have said, "Well, let's see how this works out". Today? Yeah, let's have a world PvP zone, peg some important gearing progression to participating. Let's not set population caps or have a mechanic (broken as it has been) like tenacity. Let's put the little thingies you have to collect in one very tight space, and have some far less important objectives in the rest of the zone. I bet it will be fun! Six years ago was when they drew up their design document. There's something to be said about reviewing your design every so often.Not to mention reviewing the countless other pvp zones in other games. It's like free data on someone else's dime. There are dozens of other features in SWTOR where this applies. Title: Re: Patch Notes Post by: Morfiend on February 08, 2012, 09:37:16 AM Does anyone else think the cooldown graphics were fine at release and all they've done since is screw them up? They did need to tweak it for conditionals (range/position/prereq). Other than that, yeah.Version one was bad. Version 2 was good. Version 3 is an assault on my eyes, and makes playing a marauder very frustrating. Honestly, I could see myself quitting over this. I loath the way it works right now. The fact all abilities are grayed out during GCD is horrible. Title: Re: Patch Notes Post by: ajax34i on February 08, 2012, 10:16:56 AM IMO we don't need to know whether it's GCD vs. ability-CD, and personally I just need to know whether the ability is available or not. Don't care about conditionals; I get used to playing at the appropriate range and to activating conditionals properly over the first 10-20 levels. I just need the bars to tell me, at a glance, is the ability on cooldown, is it available, or is it dimmed / not available.
They haven't done it yet, so I don't know how it would look, but I think I may prefer having lit-up black-and-white buttons rather than dimmed buttons. If the ability is available, it's in full glorious color (all their icons are so saturated), if it's not available it's a bit less lit up and black-and-white. Just so I can still recognize the icon. Anyway, we'll see. I put in a petition complaining, they replied asking me to post in the Ideas and Suggestions forum. EDIT: Heh, they've put up a poll about it (http://www.swtor.com/community/showthread.php?p=2645530#edit2645530). Title: Re: Patch Notes Post by: Sky on February 08, 2012, 11:38:42 AM IMO we don't need to know whether it's GCD vs. ability-CD, and personally I just need to know whether the ability is available or not. Don't care about conditionals; I get used to playing at the appropriate range and to activating conditionals properly over the first 10-20 levels. I just need the bars to tell me, at a glance, is the ability on cooldown, is it available, or is it dimmed / not available. You may not care about conditionals, but they are important for some (me).GCD vs CD you do need to know, having CDs greyed with a timer mechanism (and maybe even a slight (!!) flash (on that ONE ability)) would be quite enough. Throw on a red tinge to the grey on conditionals (the red number is a bit tough on a 1080p across the room). Really seems like about all you'd need. v1 was almost perfect, just needing a conditional indicator. v2 needed the greyed-out CDs, too tough to see when a long-timer CD was done v3 is just kind of a mess, a couple decent ideas but it doesn't work Title: Re: Patch Notes Post by: Ingmar on February 08, 2012, 11:42:02 AM What exactly do you mean by a conditional indicator?
Title: Re: Patch Notes Post by: 01101010 on February 08, 2012, 11:44:12 AM I was having a hell of a time last night figuring out if Rail Shot was up or not pretty much the whole time. Unless I let the GCD melt off to see what was highlighted which is an extra second of not doing a damn thing. DO NOT LIKE.
Title: Re: Patch Notes Post by: Sky on February 08, 2012, 11:53:20 AM What exactly do you mean by a conditional indicator? Like if something is out of range, it's not just greyed out (could be the last seconds of a long CD).Regular icon = condition met (range/position/pre-req); not on CD Red shade = condition not met; not on CD Grey shade = condition met; on CD Grey shade with red tinge = condition not met; on CD The flash needs to leave the GCD; but it's not a horrible idea for regular CDs, just needs to be toned down. And as I've mentioned, would be nice to get some kind of border spider crawl effect if you queue something to indicate you pressed teh butan. Title: Re: Patch Notes Post by: Ingmar on February 08, 2012, 11:57:17 AM That sounds way too complicated for me. (and color-blind unfriendly...) Greyed out when I can't use it is good enough, I can probably figure out why.
Title: Re: Patch Notes Post by: ajax34i on February 08, 2012, 11:59:15 AM What exactly do you mean by a conditional indicator? I think conditionals are whether you're in range, behind the target, in stealth, or targetting the correct target (player vs. NPC, friendly vs. enemy). Some abilities have prerequisites. I'm not sure if "whether you have enough mana / focus / heat" is included in the definition of "conditionals." Title: Re: Patch Notes Post by: Sky on February 08, 2012, 12:03:39 PM That sounds way too complicated for me. (and color-blind unfriendly...) Greyed out when I can't use it is good enough, I can probably figure out why. Not sure how a 2x2 grid is complicated. I'd rather have the information available to me if I want it.It's obviously easy to implement, since the separate elements have already been re-jiggered. Ignore the color if you don't use it. Better yet, expose it all via options; their options menu is a paucity of options (coming from EQ2). Damn ajax for throwing another monkey wrench into it. I say we run with Ingmar's suggestion and make that conditional (lack of resource) a green shade :grin: Title: Re: Patch Notes Post by: proudft on February 08, 2012, 12:07:35 PM I was having a hell of a time last night figuring out if Rail Shot was up or not pretty much the whole time. Unless I let the GCD melt off to see what was highlighted which is an extra second of not doing a damn thing. DO NOT LIKE. For some time I've just taken to hitting that (well, High Impact Bolt as my trooper equivalent) when appropriate and not caring too much if it was actually ready or not. Looking down at the toolbar to see what is active is something that WoW's popup stuff really trained out of me. Also part of this is PvP's fault where I have always just buttonmashed what I WANTED to have happen and, maybe it will happen and maybe it won't, we'll see. As best as I can tell I have one (1) graphical indicator on my dude when something is ready, and it's the proc for more damage from Full Auto (some swirling orange things appear around my character). And I do pay attention to that, since it's right there in the middle of the screen. Title: Re: Patch Notes Post by: Sky on February 08, 2012, 12:19:53 PM Rift was pretty good about that after a while. If you set up something via pre-req it would pop up with a timer. So if my BH electro-darts something, shoulder slam would pop up onscreen.
While those things are cool, it would be nice if they could have just made the small tweaks to the hotbars rather than going overboard with the flashy and the bright outlines and the whatnot. All of which is beside the point that the level of outrage is way out of proportion to the actual issue. As usual. I went looking at a few EQ2 vids to see if there was a good example of the line of ants thing for queued abilities, and I'm just not going to sit through that much video to find someone who knows how to play the damned game. But one thing did stand out: I miss having a game with no GCD. Title: Re: Patch Notes Post by: apocrypha on February 08, 2012, 12:52:34 PM These last few hours of discussion expose very well why allowing ui mods is the best solution all round.
Everyone has a different preference. Not all classes are the same. PvP and PvE are different. Game designers generally can't code UIs for shit. Just let the playerbase do it, they'll do a better job in the long run. Shit, make it like the Apple app store and have all mods vetted before being allowed if you have concerns about quality or exploits, although I don;t think that';s necessary. Title: Re: Patch Notes Post by: Fabricated on February 08, 2012, 01:02:16 PM These last few hours of discussion expose very well why allowing ui mods is the best solution all round. The problem is that the game was built on a pile of middleware rather than from the ground up with a sandboxed mod API like WoW. Unfortunately, much to my incredible chagrin no one is ever going to put in the effort to do that again.Everyone has a different preference. Not all classes are the same. PvP and PvE are different. Game designers generally can't code UIs for shit. Just let the playerbase do it, they'll do a better job in the long run. Shit, make it like the Apple app store and have all mods vetted before being allowed if you have concerns about quality or exploits, although I don;t think that';s necessary. Title: Re: Patch Notes Post by: Sky on February 08, 2012, 01:11:48 PM Funny that the best solution is the way you'd like to see it done. Because it's a different solution than I'd think is best, which would be the way I'd want to see it done (via expanded options ingame).
Everyone should be able to tweak it the way they want to, without having to go hunt down and maintain a bunch of mods to do so. Title: Re: Patch Notes Post by: Paelos on February 08, 2012, 01:13:29 PM There's never going to be One UI To Rule Them All.
This is fact. Title: Re: Patch Notes Post by: Fordel on February 08, 2012, 01:33:57 PM Remove the flashing from the GCD refresh, just have it flash on cooldown refreshes.
Title: Re: Patch Notes Post by: Lakov_Sanite on February 08, 2012, 01:37:00 PM After having had a seizure playing wow I'd be happy if nothing fucking flashed, EVER.
Seriously, mods ARE the best solution. In a perfect world there would be a UI where every single part was customizable, unfortunately you will never get a developer to add that many tools and make them somewhat user-friendly to the average player. Mods are simply the best compromise. Title: Re: Patch Notes Post by: El Gallo on February 08, 2012, 02:26:29 PM Funny that the best solution is the way you'd like to see it done. Because it's a different solution than I'd think is best, which would be the way I'd want to see it done (via expanded options ingame). Everyone should be able to tweak it the way they want to, without having to go hunt down and maintain a bunch of mods to do so. Because if you allow mods you can't have options in the built-in UI? I'm not sure what you are saying here. Title: Re: Patch Notes Post by: Sjofn on February 08, 2012, 03:27:41 PM Mods are good because if Bioware is smart, they pay attention to what people are modding most, and add that in themselves (or break it if it's something fucked up, I guess!).
Title: Re: Patch Notes Post by: Outlawedprod on February 08, 2012, 04:48:13 PM We will be bringing down servers for four hours on February 9th, 2012 from 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) until 6AM CST (4AM PST/7AM EST/12PM GMT/1PM CET) in order to deploy a patch. This patch will resolve the following:
Killing players on Ilum will now consistently grant Valor and mission credit as intended. Thank you for your patience as we maintain service for Star Wars™: The Old Republic™ Title: Re: Patch Notes Post by: Ingmar on February 08, 2012, 04:49:23 PM Midnight maintenance kills me. ><
Title: Re: Patch Notes Post by: Sjofn on February 08, 2012, 04:49:31 PM I know I am spoiled but C'MON DO IT AT 1AM PST INSTEAD ARR.
Midnight makes me go WAAAH WHY SO EARLY, 1am makes me go "FINE I GUESS I'LL GO TO BED," I have no idea why. Title: Re: Patch Notes Post by: apocrypha on February 09, 2012, 12:17:54 AM Funny that the best solution is the way you'd like to see it done. Because it's a different solution than I'd think is best, which would be the way I'd want to see it done (via expanded options ingame). Everyone should be able to tweak it the way they want to, without having to go hunt down and maintain a bunch of mods to do so. In my view (and I'm starting to feel like I should type those three words at the start of every single post here since f13 is just snark central these days) those 2 paragraphs are partly contradictory. Yes, you could develop a UI that had an enormous number of options built in to it, but I don't think it would ever be possible to have enough options to please everyone. And that's a lot of expensive development & coding time. Having a modular UI and built-in mod system lets your players do that work for you, for free! Look at the things people have done with WoW's mods. The thousands (if not tens of thousands?) of tweaks and mods. Do you think that the range of options available in EQ/EQ2/Rift (none of which I've played, so this is a genuine question, not a rhetorical one) match that? I don't think I'm being biased by my own personal preferences here, I genuinely think that WoW has the best UI of any game I've ever played simply because the mod system means I can have the UI however I want it. They've iteratively improved it over the last 6 years so that the default UI out of the box is pretty damn good, but that's just the starting point if you want to put in the time yourself to make it how you want it. Title: Re: Patch Notes Post by: eldaec on February 09, 2012, 01:10:57 AM You should all have to play all MMOGs through the EVE UI. It builds character.
Title: Re: Patch Notes Post by: Flinky on February 09, 2012, 01:59:32 AM Midnight maintenance kills me. >< Look on the bright side. Here in Australia, the downtimes start at 7pm. :oh_i_see: Title: Re: Patch Notes Post by: tmp on February 09, 2012, 02:50:46 AM Mods are good because if Bioware is smart, they pay attention to what people are modding most, and add that in themselves (or break it if it's something fucked up, I guess!). BioWare couldn't even be arsed to fix their own "social" forum mod section to indicate when a mod was last updated. For two years and counting. Nevermind adding any sort of functionality for mod browsing, searching etc. Or even filtering out the empty "it'd be cool if someone made this" projects.In other words, mods don't seem to be very high on their list of interests. And the answer to that "if" is a "no". Title: Re: Patch Notes Post by: apocrypha on February 12, 2012, 11:19:44 PM Changes coming to GCD UI:
http://www.swtor.com/blog/incoming-changes-global-cooldown-ui Options! :heart: Title: Re: Patch Notes Post by: DraconianOne on February 13, 2012, 01:22:44 AM Friday's Community feedback had lots of little gems. (http://www.swtor.com/blog/community-qa-feb-10th-2012)
Patch 1.2 will contain: First phase of Legacy System Guild Bank New Warzone New social gear (including heavy and medium armour) "Hue to chest" reinstated (with further customisation options to come) Target of target Ranked warzones Dual-spec is currently being worked on (but AC switching isn't). Title: Re: Patch Notes Post by: Wolf on February 13, 2012, 03:03:26 AM I've been getting some weird crashes this weekend, that weren't there last week, so I'm guessing a patch has something to do with it? My companion will spaz out on something (either jumping down from a ledge or gathering something), they'll start porting next to me when I run a bit, but still don't move once they're ported and in 30-45s the game will crash. That's happened on 2 characters in 3 different zones. Anyone else getting these?
Title: Re: Patch Notes Post by: apocrypha on February 13, 2012, 03:45:53 AM Yep, I've been having exactly that with Gault, and only with him. I can send him off to do crew missions and I can summon him on the Fleet but anywhere else and my game will crash in under a minute. I submitted a detailed ticket and got a copy-paste response saying wait for a future patch.
Title: Re: Patch Notes Post by: Wolf on February 13, 2012, 07:26:41 AM Yours sounds a bit more severe. Mine will be fine after the crash and I got maybe 4 or 5 in as much hours.
Title: Re: Patch Notes Post by: apocrypha on February 13, 2012, 09:09:21 AM It's not really a problem because I hate Gault! Mako every time! :awesome_for_real:
Title: Re: Patch Notes Post by: Kageru on February 13, 2012, 05:28:13 PM So the legacy system is basically automated twinking and encouraging alt levelling? Makes sense I guess since they invested so much time in the levelling content. It should have been fully fleshed out on launch though, adding reasons to level alts at the 3 month mark is going to be too late for a lot of people. Title: Re: Patch Notes Post by: Threash on February 13, 2012, 05:52:33 PM Yeah i have a 50 pt 41 assassin and 35 marauder, by the time 1.2 comes out the whole legacy thing is gonna be useless to me.
Title: Re: Patch Notes Post by: Sjofn on February 13, 2012, 05:56:48 PM I knew the Legacy thing was going to be useless to me, the question is just HOW useless. :why_so_serious:
Once again I'm a little irritated all my characters are on the same server ... when I get around to making my opposite gender alts, I'm going to be on a new server anyway now. >< Title: Re: Patch Notes Post by: caladein on February 13, 2012, 06:19:07 PM I'm still only on my third alt past the starter stage (50 Op, 43 Merc, 24 Assassin), so it should still make it out in time for a few Republic characters and like a Sith Warrior (to save me from making a dorky Zabrak).
Title: Re: Patch Notes Post by: Lantyssa on February 14, 2012, 08:05:29 AM At least it might come in handy when I play my Republic characters.
Title: Re: Patch Notes Post by: Falconeer on February 14, 2012, 09:39:34 AM Surge nerf with today's patch. People will die slower in PvP.
Title: Re: Patch Notes Post by: Mrbloodworth on February 14, 2012, 10:07:20 AM Friday's Community feedback had lots of little gems. (http://www.swtor.com/blog/community-qa-feb-10th-2012) Patch 1.2 will contain: First phase of Legacy System Guild Bank New Warzone New social gear (including heavy and medium armour) "Hue to chest" reinstated (with further customisation options to come) Target of target Ranked warzones Dual-spec is currently being worked on (but AC switching isn't). Good stuff. Title: Re: Patch Notes Post by: ajax34i on February 14, 2012, 11:06:54 AM According to the numerous outcry threads in their official Customer Service forum, today's patch 1.1.3 has a bug where using buttons 4 or 5 on a gaming mouse (or any buttons on any mouse) crashes the client. People are blaming the:
Quote •Players are no longer occasionally disconnected from the game when interacting with a mailbox. •Players no longer lose mouse click functionality in some circumstances after pressing multiple mouse buttons. "fixes" as the cause of the crashes. Title: Re: Patch Notes Post by: Paelos on February 14, 2012, 11:14:12 AM Do they have a target for 1.2?
Title: Re: Patch Notes Post by: Nebu on February 14, 2012, 11:28:46 AM According to the numerous outcry threads in their official Customer Service forum, today's patch 1.1.3 has a bug where using buttons 4 or 5 on a gaming mouse (or any buttons on any mouse) crashes the client. People are blaming the: Mouse buttons 4 & 5 also cause the UI to freeze. I've had a number of pvp matches where I can't click on a consumable because my mouse buttons froze my UI. It's fixable with using Ctrl+U twice, but that takes time you don't have in pvp. Title: Re: Patch Notes Post by: DraconianOne on February 14, 2012, 11:35:57 AM Surge nerf with today's patch. People will die slower in PvP. I like to think of this more in terms of "I will survive longer" :grin: Title: Re: Patch Notes Post by: eldaec on February 15, 2012, 02:36:10 AM Surge nerf with today's patch. People will die slower in PvP. I like to think of this more in terms of "I will survive longer" :grin: Does this affect pve? How horrible is the nerf? Title: Re: Patch Notes Post by: Threash on February 15, 2012, 06:01:48 AM It was a nerf on the surge stat, it was apparently too good. I think the problem really was that other stats suck, the diminishing return caps are extremely easy to hit. Alacrity is completely worthless because you are limited by your resource anyways, not how fast you can cast, and crit reached the soft cap extremely fast.
Title: Re: Patch Notes Post by: Bunk on February 15, 2012, 06:15:00 AM Alacrity is completely worthless because you are limited by your resource anyways, not how fast you can cast, and crit reached the soft cap extremely fast. I'm assuming you haven't played a Knight/Warrior yet? I can have my Jugg get all of his powers on cooldown simultaneously about 20 seconds in to a fight, with Rage to spare. Assuming Alacrity works the way I believe it works, how is getting a power back out of cooldown 3% sooner worthless? Title: Re: Patch Notes Post by: Wolf on February 15, 2012, 06:22:00 AM haste never lowered cooldowns in wow, and since everything seems to work as it does in wow, alacrity might just be activation time (since there's no auto-attack in tor), which would make it a fairly weak stat.
Title: Re: Patch Notes Post by: Njal on February 15, 2012, 06:32:44 AM As far as I can tell Alacrity merely lowers induction times, ie time to cast.
Title: Re: Patch Notes Post by: Threash on February 15, 2012, 06:45:15 AM Alacrity is completely worthless because you are limited by your resource anyways, not how fast you can cast, and crit reached the soft cap extremely fast. I'm assuming you haven't played a Knight/Warrior yet? I can have my Jugg get all of his powers on cooldown simultaneously about 20 seconds in to a fight, with Rage to spare. Assuming Alacrity works the way I believe it works, how is getting a power back out of cooldown 3% sooner worthless? It doesn't work like you think it does, it makes abilities with a cast time go faster. Which is useless because the classes that need it are limited by their resource so casting faster in no way shape or form means they can cast more. Title: Re: Patch Notes Post by: Nebu on February 15, 2012, 06:47:59 AM I could see alacrity being useful for a sorc healer, since they have a bajillion force to heal with and no instas. Still, I don't think I'd ever go for alacrity over power or crit.
Title: Re: Patch Notes Post by: Amaron on February 15, 2012, 09:22:13 AM It was a nerf on the surge stat, it was apparently too good. I think the problem really was that other stats suck, the diminishing return caps are extremely easy to hit. Alacrity is completely worthless because you are limited by your resource anyways, not how fast you can cast, and crit reached the soft cap extremely fast. The big part of the nerf is they lowered the hard cap to 80% from 100%. Yet even with that nobody will switch to power/accuracy enhancements. Title: Re: Patch Notes Post by: Bunk on February 15, 2012, 09:28:40 AM Alacrity is completely worthless because you are limited by your resource anyways, not how fast you can cast, and crit reached the soft cap extremely fast. I'm assuming you haven't played a Knight/Warrior yet? I can have my Jugg get all of his powers on cooldown simultaneously about 20 seconds in to a fight, with Rage to spare. Assuming Alacrity works the way I believe it works, how is getting a power back out of cooldown 3% sooner worthless? It doesn't work like you think it does, it makes abilities with a cast time go faster. Which is useless because the classes that need it are limited by their resource so casting faster in no way shape or form means they can cast more. Ok, I apologize, apparently it really is a useless stats. Lucky me for getting it on my last purple recipe. I don't think I have a single ability as a Jugg that requires a casting time. Title: Re: Patch Notes Post by: proudft on February 15, 2012, 10:57:32 AM Whatever your equivalent of Master Strike is.... I think it's Ravage?
Weirdest channeled ability ever, at least with the Jedi animation. Title: Re: Patch Notes Post by: apocrypha on February 15, 2012, 11:03:02 AM I'm guessing it also makes Force Choke faster. Useful eh! :why_so_serious:
Title: Re: Patch Notes Post by: Sky on February 15, 2012, 11:21:48 AM I think the main problem with alacrity is that it only affects a handful of abilities. If you have a non-channeled casting time attack, the less time you have to be standing still should be a lot better. But there don't seem to be a ton of those kind of abilities (which is good imo).
Title: Re: Patch Notes Post by: Nebu on February 15, 2012, 11:23:05 AM If they upped the effect of alacrity to the point where you might consider it over crit, power, or any other stat, then it may be worth considering. It's all about trade-offs.
Title: Re: Patch Notes Post by: Fordel on February 15, 2012, 12:28:40 PM Haste is actually quite useful, it's just most people who would want haste get most of it from talents. So you only end up needing a like a 100-200 points of it from gear. Then it just drops off in usefulness dramatically.
TRACERMISSLETRACERMISSLETRACERMISSLETRACERMISSLE :why_so_serious: Title: Re: Patch Notes Post by: Threash on February 15, 2012, 01:17:42 PM Surge shared its slot with alacrity and accuracy, neither of which people want for the most part so everyone stacked surge leading to a nerf. Rather than a boost to the two stats no one wants, or changing the items so you can have say crit/power.
Title: Re: Patch Notes Post by: Fordel on February 15, 2012, 01:22:48 PM If they put in crit/power, they might as well remove all the other DPS stats entirely.
Not that I would be entirely heartbroken if they did. Accuracy is probably my biggest bitch stat, past 100%, what is it actually doing? Is it bypassing dodge/shield? Is it reduces kinetic/internal/etc resistances? Both? Neither? Fuck if I know. Title: Re: Patch Notes Post by: Lantyssa on February 15, 2012, 01:30:39 PM Whatever your equivalent of Master Strike is.... I think it's Ravage? Yes, Ravage. A nice attack, but it is a little odd looking. Two quick hits followed by a massively long wind-up for the third.Title: Re: Patch Notes Post by: Bunk on February 15, 2012, 01:53:47 PM Now if Alacrity actually sped up that damn third swing...
I constantly find myself interupting it, even though the majority of the damage comes on the third swing, because it just takes so long. Title: Re: Patch Notes Post by: Fordel on February 15, 2012, 01:59:18 PM It actually should speed it up, its a channeled effect and haste works on those.
Title: Re: Patch Notes Post by: Ingmar on February 15, 2012, 02:02:05 PM Watch the bar, not the animation, basically.
Title: Re: Patch Notes Post by: Threash on February 15, 2012, 02:29:52 PM I always go for the first two hits also, they take exactly as long as the global cooldown and cost no resources. Good filler.
Title: Re: Patch Notes Post by: Sjofn on February 15, 2012, 04:42:34 PM If they put in crit/power, they might as well remove all the other DPS stats entirely. Not that I would be entirely heartbroken if they did. Accuracy is probably my biggest bitch stat, past 100%, what is it actually doing? Is it bypassing dodge/shield? Is it reduces kinetic/internal/etc resistances? Both? Neither? Fuck if I know. According to a loading screen tip, past 100% it starts to lower whatever you're hitting's chance to dodge/parry/whatever. Title: Re: Patch Notes Post by: tmp on February 16, 2012, 07:28:33 AM According to a loading screen tip, past 100% it starts to lower whatever you're hitting's chance to dodge/parry/whatever. For melee/ranged attacks yes. For force/tech attacks it makes them ignore part of target's resistances since there's no dodge/parry against these.Title: Re: Patch Notes Post by: Nebu on February 16, 2012, 08:41:31 AM Is accuracy even worth loading up on? I've had 92 and well over 110 and noticed almost no difference.
Title: Re: Patch Notes Post by: ajax34i on February 16, 2012, 09:43:26 AM In PvE I noticed a difficulty hitting higher-level bosses, which I imagine accuracy would fix, but I'm so over-levelled for each planet that "higher level" rarely comes into play. Planets are always lower level than me, and class quests are equalized-level by design. So, shrug.
Title: Re: Patch Notes Post by: Sky on February 16, 2012, 09:45:56 AM I doubt it has any real impact on leveling (planets). Seems like a straight-up operations stat.
Title: Re: Patch Notes Post by: Nebu on February 16, 2012, 09:48:01 AM When I asked, I meant with regard to Hard Modes or PvP at endgame.
Title: Re: Patch Notes Post by: Merusk on February 16, 2012, 09:52:42 AM When I asked, I meant with regard to Hard Modes or PvP at endgame. In that case, probably, but without real numbers there's no way of knowing the floor/ ceiling of where it matters. Anecdotally I noticed a huge difference vs. Strong and Elites when leveling if I had a run of levels with gear that put me over 105%. (Which only happened for 3-4 levels in the early 30s on the BH and SW) Normals die too quickly and below that level it seemed like primary stat was still the best choice. Title: Re: Patch Notes Post by: Nevermore on February 16, 2012, 01:20:52 PM According to a loading screen tip, past 100% it starts to lower whatever you're hitting's chance to dodge/parry/whatever. For melee/ranged attacks yes. For force/tech attacks it makes them ignore part of target's resistances since there's no dodge/parry against these.Force/Tech ignores defenses, not resistances. There are 4 attack types: Melee, Ranged, Force and Tech. Defense and Shield only works vs Melee and Ranged. There are also 4 damage types: Kinetic, Energy, Internal and Elemental. You'll find Resistance is lower vs Internal and Elemental, which is why those damage types are much preferred to Kinetic or Energy. Title: Re: Patch Notes Post by: Ingmar on February 16, 2012, 01:25:10 PM Yeah but accuracy over the hit cap still makes them pierce resistances as well, no?
Title: Re: Patch Notes Post by: Nevermore on February 16, 2012, 01:42:03 PM As far as I know it only affects defense/shield. There's
Title: Re: Patch Notes Post by: Wolf on February 16, 2012, 02:07:54 PM Not having combatlog, what could go wrong? People will just guess right. At least some will :oh_i_see:
Title: Re: Patch Notes Post by: Nebu on February 16, 2012, 02:11:39 PM Not having combatlog, what could go wrong? People will just guess right. At least some will :oh_i_see: It's testable. Just Fraps a combat sequence and log numbers. It already has a time stamp, so making a dps/time spreadsheet would be easy for those inclined to do such a thing. You don't NEED a combat log. There are plenty of ways for the diehards to get around it. The damage is displayed as are the variables. Simple calculations will generate the formula involved. Title: Re: Patch Notes Post by: Wolf on February 16, 2012, 02:20:12 PM So you prefer that to going to a forum, where someone parsed the combat log, did the math, and can tell you exactly what the stat you were asking about does, so you can make your informed decision? I thought you wanted to know what accuracy does not fraps with a notepad and pencil at the ready.
edit: also wow doesn't have a properly working sct, I doubt tor has a magically perfectly working one. Title: Re: Patch Notes Post by: Ingmar on February 16, 2012, 02:21:37 PM I'm assuming Nebu's suggestion is dripping with sarcasm personally.
Title: Re: Patch Notes Post by: FieryBalrog on February 16, 2012, 03:35:33 PM Quote So you prefer that to going to a forum, where someone parsed the combat log, did the math, and can tell you exactly what the stat you were asking about does, so you can make your informed decision? I thought you wanted to know what accuracy does not fraps with a notepad and pencil at the ready. Why do you hate fun? Title: Re: Patch Notes Post by: caladein on February 16, 2012, 04:10:31 PM Knowledge that is easily verifiable and wide-spread can help make the game better. (Assuming the developer is vaguely competent.)
Knowledge that is very difficult to obtain and therefore closely guarded by those that do can only help to make those people (and their guilds) better. I've done the tedious work that Nebu described before and been under rather strict instructions to not tell anyone the details outside the officer corps because it gave us an edge in PvP. Before PTR kill videos and ability data mining became commonplace, guilds would give out fake strats all the time. That shit isn't good for any game and/or community I'd want to touch with a barge pole. And I'd rather like SWTOR to turn into a decent game at level cap because I happen to like the rest of it quite a bit. Title: Re: Patch Notes Post by: tmp on February 16, 2012, 04:22:34 PM For melee/ranged attacks yes. For force/tech attacks it makes them ignore part of target's resistances since there's no dodge/parry against these. Force/Tech ignores defenses, not resistances. "there's no dodge/parry against force/tech attacks" -> force/tech attacks ignore these defenses completely. Consequently, for these ability types higher accuracy instead affects (reduces) how much of the incoming damage is soaked by relevant damage type resistance of the target. Title: Re: Patch Notes Post by: Paelos on February 16, 2012, 05:16:08 PM And I'd rather like SWTOR to turn into a decent game at level cap because I happen to like the rest of it quite a bit. Me too. But right now? It's pretty much buggy shit at the top. They aren't extremely responsive to the concerns that came out of beta, either, in terms of bugs that were reported there and went to live. Title: Re: Patch Notes Post by: Minvaren on February 22, 2012, 06:51:02 AM Title: Re: Patch Notes Post by: lesion on February 22, 2012, 06:54:45 AM :grin:
Title: Re: Patch Notes Post by: Nebu on February 22, 2012, 06:55:22 AM Quote Show Cooldown Timer: Toggles cooldown time text on top of the ability icon in the quickbar. Thank you! Title: Re: Patch Notes Post by: Fabricated on February 22, 2012, 06:57:17 AM Well, that's one Soa bug down, still like a dozen to go.
Also fuck heavy fabricator so hard. What an annoying fight. Title: Re: Patch Notes Post by: 01101010 on February 22, 2012, 07:37:51 AM Quote General The key formerly bound to /bug can now be mapped to any action and no longer opens the /bug window. The command is no longer able to be bound to a quickslot, but player can still type /bug in chat to open a new bug report. :grin: Title: Re: Patch Notes Post by: caladein on February 22, 2012, 08:34:52 AM Liking the cooldown models, have mine set to 3 and 4 with text and no GCD flash.
Only problem is that those settings don't carry over into Inventory and Character Sheet which are stuck with Style 1 with no text and no flash. And that I don't have cooldown text on my buffs and debuffs yet. And that you have to redo the settings on each character, but what else is new. Title: Re: Patch Notes Post by: Sky on February 22, 2012, 08:43:36 AM That is exactly how to handle interface stuff: give a bunch of different options for the players to choose from. Well done.
Title: Re: Patch Notes Post by: Rokal on February 22, 2012, 09:21:32 AM Nice to see that they are just giving us a kitchen sink of cooldown display options rather than stubbornly sticking to one display method. This is better live support than I expected from an EA/Bioware MMO.
Title: Re: Patch Notes Post by: 01101010 on February 22, 2012, 09:56:01 AM While I applaud them for these changes to the UI stuff, I still can't help but wonder why they are wasting resources on something the community could be doing for free and much more timely. Have a vetting process for mods and let the masses do the work for you.
Title: Re: Patch Notes Post by: Nebu on February 22, 2012, 09:58:02 AM While I applaud them for these changes to the UI stuff, I still can't help but wonder why they are wasting resources on something the community could be doing for free and much more timely. Have a vetting process for mods and let the masses do the work for you. Wouldn't third party mods add to your CSR workload? Title: Re: Patch Notes Post by: 01101010 on February 22, 2012, 10:00:44 AM While I applaud them for these changes to the UI stuff, I still can't help but wonder why they are wasting resources on something the community could be doing for free and much more timely. Have a vetting process for mods and let the masses do the work for you. Wouldn't third party mods add to your CSR workload? And they do what now? :why_so_serious: Title: Re: Patch Notes Post by: Sky on February 22, 2012, 11:06:48 AM I'm surprised the CD improvements are met with more calls for mods.
Title: Re: Patch Notes Post by: Ingmar on February 22, 2012, 11:14:50 AM While I applaud them for these changes to the UI stuff, I still can't help but wonder why they are wasting resources on something the community could be doing for free and much more timely. Have a vetting process for mods and let the masses do the work for you. If I had to guess, I'd say that is probably down to using HeroEngine. WoW's engine was built with mods in mind from scratch, I'm not sure HE has nearly that flexibility built in. Title: Re: Patch Notes Post by: 01101010 on February 22, 2012, 11:18:25 AM I'm surprised the CD improvements are met with more calls for mods. Oh ffs... I am not calling for them. I am just saying resources could have been put to doing other things while you make the community not only pay you to play your game but also design certain things with the UI, for free. It is not a new topic or even a novel idea. And the whole issue of the UI would have been quelled in the first month. But Ingmar's comment probably rings true. Title: Re: Patch Notes Post by: Mrbloodworth on February 22, 2012, 11:36:25 AM While I applaud them for these changes to the UI stuff, I still can't help but wonder why they are wasting resources on something the community could be doing for free and much more timely. Have a vetting process for mods and let the masses do the work for you. If I had to guess, I'd say that is probably down to using HeroEngine. WoW's engine was built with mods in mind from scratch, I'm not sure HE has nearly that flexibility built in. Hero engine allows you to insert any GUI layer you want into it. Its a middleware. Wow engine is a branch of the RTS engine, before middleware for things like GUI and trees were around. Its technically, older tech, so easier to mod, im not even sure the first version was built on XML/lua?. Title: Re: Patch Notes Post by: Fordel on February 22, 2012, 12:30:15 PM Quote Fixed a queue interface exploit that allowed players to bring additional players into a warzone. While imbalances can still happen under specific circumstances, the issue can no longer be intentionally triggered by players in this way. Please let this one be fixed, it's bad enough getting a win in X timeslot without it also being a 6 vs 12 :uhrr: Title: Re: Patch Notes Post by: Minvaren on February 22, 2012, 01:22:10 PM Quote Show Cooldown Timer: Toggles cooldown time text on top of the ability icon in the quickbar. Thank you! At present this is breaking regularly for me (ability is refreshed though the countdown timer gets stuck). Though the new cooldown tweaks in general are quite appreciated... Title: Re: Patch Notes Post by: caladein on February 22, 2012, 05:33:11 PM I'm surprised the CD improvements are met with more calls for mods. Because it still only works on your quickbars instead of everywhere else cooldowns are shown like inventory, character sheet, the Operations frame, or your unit frames. (Not sure about the Abilities panel, didn't check there.) Title: Re: Patch Notes Post by: Sjofn on February 22, 2012, 05:41:35 PM If it has a cooldown I give a shit about, I put it on a quick bar, so I wouldn't even notice. :why_so_serious:
Title: Re: Patch Notes Post by: caladein on February 22, 2012, 05:46:34 PM Yeah, that last one isn't relevant, I just remembered I didn't check there when I submitted my bug report for the other panels this morning :awesome_for_real:.
Title: Re: Patch Notes Post by: Sjofn on February 22, 2012, 06:01:00 PM I wouldn't have noticed inventory either. Or character sheet. I'm one of those people that will even put her stims on a quick bar slot.
Title: Re: Patch Notes Post by: ajax34i on February 23, 2012, 02:56:59 AM I've gone with Option 4 for both cooldowns, and a visible timer, and it works well for me. My only wish now (regarding quickbars) is that they use that bright blue border around the icons to indicate which ability I've just activated / queued / is chanelling / etc. Because I forget, but also and more importantly because their abilities still don't always activate when you press the button, and there's no feedback about what's in the queue.
Title: Re: Patch Notes Post by: Fordel on February 23, 2012, 12:33:54 PM I went with 1 and 4 with the GCD flash off. I think that's what I did at least, I'd have to double check for sure. Oh and I Turned the countdown on.
Title: Re: Patch Notes Post by: 01101010 on February 23, 2012, 01:26:25 PM I went with 1 and 4 with the GCD flash off. I think that's what I did at least, I'd have to double check for sure. Oh and I Turned the countdown on. 3 and 4 with GCD off. And I <3 the countdown. Title: Re: Patch Notes Post by: Mattemeo on February 23, 2012, 05:26:21 PM 3, 4, GCD off and the timer set to point 12 font and tenths display at 1 second.
The countdown sticks on occassion but otherwise, this has been a considerable relief from the paparazzi flash photography issue I'd been having till now. Title: Re: Patch Notes Post by: Sjofn on February 23, 2012, 06:20:34 PM I left it at whatever it is defaulting as now, which I think was how it was last patch. At some point I got used to it on my JK and it doesn't bug me at all, which was the only class it bothered me on in the first place, and I am too lazy to tweak it. :why_so_serious:
More options are good, though, I look forward to when they let us MOVE SHIT AROUND. Of course now I'm finally used to the chat window being someplace stupid, so who knows if I'll move anything after all! Title: Re: Patch Notes Post by: ajax34i on February 23, 2012, 06:25:19 PM They need to round the numbers up, though.
As in, for a 5 second ability we should see 5 4 3 2 1 .9 .8 .7 .6 .5 .4 .3 .2 .1 (flash) rather than 4 3 2 1 0 0.9 0.8 0.7 0.6 0.5 0.4 0.3 0.2 0.1 0.0 (flash). If you slide the countdown duration to 0 you see 4 3 2 1 0 0.0 (flash). It's rather stupid. It should be 5 4 3 2 1 (flash). Title: Re: Patch Notes Post by: Nevermore on February 23, 2012, 11:47:53 PM Quote As in, for a 5 second ability we should see 5 4 3 2 1 .9 .8 .7 .6 .5 .4 .3 .2 .1 (flash) That's already how mine counts down. Your character must be broken. Title: Re: Patch Notes Post by: Sky on February 24, 2012, 06:05:42 AM Because it still only works on your quickbars instead of everywhere else cooldowns are shown like inventory, character sheet, the Operations frame, or your unit frames. (Not sure about the Abilities panel, didn't check there.) Yeah, I'm also finding it difficult to adventure with my inventory and character sheet open. Glad you caught this game-breaker.Anyway, I'm using 3 and 4 without GCD flash or numbers. Works awesome, even though I didn't have much of an issue with the other ways. I had gotten used to the zomg world-ending change within an hour. I swear there are some really silica-laden female organs on some of you. Title: Re: Patch Notes Post by: caladein on February 24, 2012, 06:19:38 AM I play a Lethality Operative. I don't have room to put all of my consumables (and forget about quest items) on my bars, so it would be nice if everything that used the same basic model followed the same settings. Getting cooldowns on the unit frames is a whole other matter, but would still make playing all of my specs a lot easier.
Title: Re: Patch Notes Post by: Nebu on February 24, 2012, 06:50:21 AM I play a Lethality Operative. I don't have room to put all of my consumables (and forget about quest items) on my bars, so it would be nice if everything that used the same basic model followed the same settings. Getting cooldowns on the unit frames is a whole other matter, but would still make playing all of my specs a lot easier. How do you like lethality? I hit 50 on my Op a week ago and find that while I can put up bigger dos numbers with lethality, that my killing ability (pvp) is much better with concealment. I also find power to be more of an issue with lethality just as it is on my sniper. Title: Re: Patch Notes Post by: caladein on February 24, 2012, 07:29:17 AM Yeah, it's not great in PvP I found, as you really can't just whittle people down from 10m as you have neither closers nor passive movement speed. That's not based off a wealth of experience as I mostly just use it for Operations and do my PvPing on a low-level Assassin tank.
Power is kind of clunky as there are times when I feel like I can't get rid of the stuff and others where I get myself in a hole when the "keep dots up" part of my brain forgets what game I'm playing. Still, unless it proved to be a lot worse than Concealment on a dummy, I love being able to still do good damage while dodging ground effects or using cover to block knockbacks. Title: Re: Patch Notes Post by: 01101010 on February 24, 2012, 07:32:22 AM Because it still only works on your quickbars instead of everywhere else cooldowns are shown like inventory, character sheet, the Operations frame, or your unit frames. (Not sure about the Abilities panel, didn't check there.) Yeah, I'm also finding it difficult to adventure with my inventory and character sheet open. Glad you caught this game-breaker.Anyway, I'm using 3 and 4 without GCD flash or numbers. Works awesome, even though I didn't have much of an issue with the other ways. I had gotten used to the zomg world-ending change within an hour. I swear there are some really silica-laden female organs on some of you. F13. I thought this is how we roll? :why_so_serious: Title: Re: Patch Notes Post by: Sky on February 24, 2012, 09:11:14 AM F13. I thought this is how we roll? :why_so_serious: Cal's response to me is how we roll. Thanks for clearing up something that made no sense, Cal.Title: Re: Patch Notes Post by: Fabricated on February 24, 2012, 09:21:40 AM Because it still only works on your quickbars instead of everywhere else cooldowns are shown like inventory, character sheet, the Operations frame, or your unit frames. (Not sure about the Abilities panel, didn't check there.) Yeah, I'm also finding it difficult to adventure with my inventory and character sheet open. Glad you caught this game-breaker.Anyway, I'm using 3 and 4 without GCD flash or numbers. Works awesome, even though I didn't have much of an issue with the other ways. I had gotten used to the zomg world-ending change within an hour. I swear there are some really silica-laden female organs on some of you. F13. I thought this is how we roll? :why_so_serious: Title: Re: Patch Notes Post by: Lantyssa on February 24, 2012, 10:37:11 AM SWG is dead, twice over, so I can't ever return to the game that first grabbed me. Long live GW2!
Title: Re: Patch Notes Post by: Nebu on February 28, 2012, 10:54:18 AM New patch today... and I'm VERY happy about it. Particularly...
Quote PvP General Players can now build credit towards the Battle for Ilum daily and weekly missions by playing Warzones. Warzones General Healers in Warzones now receive kill credit when a healed player kills an enemy. Players affected by a Damage Over Time ability are no longer interrupted when interacting with objectives. Battlemaster and Champion Commendations are now available on the PvP Vendor for Warzone and Mercenary Commendations. Champion Gear Bags are still available. Valor gained from Warzones has been increased. Medals are now worth 500 Valor and 10 Commendations. Players only earn Valor and Commendations for the first 4 medals earned each match. Increased the Warzone AFK timeout from 60 seconds to 90 seconds. Alderaan Civil War The speeder bikes that transport players back to the battle now have a three-second activation time to increase the likelihood that an organized attacking team can successfully take the side turrets. No more valor farming. More valor for healers. Less valor for tanks. More fun fighting over side turrets. Title: Re: Patch Notes Post by: Sky on February 28, 2012, 11:04:06 AM Alternately, a completely useless patch.
Title: Re: Patch Notes Post by: Nebu on February 28, 2012, 11:07:07 AM Alternately, a completely useless patch. One man's trash is another man's treasure. Title: Re: Patch Notes Post by: Sky on February 28, 2012, 11:12:35 AM It's true, banana peels are awesome for pvp.
Title: Re: Patch Notes Post by: Ingmar on February 28, 2012, 11:15:31 AM Alternately, a completely useless patch. He didn't quote the whole list of notes. Title: Re: Patch Notes Post by: Fordel on February 28, 2012, 12:40:14 PM http://www.swtor.com/community/showthread.php?p=3150977#edit3150977
Notes. Title: Re: Patch Notes Post by: Falconeer on February 28, 2012, 02:04:53 PM Oh. When?
Title: Re: Patch Notes Post by: Fordel on February 28, 2012, 02:18:12 PM No idea, but can't be too far off I'd imagine.
Week or two? Title: Re: Patch Notes Post by: Evildrider on February 28, 2012, 02:47:20 PM Probably next maint. Those patch notes are all awesome though.
Title: Re: Patch Notes Post by: Sky on February 28, 2012, 03:30:32 PM Alternately, a completely useless patch. He didn't quote the whole list of notes. Title: Re: Patch Notes Post by: Threash on February 28, 2012, 05:44:53 PM So just giving up on ilum rather than fixing it, lovely.
Title: Re: Patch Notes Post by: Ingmar on February 28, 2012, 05:46:05 PM Yes, obviously, a x.x.x hotfix patch is indicative of their final strategy.
Title: Re: Patch Notes Post by: Shatter on February 28, 2012, 06:59:06 PM So just giving up on ilum rather than fixing it, lovely. F Ilum as it is right now. They need to gut it and turn it into a cross server 40 vs 40 warzone or something. Not really what I want but there arent going to be many ways to make a world pvp zone faction balanced in this game so they might as well instance the sucker. Title: Re: Patch Notes Post by: Falconeer on February 29, 2012, 02:55:34 AM Yeah, I just realized that their solution to the open world PvP imbalance is to erase open world PvP. Taking away dailies and not putting in any incentive means that there's not a single reason anymore to go to Ilum.
You can all chime on about how open PvP is not that important in western MMORPGs and that's why they didn't put resources into it, but that's not even the case since they did put enough resources into it to come up with the worst implementation of open PvP I can remember - nothing more than a cut and paste of previous failed games - and eventually scrap it when people were getting too vocal about it. From a designer standpoint, shouldn't whoever was in charge of that portion of the game, no matter how small was the budget, feel like he/she totally failed as a professional? EDIT: About the x.x.x patch comment, it's their job to tell us what the plans for the future of open PvP are, instead of just showing with each patch that they don't really care/know what to do about it. Boosting Warzones is a fact, and I can comment on it. Saying "we are working on pvp stuff for some point in the future" is fluff I read too many times in too many games before and which cannot be commented. Title: Re: Patch Notes Post by: Bunk on February 29, 2012, 06:54:19 AM Alternately, a completely useless patch. He didn't quote the whole list of notes. I'll back you up man. An entire set of patch notes that will have exactly zero effect on me. Mind you, the only thing really bothering me in the game right now is the periodic glitch I get where everyone's eyes disappear during cutscenes. Title: Re: Patch Notes Post by: Ingmar on February 29, 2012, 10:59:56 AM EDIT: About the x.x.x patch comment, it's their job to tell us what the plans for the future of open PvP are, instead of just showing with each patch that they don't really care/know what to do about it. Boosting Warzones is a fact, and I can comment on it. Saying "we are working on pvp stuff for some point in the future" is fluff I read too many times in too many games before and which cannot be commented. If "we're working on it" isn't sufficient for you, that's fine, but it doesn't make it their job to communicate every detail of every upcoming change. Almost always these things take a few tries to get it right, developers who give lots of detail about upcoming shit always catch a huge load of shit when they can't deliver all of it or their plans change direction (where's my dance studio Blizzard), so I can't blame them for holding their cards close on this. Title: Re: Patch Notes Post by: Falconeer on February 29, 2012, 12:10:43 PM From what you write Ingmar, seems almost like you don't think it's literally ridiculous that they didn't see the unrepairable issues in the system they had in place at launch. I think it was their job to learn from the previous ten years of MMOs. Having failed, it's hard for me to think they will suddenly learn in a couple of months. The fact that they didn't present any idea doesn't help.
Title: Re: Patch Notes Post by: Ingmar on February 29, 2012, 12:34:41 PM No MMO has ever launched with a truly functional PVP endgame, to my knowledge. Even the sainted DAOC took a while to fix their shit (and they still had awful population issues always). So I'm certainly not *surprised* that their system doesn't work as they intended. If there's one thing that is impossible to beta test properly, it's this. They can't simulate what will actually happen with player populations, they don't have people that are invested in their characters long term, etc. etc. etc.
Title: Re: Patch Notes Post by: Lakov_Sanite on February 29, 2012, 12:44:42 PM Adding pvp functionality to a pve diku game is fundamentally flawed. As you yourself said there are too many variables to ever test properly. Even games whose sole focus is pvp are constantly tweaking their rulesets for perfect balance. swtor has diku pvp because "that's what everyone else did" no one has yet stopped to say "does this actually work?"
They'd have been much better off trying to design a new way to have player vs player content without it simply being a clone of wow battlegrounds where you simply use your pve abilities against people but like many developers before and many surely after, they were lazy. Title: Re: Patch Notes Post by: Ingmar on February 29, 2012, 12:59:36 PM The battlegrounds, such as they are, more or less work as-is. They aren't really the problem (yeah they need cross server queues but once they have those it should likely fix activity/pop balance issues for BGs). What Falc and others are complaining about, at least as I read it, is the "open world" PVP in Ilum. That's the thing you really can only guess at how it will work until players actually get their hands on it. There's almost certainly a balance somewhere of reward structure + objective design that will "work" for Ilum at least for balanced servers, the problem is finding it and there's really no way to do that without just constantly turning knobs until it comes in in tune. Which basically translates to "we're working on it".
I think people need to remember what previous MMOs have been like in this respect. WoW had *no* PVP end game at release. No honor system, no objectives, no battlegrounds, no anything. DAOC didn't even have the last 10 levels of their game itemized. SB.exe. City of Heroes didn't add PVP until years later. And so on. I think an argument could easily be made that SWTOR has the best at launch endgame PVP of any DIKU I've ever played, and at least so far they're being relatively quick to make adjustments. EDIT: had to specify endgame, since level 11 PVP in WAR was great. :why_so_serious: Title: Re: Patch Notes Post by: Sky on February 29, 2012, 01:04:59 PM I think an argument could easily be made that SWTOR has the best at launch PVP of any DIKU I've ever played, and at least so far they're being relatively quick to make adjustments. You're having a discussion with people who hate this game.Title: Re: Patch Notes Post by: Nebu on February 29, 2012, 01:18:38 PM I think an argument could easily be made that SWTOR has the best at launch endgame PVP of any DIKU I've ever played, and at least so far they're being relatively quick to make adjustments. EDIT: had to specify endgame, since level 11 PVP in WAR was great. :why_so_serious: I enjoyed endgame pvp far more in Rift and WAR (even with bright wizards). I feel that SWTOR has done the best job of balancing endgame pvp, but the game is just missing something that I can't put my finger on. The pvp feels so watered-down and homogenized. There is also almost no reason to pvp in the open world. The imbalances between classes was something that endeared me to DAoC. We all knew which classes were overpowered solo. That made beating the people playing them so much more fun. Title: Re: Patch Notes Post by: Ingmar on February 29, 2012, 01:20:20 PM I never made it past level 10 in Rift, so I'll have to take your word for that one.
As for WAR: City sieges. :why_so_serious: Title: Re: Patch Notes Post by: Fordel on February 29, 2012, 01:38:05 PM Nebu, that's just horse shit. "The Class imbalances endeared me to them." Yea, remember the good times of chain stunning and being 2 shot by zerkers/savages/castersofanykind :oh_i_see:
Ilum's problems are two fold. One there are population and participation issues all around, this is a problem that has plagued every PvP game that has ever existed and is not a trivial one to fix. The second is there are no "keep doors". Or more specifically, there is nothing for you to do there if you can't control the middle and/or get decent trades going every fight. If you can't get kills and you can't farm crates, the zone is useless. If you've already gotten your 30 kills/crates for the day, the zone is also useless. There's no secondary reason to be there, at all, ever. No quests, no farming nodes, no mobs, not even little frontier forts that you and your 3 buddies can steal and defend from the enemy zerg. Nothing. Title: Re: Patch Notes Post by: Ingmar on February 29, 2012, 01:42:57 PM Yeah, that's why I specifically mentioned the reward and objective structure. If there's no reason to be there other than your daily, then participation will be limited to people who need to finish their daily. A server-wide reward structure of some kind would presumably drive more participation, like say Darkness Falls access did in DAOC (although that might not be the best option in a specific sense.)
Title: Re: Patch Notes Post by: Lakov_Sanite on February 29, 2012, 01:52:35 PM Oh sky.... :grin:
My point is that diku pvp is broken and the model that is used(converting pve characters and abilities directly or semi-directly to pvp) is flawed and is never going to be "done right" yes it'll come close, there's things developers can do to make it more fun than slamming your head into a brick wall. As soon as you add things like "some people have items, some don't" then it's game over. Dev teams have spent hundreds of millions in money, thousands of man hours and over a decade trying to get diku pvp 'right' and they have at best streamlined the suckage. Isn't it about time to call it a day on this model of pvp? there's other ways to put players vs one another. Title: Re: Patch Notes Post by: Threash on February 29, 2012, 02:34:00 PM "At launch" is a completely meaningless metric to measure games by. It's never going to mean a god damn thing to anyone.
Title: Re: Patch Notes Post by: FieryBalrog on March 01, 2012, 01:21:05 AM Ilum is the best "end game PvP at launch" in any DIKU? (unless we're talking about BGs here?)
The 1.0 Ilum where people yell at you for killing enemies, or the 1.1 Ilum that resulted in a full day of spawn-camped Republicans unable to leave the planet? Is this like a zen paradox definition of best or something Title: Re: Patch Notes Post by: Shatter on March 01, 2012, 02:24:16 AM This is the first MMO Ive played where PvP end game pushed me straight into making alts, yup its that good :P
Title: Re: Patch Notes Post by: caladein on March 01, 2012, 09:54:02 AM Ilum is the best "end game PvP at launch" in any DIKU? (unless we're talking about BGs here?) The original comment wasn't exclusive to Ilum. Title: Re: Patch Notes Post by: Mrbloodworth on March 01, 2012, 10:47:20 AM No MMO has ever launched with a truly functional PVP endgame Planetside. :grin: Title: Re: Patch Notes Post by: Falconeer on March 01, 2012, 11:02:21 AM Sometimes someone in this thread seems to mix up something I said. I think that PvP is not bad in this game.
What is terrible is the implementation of open pvp. As someone else has been very efficiently been able to simplify: Quote 1.0 Ilum where people yell at you for killing enemies 1.1 Ilum that resulted in a full day of spawn-camped Republicans This is the problem. PvP in SWTOR is ok in Warzones. But the open world (Ilum) is a terrible mess. To say it was functional at launch it's misleading in my opinion, and biased. Because it doesn't take much to make any arena based deathmatch/CTF-like PvP work. Counterstrike, Unreal, Rift, Team Fortress, SWTOR. They all work. You can't do arenas wrong, not anymore. So that's really not an achievement, and as someone else said, Rift just did it "before". Title: Re: Patch Notes Post by: Lantyssa on March 01, 2012, 02:28:51 PM I don't know why they didn't just make Jedi Knight: The Old Republic for their PvP bits. Would have been 1000 times better and made more sense.
Then again, I'm still waiting for my Jedi Knight MMO... Title: Re: Patch Notes Post by: Evildrider on March 01, 2012, 04:14:14 PM It would have only been good if Raven made the game.
Title: Re: Patch Notes Post by: Sky on March 02, 2012, 11:28:17 AM GZ blog post:
Quote Hi everyone, Massively Multiplayer Online games are built around living, breathing worlds that are always evolving, and Star Wars™: The Old Republic™ is no different. In our upcoming Game Update 1.2, we’ll be introducing a wide assortment of new features and content, while also introducing a number of improvements and changes to the in-game economy. As we work to create a more player-driven economy, you can expect significant improvements to Crew skills, and an extension of Crew skill gameplay, such as item creation and research, into the Elder-Game content. You’ll also see new items brought into the game, including new schematics, Legacy items, a new tier of Player vs Player and Player vs Environment weapons and armor, Legacy items, new schematics, and the ability to extract base-mods from purple items, as well as many other changes and improvements. Weekly patch 1.1.5 (which is now on the Public Test Server) implements a number of changes in preparation of the upcoming Game Update, including the much requested removal of Light Side / Dark Side requirements on color crystals. As it is expected when large scale changes are made to an economic system, enterprising players often find interesting opportunities to benefit from their knowledge about the changes beforehand (for example by studying test server patch notes). With patch 1.1.5, we’ve decided to embrace these economic entrepreneurs and even go a step further: By publishing a series of rumors and stories that are coming in across both the Imperial and Republic news wires, we are providing all of you with advance knowledge about some of the things to come in the near future… Korrealis Corporation, a family-owned personal transportation company based out of Balmorra, has announced that, in response to a sharp increase in customer complaints, all production of the ‘Sovereign’, ‘Prince’, 'Baron' and 'Commander' speeder lines has been halted indefinitely. This announcement comes on the heels of the rumor that Tirsa Industrial Consortium has quietly ceased production of their less than successful 'Prime' model, which faced similar blowback. Vehicle Vendors across the galaxy have been advised to clear out any remaining stock of these models, and many Vendors have begun offering steep discounts to entice potential customers. Collectors and investors may want to take note that the previous limitations governing the resale of some vehicles seem to have been lifted and are encouraged to use the opportunity to purchase these legacy vehicles while they are still available. After several months of deliberation, the Republic Senate's Committee on Transportation and Public Safety has passed new regulations that, among other things, adjust the cost of speeder licenses. Once these regulations are signed by the Supreme Chancellor in the coming weeks, prices for Tier I and Tier II speeder licenses across the galaxy are expected to see a significant decline. To help offset the loss of revenue generated by these licenses, taxes on all models of Tier III speeders will be significantly increased once the new regulation takes effect. Critics claim that the resolution will only add to the serious strain on the Republic’s finances, while others see this as a vain attempt to keep on pace with the Imperial Transportation Authority, which recently passed a similar law. It’s been reported that Operatives of the Republic Strategic Intelligence Service have recovered several new variations of color crystal prototypes during a daring raid on a cutting edge Imperial Science Bureau outpost on Ilum. Among the items recovered are a number of rare, purple-hued color crystals, usually exclusive to Imperial-held worlds. Republic scientists are confident that they will be able to reverse-engineer and potentially replicate the captured Imperial technology, including the color crystals, in a matter of weeks. While most of the prototypes are still being analyzed, it has been confirmed that the Imperial Science Bureau's "Project Expertise" at the Ilum outpost scored a major breakthrough in the crystal cutting process. While information on the new technology has been kept tightly guarded, we know that the process can create several variants of existing crystal colors which improve the crystal’s natural properties. The seizure of this technology by the Strategic Intelligence Service has led to a race between the Sith Empire and Galactic Republic to mass produce the crystals. Advance shipments of these crystals have already been dispatched to their respective fleets for field testing, and both sides say that once they have cleared any safety concerns, and have finalized a safe and efficient means of mass distribution, the crystals will become available. In related news, a very limited number of pure white color crystals have been recovered by a Hutt-sponsored expedition into uncharted space. As of today, small stocks of these extremely rare and expensive crystals have started to appear in Vendor stocks at the primary Imperial and Republic transportation hubs. With no new shipments expected for several months, those wealthy enough to afford these crystals may find themselves in possession of a highly sought-after collectable. Georg Zoeller Principal Lead Combat Designer Makes me pretty bummed Komoto only has $45k to his name, sounds like time to stock up on a few things. And I'll totally miss out on the crystals because I didn't take slicing early on or grind the game hardcore. Ah, well. Such things mmo is made from. Title: Re: Patch Notes Post by: Sjofn on March 02, 2012, 11:36:08 AM /me buys all the purple crystals
Title: Re: Patch Notes Post by: Sky on March 02, 2012, 11:46:46 AM I saw a cool blue saber with a black core the other day.
Title: Re: Patch Notes Post by: Sjofn on March 02, 2012, 11:47:53 AM Yeah, I saw that too, I liked it much better than the hideous black/yellow preorder one that made my lightsaber look like a vibrosword.
Title: Re: Patch Notes Post by: Ingmar on March 02, 2012, 11:52:32 AM Those are the top level Republic pvp sabers I think.
Title: Re: Patch Notes Post by: Fordel on March 02, 2012, 12:23:08 PM Yep, Battlemaster weapons.
Title: Re: Patch Notes Post by: 01101010 on March 02, 2012, 12:31:15 PM That post was actually pretty good for a slimy RPer blog. :why_so_serious: (I secretly enjoyed reading it). So we can buy white crystals from vendors for a limited period of time. Guess that is a yay for sabre users, a meh for everyone else? Lots of poor force users incoming!
Anyone want to bet those white crystals are going to be BoP? If not, I am going to hoard as many as I can... then unsub. :grin: Title: Re: Patch Notes Post by: Sjofn on March 02, 2012, 12:38:43 PM White might look cool coming out of a blaster too, it's hard to say. I'm just pleased my blaster people can have red bolts if they want (although I am developing a fondness for blue bolts).
Title: Re: Patch Notes Post by: 01101010 on March 02, 2012, 12:50:16 PM White might look cool coming out of a blaster too, it's hard to say. I'm just pleased my blaster people can have red bolts if they want (although I am developing a fondness for blue bolts). I love the blue bolts. I pretend they are shards of ice. I am the frost spec BH. :why_so_serious: Title: Re: Patch Notes Post by: Sky on March 02, 2012, 01:06:54 PM When I was duoing with Furi, sometimes his Merc's dual blaster fire of red and blue turned purple to my weary eyes. It was pretty cool.
Title: Re: Patch Notes Post by: Minvaren on March 06, 2012, 10:54:22 AM 125K for a purple crystal, 1 to 2.5mil for the white crystals. 250k for the schematics for magenta crystals. Bit pricey for me - my new L50 is all but broke from training. :uhrr: Title: Re: Patch Notes Post by: Sky on March 06, 2012, 11:12:35 AM Yeah, looks like I've got to dust off Komoto and make some money before 1.2 launches. 45k on him.
Title: Re: Patch Notes Post by: Nebu on March 06, 2012, 11:53:57 AM Yeah, looks like I've got to dust off Komoto and make some money before 1.2 launches. 45k on him. Ilum dailies = 100k creds daily. Fortunately, I don't care what color I pew pew on my Operative and sniper. My sorc, guardian, and shadow may enjoy some color though... damn you Bioware! Title: Re: Patch Notes Post by: eldaec on March 06, 2012, 12:15:18 PM It would have only been good if Raven made the game. Depends on your view of jumping puzzles. Title: Re: Patch Notes Post by: Sky on March 06, 2012, 12:29:16 PM Ilum dailies = 100k creds daily. Ouch. Maybe not.Title: Re: Patch Notes Post by: Minvaren on April 03, 2012, 10:01:54 AM Anyone else having zone transition delays after the patch this morning?
Lag getting into the fleets, lag getting into spaaaaace (resulting in being out of sync with usual rails position and music), and so forth. (edit - huh, fine this evening, must have just been a transient thing) Title: Re: Patch Notes Post by: Fordel on April 04, 2012, 01:04:22 AM I had some really bad lag in a huttball match tonight, but otherwise I've been fine.
Title: Re: Patch Notes Post by: Shatter on April 04, 2012, 06:38:26 AM I saw no difference yesterday then any other day.
On a different topic I started a Sentinel last week, level 24 now and holy shit it's night and day compared to a scoundrel. DPS is high, decent survivability + 2 leaps to target combined with force choke makes the class really strong and fun. I've topped damage in most warzones I've played and eveling is so much easier cause I roll groups of mobs in a matter of seconds. This seems like a really strong class to me and from what I read in 1.2 they got virtually no nerfs and in fact a slight buff which I think is pretty interesting because Sentinel definitely isnt hurting any from what I can tell. Title: Re: Patch Notes Post by: El Gallo on April 04, 2012, 06:47:37 AM The term "elder game" makes me want to vomit.
Title: Re: Patch Notes Post by: Fabricated on April 04, 2012, 07:17:38 AM The problem with sentinels is that there are many many raid fights that hate the shit out of melee DPS.
Bonetrasher has a major cleave that melee has to care about where as ranged need to worry about it far less if they stay spread out and at max distance. Jarg/Sorno have melee-range AOEs. Soa's lightning balls are a bigger deal for melee since they need to get the hell out of the way faster so they don't drag it through the group. Exterminator has a stun/swipe specifically for fucking up melee. Fabricator's bombs on hardmode are brutal and melee have to get the fuck out or they risk wiping the raid. On Karagga, ranged only need to avoid the gravity grenade things, melee need to make sure they're right at his side or they get hit by missiles or fire. Granted sentinel DPS output is pretty ridiculous. We ran hardmore Karagga's last night with 3 tanks (myself included) and all our "guards" went to sentinels to keep them from catching us in threat. Title: Re: Patch Notes Post by: Abelian75 on April 04, 2012, 03:16:53 PM The term "elder game" makes me want to vomit. 100% agree. Title: Re: Patch Notes Post by: Minvaren on April 24, 2012, 05:19:19 AM Meh. Patcher crashed during today's patch for some reason, and is now downloading 12GB of data to repair itself... :uhrr:
(edit : restarted patcher and it patched right up?) Title: Re: Patch Notes Post by: cironian on April 24, 2012, 06:02:20 AM Yeah, the melee design is somewhat broken once you get high enough in level. It would be fine for melee characters to have all those extra positioning headaches if there were special benefits only available for melee characters as well. As it is, there are none. DPS is the same, and utility powers are also spread evenly between melee and ranged chars. I'm not saying melee is weaker than ranged, just that it is more of a bother for the same effect.
The only arguable real bonus is that melee is supposed to generate more threat per point of damage, which is nice for tanks but kind of counterproductive for melee DPS chars. Title: Re: Patch Notes Post by: Lantyssa on April 24, 2012, 07:32:59 AM (edit : restarted patcher and it patched right up?) Helms have been fixed to work with color customization. Unfortunately they've all had their schemes reversed from what I want.The only arguable real bonus is that melee is supposed to generate more threat per point of damage, which is nice for tanks but kind of counterproductive for melee DPS chars. Can Guardians compete with Troopers yet?Title: Re: Patch Notes Post by: cironian on April 24, 2012, 08:44:47 AM I just browsed a bit on the current info on threat mechanics, since I wasn't really sure myself. It looks like it's really screwed up... You need to be super-close, clipping way into the body of the mob for most bosses for the melee effect to trigger. Which is not really a threat bonus but a switch in AI behaviour to make it easier to grab aggro. Taunts on the other hand give more of a threat bonus when you trigger them from outside that reduced melee range.
So your perfect tank would stand within the enemy most of the time, then move away to taunt then move into the enemy again. :uhrr: edit: or just spam taunt at max range at all times. should finish reading before posting. Found it here: http://www.swtor.com/community/showthread.php?t=341126 Title: Re: Patch Notes Post by: caladein on April 24, 2012, 09:09:19 AM Yeah, I'm not sure who was the bright spark that thought Taunt doing anything when you already have the most threat was a good idea, but I'd like to smack them with a newspaper.
E: Missing word was missing. Title: Re: Patch Notes Post by: Minvaren on April 24, 2012, 10:23:38 AM Seems they finally fixed the spaaaace combat sync issue.
...by dropping you into the spaaace battle 10-15 seconds before the mission officially starts. :oh_i_see: Title: Re: Patch Notes Post by: Ingmar on April 24, 2012, 11:50:45 AM I've heard that's not really a problem anymore but I haven't tested it recently myself.
EDIT: Oops, missed a page. Was replying to Lanty. Title: Re: Patch Notes Post by: Paelos on April 24, 2012, 12:04:08 PM Yeah, I'm not sure who was the bright spark that thought Taunt doing anything when you already have the most threat was a good idea, but I'd like to smack them with a newspaper. E: Missing word was missing. To be fair, tanking has been fucked up since release. They are just trying to put some duck tape on it. Title: Re: Patch Notes Post by: Ingmar on April 24, 2012, 12:25:38 PM I don't think the taunt thing is duct tape, it has been like that since release. It just took players a long time to figure it out since we all just assumed it would work the same as WoW.
Title: Re: Patch Notes Post by: Paelos on April 24, 2012, 12:43:52 PM I don't think the taunt thing is duct tape, it has been like that since release. It just took players a long time to figure it out since we all just assumed it would work the same as WoW. Do you believe it's a good mechanic that should exist? Title: Re: Patch Notes Post by: Sjofn on April 24, 2012, 01:12:50 PM When you say it's duct tape, you make it sound like they added this in to fix a problem. Stupid mechanic or not, it's not something they randomly threw in to fix a problem.
Title: Re: Patch Notes Post by: Paelos on April 24, 2012, 02:04:06 PM When you say it's duct tape, you make it sound like they added this in to fix a problem. Stupid mechanic or not, it's not something they randomly threw in to fix a problem. That's a really dumb thing to argue over. It's a stupid mechanic. Call it whatever you like. Title: Re: Patch Notes Post by: Lantyssa on April 24, 2012, 02:23:00 PM Electrical tape.
Title: Re: Patch Notes Post by: Ingmar on April 24, 2012, 02:25:43 PM I don't know if it is stupid or not, really - games have done it both ways and I'm not sure if I have a preference. It isn't the way WoW does it, so yeah, if you think WoW's version of taunting is the best way to do it, then this probably looks stupid. I do find it kind of hard to get used to thinking about it this way, but that's tons of years of WoW warrior affecting me.
In any case my original point was this is not some change they made flailing around trying to fix the taunt system, this is their actual design. Better tooltips and a working combat log would have made us figure out how it works a lot faster, that's the part I would criticize myself. Title: Re: Patch Notes Post by: Fordel on April 24, 2012, 02:26:22 PM The only thing truly stupid about it, is them not telling us how taunting worked right off the bat. That would of saved a lot of Guardians a lot of Grief.
It's not that different then just increasing the threat mod by 5000% or whatever happens in WoW now. Title: Re: Patch Notes Post by: Paelos on April 24, 2012, 04:37:40 PM The only thing truly stupid about it, is them not telling us how taunting worked right off the bat. That would of saved a lot of Guardians a lot of Grief. It's not that different then just increasing the threat mod by 5000% or whatever happens in WoW now. Spamming a look at me button, to me, seems a lot different than increasing a threat mod. I agree the tanking tooltips were horrific. If memory serves, only one or two actually referenced threat at all. Title: Re: Patch Notes Post by: Sjofn on April 24, 2012, 04:44:33 PM would of Would HAVE, you sonofabitch. That said, I don't have a huge amount of trouble holding aggro on something I intend to hold aggro on, and this is without spamming taunt. The only time there's a problem is when Ingmar or his companion (not so much mine, as I usually have the healer pet out) decide to focus on something that isn't my main target, which is ... pretty much the same it's always been, really. HOWEVER, I haven't actually tanked a flashpoint since level 30-ish (maybe even earlier) because Slap has pretty much no healers. Title: Re: Patch Notes Post by: Nevermore on April 24, 2012, 04:47:33 PM Transfer your Paladin over. :grin:
Title: Re: Patch Notes Post by: Sjofn on April 24, 2012, 04:50:20 PM I already have TWO level 50 healers on the Republic side (and one on the Imperial side, now!). My point is if Slap does a flashpoint, I have to be the one healing it.
Title: Re: Patch Notes Post by: Surlyboi on April 24, 2012, 06:01:03 PM I'll just die and be done with it.
Title: Re: Patch Notes Post by: Nevermore on April 24, 2012, 06:36:47 PM I already have TWO level 50 healers on the Republic side (and one on the Imperial side, now!). My point is if Slap does a flashpoint, I have to be the one healing it. My point is you enjoyed Paladin healing waaaaaaaay too much. :why_so_serious: Title: Re: Patch Notes Post by: Sjofn on April 24, 2012, 06:39:58 PM The trooper is close enough. :why_so_serious:
Title: Re: Patch Notes Post by: Fordel on April 24, 2012, 07:02:29 PM The only thing truly stupid about it, is them not telling us how taunting worked right off the bat. That would of saved a lot of Guardians a lot of Grief. It's not that different then just increasing the threat mod by 5000% or whatever happens in WoW now. Spamming a look at me button, to me, seems a lot different than increasing a threat mod. I agree the tanking tooltips were horrific. If memory serves, only one or two actually referenced threat at all. Not when they increase the threat mod so much that EVERY button a tank pushes is a "look at me" button. :why_so_serious: It's once every 15 seconds off the GCD for single target, if you hit it as much as possible. It's a non-issue. Title: Re: Patch Notes Post by: FieryBalrog on April 24, 2012, 09:04:00 PM It's a bit weird to have the look at me button be the same as the get back on me button.
Title: Re: Patch Notes Post by: Paelos on April 24, 2012, 09:13:25 PM It's stupid. The idea of a taunt is to get something to notice you when it's not currently focused on you. Your other abilities are supposed to keep it on you.
I will give Blizzard credit for reworking shield block and heroic strike because it was getting spammed on every available cooldown by tanks. That's not what I would consider to be the purpose of tanking. They removed things which were no longer optional for tanks, and made them more situational. The taunt should be that, a situational ability, not a spamhole. Title: Re: Patch Notes Post by: Sjofn on April 24, 2012, 10:23:54 PM It isn't, though, not really. It CAN be, but I'm pretty sure most tanks aren't doing that, and doing fine.
I like that if you use it on something already on you, it does something instead of nothing more than making me go "shit, whoops" and it being on cooldown. Title: Re: Patch Notes Post by: Sky on April 25, 2012, 07:01:10 AM That's not what I would consider to be the purpose of tanking. You should turn your ideas into gold!http://forums.f13.net/index.php?topic=22056.0 Title: Re: Patch Notes Post by: caladein on April 25, 2012, 12:26:52 PM I don't really care one way or another about the concept of "Taunt", what I do care about is that is by far and away the best threat button one can push as a tank. And almost as importantly, that the game doesn't do one thing to explain that, either through tooltips or exposing threat data through the UI.
As a napkin math exercise, here's a graph! (https://docs.google.com/spreadsheet/pub?key=0Ai8yl7rhtU0XdF91eC1nMnlfazJKRWtRb3RLSkdVRWc&gid=2) Y is threat, X is time in seconds. (http://dl.dropbox.com/u/40252/swtor/swtor-taunt-graph.png) The red line is sort of the worst case scenario from switching a non-taunting to a taunting rotation: only 500 TPS, no increase in APM, and the taunts are replacing "average" threat generating abilities. Realistically, taunts aren't on the GCD, it's only four or five extra APM, and I'm pretty sure raid tank TPS goes a good deal higher, but I'm not in a position to look at others' logs right now. E: Added link to sheet. E2: Grammar... Title: Re: Patch Notes Post by: UnSub on April 28, 2012, 10:21:13 PM Title: Re: Patch Notes Post by: Ingmar on April 28, 2012, 11:05:39 PM Rabbit season! Title: Re: Patch Notes Post by: Sky on April 29, 2012, 09:34:53 PM Rabbit season! Title: Re: Patch Notes Post by: Ingmar on May 01, 2012, 02:37:40 PM They fixed the companion implant stat bug last night! :heart:
http://www.swtor.com/patchnotes/1.2.2/512012 Title: Re: Patch Notes Post by: Sjofn on May 01, 2012, 03:15:27 PM Quote Target Markers can now be bound to keys in the preferences menu. That should please some of the people of Slap. Title: Re: Patch Notes Post by: DraconianOne on May 02, 2012, 02:33:27 AM Quote Target Markers can now be bound to keys in the preferences menu. That should please some of the people of Slap. I missed that in the notes. Brilliant! Will make targeting healers in warzones so much easier! :grin: Title: Re: Patch Notes Post by: Minvaren on May 08, 2012, 10:47:33 AM FWIW, it looks like there's a notable mission item bug (http://www.swtor.com/community/showthread.php?t=448263) that they're patching tomorrow AM after last night's patch.
Title: Re: Patch Notes Post by: Fordel on May 08, 2012, 01:57:20 PM Disappearing trinkets, nice. :oh_i_see:
Title: Re: Patch Notes Post by: Lantyssa on May 08, 2012, 04:37:39 PM Please note, logging in to the game counts as entering a new area. :awesome_for_real:
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