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f13.net General Forums => Star Wars: The Old Republic => Topic started by: Minvaren on May 20, 2012, 08:52:19 AM



Title: Patch 1.3
Post by: Minvaren on May 20, 2012, 08:52:19 AM
Looks like this is scheduled to roll out to the PTS Real Soon Now (http://www.swtor.com/community/showthread.php?p=4397408#edit4397408)(tm).  Darth Hater is compiling a list of changes (http://www.darthhater.com/articles/feature/20349-guide-update-1-3-primer) that are expected to be in the new patch.

It's also rumored that character transfers will be in for or before 1.3...

Me myself, I was disappointed to read that all of the "coming soon" Legacy unlocks will be per-character instead of global.   :uhrr:  On the other hand, being able to augment existing gear, and being able to craft orange wrist and belt pieces are fairly cool.


Title: Re: Patch 1.3
Post by: Lantyssa on May 20, 2012, 10:16:12 AM
I like the item additions.  Nothing else about it really excites me much.


Title: Re: Patch 1.3
Post by: Fordel on May 20, 2012, 04:26:01 PM
Man if they are per character, then I hope they are way cheaper then the current ones.

Even *I* might not be able to afford it then  :why_so_serious:


Title: Re: Patch 1.3
Post by: Nevermore on May 20, 2012, 05:04:08 PM
It wouldn't really make any sense for the Advancement ones to be account wide since they're supposed to be there to help 'individualize' how different characters level.  Would be nice if the other three categories were for your whole legacy, though.


Title: Re: Patch 1.3
Post by: koro on May 21, 2012, 10:45:19 AM
Oh for fuck's sake.

http://www.ign.com/articles/2012/05/21/star-wars-the-old-republics-13-patch-revealed

Quote
IGN: The group finder has been a requested feature since The Old Republic’s launch, though there seemed to be some initial resistance against the idea because it would disrupt the flow of exploration. Why is now the right time to implement it? And does it support cross-server play?

Daniel Erickson: In the early days post-launch we wanted players to be discovering the game for the first time and forming natural social groups. A huge wave of players come in all at once in the beginning and finding a group is never really a problem for the bulk of players. Now players have spread all across the leveling curve and the Legacy system is causing players to roll new characters like never before which means we need a simple, flexible system to put players together with other players in their level band. We still want to respect the communities that have developed on servers so it does not support cross-server play.

 :mob:


Title: Re: Patch 1.3
Post by: Paelos on May 21, 2012, 10:58:20 AM
 :why_so_serious:

It's like they want the game to fail. What in the hell are they thinking?


Title: Re: Patch 1.3
Post by: koro on May 21, 2012, 11:05:58 AM
And considering they're only doing merges for "select servers" (What the hell does that mean? Only a few extra-dead servers get transfers off to other servers? How will that work; will they just have a bunch of dead servers siphon their players to another dead server, or to a more populated one?) instead of the mergers-and-closures they really need to do instead, not having a cross-server anything is madness.

If servers are dead, then there are no communities for you to impact, you fucking goons!


Title: Re: Patch 1.3
Post by: Ingmar on May 21, 2012, 11:10:45 AM
We've known for a while that the first iteration of the group finder wasn't going to be cross-server, this isn't news. I'm sure the next one will be.


Title: Re: Patch 1.3
Post by: Evildrider on May 21, 2012, 11:13:33 AM
Most likely the free transfers are gonna be the same as what they did in WAR.  Where they'll take a few low pop servers and give them the option to transfer to 1-2 particular servers.  Meaning you aren't going to be able to transfer where ever you want.

If the server transfers are successful I don't see the "no cross server" group finder being too huge a deal.  It's more that they need bigger incentives to do flashpoints in the first place.  It takes as long to do a Flashpoint as it does running normal EV and you get way more loot in EV.


Title: Re: Patch 1.3
Post by: koro on May 21, 2012, 11:22:00 AM
We've known for a while that the first iteration of the group finder wasn't going to be cross-server, this isn't news. I'm sure the next one will be.

I've only been sporadically keeping up with dev chatter, so I apparently missed that. All I'd seen on the topic was dodging, hedging, and roundabout answers and not a definitive "No cross-server".


Title: Re: Patch 1.3
Post by: Ingmar on May 21, 2012, 11:31:19 AM
There's definitely no doubt that the 'respecting server communities' thing is BS. I have a definite feeling they're just waiting for their merge/transfer solution thing before they mess with cross-server.


Title: Re: Patch 1.3
Post by: Evildrider on May 21, 2012, 11:39:18 AM
I have no problem with the "respecting server community" angle.  I've made more new friends in SWTOR in 6 months then I did in the time I played WoW.  I understand what they are trying to do, it's nice having a community where you can recognize people when you get into warzones and raids and know what most of them are capable of.  I definitely prefer this over the anonymous douchebaggery that WoW's systems brought in.  Mind you, if after the merges, there are still problems with grouping then they should go cross-server.


Title: Re: Patch 1.3
Post by: Ingmar on May 21, 2012, 11:52:03 AM
Sure, it works fine if you lucked into a populated server. Shien seems fine as well. I have to imagine though from the looks of the login screen that there are plenty of servers where it just won't help to have an in-server-only tool, unless their transfer/merge thing is really successful.


Title: Re: Patch 1.3
Post by: koro on May 21, 2012, 11:57:12 AM
The server I'm on (Giradda, Republic) is pretty dead too. Typically only 300-500 people on Republic at peak time, which is pretty bad.

Better than some servers, though.


Title: Re: Patch 1.3
Post by: tazelbain on May 21, 2012, 11:59:34 AM
No way a company can rely something as fickle as player populations to determine if a core feature is functional.


Title: Re: Patch 1.3
Post by: Rokal on May 21, 2012, 02:41:29 PM
There's definitely no doubt that the 'respecting server communities' thing is BS. I have a definite feeling they're just waiting for their merge/transfer solution thing before they mess with cross-server.

Yep. A cross-server LFG tool is undoubtedly a lot harder to create with a lot more required back-end. LOTRO's LFG tool is in a similar state: the devs have said they want it to be cross-server, but the technology just isn't there yet. Better to release the single-server version first to aid in forming groups at least somewhat and to get some feedback.

The SWTOR approach also has the side effect of silencing players that would say "they should have tried single-server LFG first, server communities are now meaningless". Rift did exactly this and there weren't many detractors when cross-server LFG finally did launch. It was obvious to everyone at that point that the tool just doesn't work without a large pool of players to pull from.


Title: Re: Patch 1.3
Post by: luckton on May 21, 2012, 03:41:56 PM
Once again proving that some people just don't learn a lesson until they themselves drive face first into the wall of reality.

I was hoping it would have been cross-server.  I feel slightly remorseful for getting a CE box and only playing a few months, but the combination of Blizzard both pulling their heads out of their asses with MoP and giving me Diablo 3 for free has made me feel better.

We're done here.  Shall we start placing bets for how long it takes for this forum to reach the graveyard?  :why_so_serious:


Title: Re: Patch 1.3
Post by: Shatter on May 22, 2012, 05:14:57 AM
Thank god D3 came out and saved me from this cluster f*ck.  D3 is still more fun even after I got hacked :P


Title: Re: Patch 1.3
Post by: Sky on May 22, 2012, 07:07:44 AM
We're done here. 
Please.


Title: Re: Patch 1.3
Post by: Crumbs on May 22, 2012, 07:17:18 AM

They should just cut all of the "gameplay" out of the game and keep only the cutscenes.  Subs would probably stay right around where they are.


Title: Re: Patch 1.3
Post by: Sky on May 22, 2012, 08:52:43 AM
Oh, there you are. Did you bring Lankov?


Title: Re: Patch 1.3
Post by: Crumbs on May 22, 2012, 09:20:39 AM
Is it trolling?  Is it hating?  Or is it being legitimately disappointed by a company ruining my favorite IP once again?  It takes great restraint not to post a thousand times a day on this subject. 

There was anticipation, I spent good money, and viola, a pile of crap.  The internet generally holds consequences for such things. 


Title: Re: Patch 1.3
Post by: Falconeer on May 22, 2012, 09:54:07 AM
Plus, without any hate, this IS dead. Graveyard in a couple of patches. We know it's inevitable. And sad. What a waste.


Title: Re: Patch 1.3
Post by: Fabricated on May 22, 2012, 10:35:37 AM
http://www.swtor.com/community/showthread.php?t=462269

From the other thread; yeah we're in graveyard territory.

I'm still playing, but not much. Not enough GOOD content, crappy client, lack of features everyone expects day one from MMOs.


Title: Re: Patch 1.3
Post by: Nebu on May 22, 2012, 10:37:13 AM
What a waste.

This.


Title: Re: Patch 1.3
Post by: Ingmar on May 22, 2012, 10:55:19 AM
Let's not pretend that going to the graveyard here makes a game 'dead'. Rift still seems to be doing fine, LOTRO has been thriving and in the graveyard for years, GW1 has had tons of players, CoX/V went there long before they lost a lot of numbers, etc.


Title: Re: Patch 1.3
Post by: koro on May 22, 2012, 11:02:13 AM
Not 1.3, but still related to possible future content, and posted on GAF:

https://docs.google.com/file/d/0Bw6sp6dpJKRcaDdKTHFnQlp6Wjg/edit?pli=1

The tl;dr is that it's a survey (that looks legit) about what appears to be a new story zone... which would be sold at a minimum of $10. It would feature a level cap increase, and possibly Cathar as a new Legacy race.

I'll say now that if they release their first major content update as paid DLC, the remaining playerbase will evaporate.


Title: Re: Patch 1.3
Post by: Fabricated on May 22, 2012, 11:13:47 AM
lol, I fucking dare them to do that.


Title: Re: Patch 1.3
Post by: Evildrider on May 22, 2012, 12:59:23 PM
that does not look legit at all lol


Title: Re: Patch 1.3
Post by: koro on May 22, 2012, 01:05:07 PM
It looks like any given focus group survey to me.


Title: Re: Patch 1.3
Post by: Riggswolfe on May 22, 2012, 01:27:23 PM
It's hard to tell if it is legit but frankly, an Ewok companion as one of the offerings make me think it is a fake. The only thing more hated than Ewoks is Gungans and I just don't see them offering that as a selling point.

Still, it almost sounds like a mini-expansion though one new planet of quests would be consumed in a weekend by alot of players.


Title: Re: Patch 1.3
Post by: Nevermore on May 22, 2012, 01:27:59 PM
I'll be honest, the stuff from the first page for $10?  I'd probably buy that mostly because of the 3 character slots.  Every other game that has offered more character slots for sale have charged $9.99 per slot.  But all those other options would be suicide for the game.  $20+ for one planet?  Yeah, good luck with that.


Title: Re: Patch 1.3
Post by: Fabricated on May 22, 2012, 01:31:06 PM
Expansions are (typically) enough content to warrant a new box purchase and offer an experience in length on par with the original releases.

This would work for a F2P title, but for a sub you're paying $15 to have the privilege to pay another $10 for access to more content. That dog won't hunt, not with this audience.


Title: Re: Patch 1.3
Post by: Evildrider on May 22, 2012, 01:34:45 PM
Unless Lucas is letting them say fuck all Canon then that is fake.. because Ewoks haven't been discovered yet. 


Title: Re: Patch 1.3
Post by: Ingmar on May 22, 2012, 01:54:47 PM
I'll be honest, the stuff from the first page for $10?  I'd probably buy that mostly because of the 3 character slots.  Every other game that has offered more character slots for sale have charged $9.99 per slot.  But all those other options would be suicide for the game.  $20+ for one planet?  Yeah, good luck with that.

This is more or less how I feel, yeah.


Title: Re: Patch 1.3
Post by: Sky on May 22, 2012, 01:59:27 PM
From the other thread; yeah we're in graveyard territory.

I'm still playing, but not much.
I don't disagree a bit about the f13 graveyarding, but that's inevitable because it's not made by Blizzard  :why_so_serious:

Tons of content left to check out for me, though I'm definitely looking forward to the group finder to finally check out some of the later FPs at some point. Wish it were easier to get cool cosmetic gear, but hey. It's an mmo.

Character slots would be awesome.


Title: Re: Patch 1.3
Post by: Ingmar on May 22, 2012, 02:00:19 PM
I'm hoping they eventually make social points legacy-wide instead of per character.


Title: Re: Patch 1.3
Post by: Minvaren on May 22, 2012, 02:05:36 PM
Wish it were easier to get cool cosmetic gear, but hey. It's an mmo.

Given the number of crafters still playing, you might just be able to send one a tell to get most anything you're after...


Title: Re: Patch 1.3
Post by: Sjofn on May 22, 2012, 02:11:16 PM
I'm hoping they eventually make social points legacy-wide instead of per character.

This would be really nice, yes.


Title: Re: Patch 1.3
Post by: Fordel on May 22, 2012, 02:12:11 PM
Social 2 here I come  :oh_i_see:


Title: Re: Patch 1.3
Post by: Minvaren on May 25, 2012, 03:07:06 PM
If you're interested in testing this on the PTS, follow this link (http://www.swtor.com/info/news/%5Bnews-category%5D/20120525) for details and to sign up.


Title: Re: Patch 1.3
Post by: Phred on May 26, 2012, 11:59:43 PM
Expansions are (typically) enough content to warrant a new box purchase and offer an experience in length on par with the original releases.


Expansions also typically sell for 5-15$ less than the release price for the title, not 10$. The only game I can think of where this was not the case was EQ2 with their mini expansions and I think those were more than 10$.


Title: Re: Patch 1.3
Post by: Evildrider on May 27, 2012, 12:10:18 AM
I need Social 2 and some augment kits for my Tuskan Raider pvp outfit.


Title: Re: Patch 1.3
Post by: Sky on May 29, 2012, 07:13:40 AM
I think I have social 2 on Komoto.  :oh_i_see:


Title: Re: Patch 1.3
Post by: Nebu on May 30, 2012, 07:57:15 AM
Do Hard Modes give social yet?  Not having them give social was just plain dumb.  I mean you have to group to do a hard mode.  How is that different from any other grouping?


Title: Re: Patch 1.3
Post by: Minvaren on May 30, 2012, 09:01:19 AM
Appears to be coming in 1.3 (http://www.darthhater.com/articles/swtor-news/20516-bioware-mcm-expo-presentation-summary), Nebu.


Title: Re: Patch 1.3
Post by: Sjofn on May 30, 2012, 06:04:41 PM
They could stand to buff social gain in general, really. We don't all have husbands to duo with constantly, and my duo'd characters seem to top out around social 4 by level 50 doing that. Can't remember off the top of my head how far from social 5 my JC is. If we get back on the SI/SW duo train remotely soon (I think Ingmar wants to finish off trooper/smuggler first) I'll be able to tell you what you end up at if you duo from 1-50 with the slight change to bonus quests (they give social points on completion now, they did not Before). I suspect it'll still be around social 4, the points needed ramps up a lot. But who knows!


EDIT: My JC is missing out on social points she might otherwise have had if I did not decide I love trooper healing SO MUCH MORE. My trooper who, of course, solo'd to 50. He's at social 1, woo!


Title: Re: Patch 1.3
Post by: Evildrider on May 30, 2012, 06:40:01 PM
I don't have any characters above social 1 :D


Title: Re: Patch 1.3
Post by: Fordel on May 31, 2012, 01:13:02 AM
My best character is still hundreds of social points away from social 2.

Most of mine have like, 8-16 points total.  :why_so_serious:


Title: Re: Patch 1.3
Post by: PalmTrees on May 31, 2012, 08:51:41 AM
Same with my characters. Get a few social points from a Black Talon run when they first get to the station, and that'll be it.


Title: Re: Patch 1.3
Post by: koro on May 31, 2012, 09:13:53 AM
My Vanguard that I've been leveling in a dedicated duo is Social V at level 45. I'm one of only two people that I've seen with the Party Time title. Everyone else? Zilch. My new Juggernaut is halfway to Social 2 from a single BT run, but that's it.


Title: Re: Patch 1.3
Post by: Lantyssa on May 31, 2012, 09:54:54 AM
They could stand to buff social gain in general, really. We don't all have husbands to duo with constantly, and my duo'd characters seem to top out around social 4 by level 50 doing that. Can't remember off the top of my head how far from social 5 my JC is. If we get back on the SI/SW duo train remotely soon (I think Ingmar wants to finish off trooper/smuggler first) I'll be able to tell you what you end up at if you duo from 1-50 with the slight change to bonus quests (they give social points on completion now, they did not Before). I suspect it'll still be around social 4, the points needed ramps up a lot. But who knows!
Prior to the change, a duo all the time from 1-50 will be Social 5.  With the change I'm betting Social 6.  Maaaaaybe Social 7, but I doubt it.


Title: Re: Patch 1.3
Post by: PalmTrees on May 31, 2012, 10:51:18 AM
The dialogue structure is a big disincentive for grouping, at least for me. I like to esc out of the conversations and try different choices. Partly to see the different lines, partly as an affection point hunt. I'll take a hit or skip points if it fits my character, but I still like to see all my options. But who's going to stand around while I replay the conversation five or six different times? Nobody. So it's single player time and no social points for me.


Title: Re: Patch 1.3
Post by: Ingmar on May 31, 2012, 11:58:12 AM
The dialogue structure is a big disincentive for grouping, at least for me. I like to esc out of the conversations and try different choices. Partly to see the different lines, partly as an affection point hunt. I'll take a hit or skip points if it fits my character, but I still like to see all my options. But who's going to stand around while I replay the conversation five or six different times? Nobody. So it's single player time and no social points for me.

If you're only doing this during your class quests there are no social points to be had there anyway, so you can partially work around that by just splitting up to do your instanced class-specific stuff solo when it comes up - they go do theirs while you go do yours. We did this a lot when we were playing classes we didn't want spoilers for and it worked OK.


Title: Re: Patch 1.3
Post by: Bunk on May 31, 2012, 01:02:13 PM
Social's still an issue for me as well. I'm pretty sure the only character I have at Social 2 or higher would be the one I played with the group here for a few weeks.

I'm also patiently awaiting my promised Neutral items. I've got my Juggie at level 43 with no relic thingies at all, because I've diligently kept him within 500 points of Neutral.


Title: Re: Patch 1.3
Post by: Ingmar on May 31, 2012, 01:03:05 PM
Dropped relics in flashpoints have no light/dark requirement I believe (the BOP ones).


Title: Re: Patch 1.3
Post by: Lantyssa on May 31, 2012, 01:07:57 PM
Gather shards and make your own.  They don't have requirements either.


Title: Re: Patch 1.3
Post by: Ingmar on May 31, 2012, 01:35:26 PM
Yeah that will cover one slot. I don't think you can have 2 matrix cubes.


Title: Re: Patch 1.3
Post by: Nevermore on May 31, 2012, 01:50:50 PM
You cannot.


Title: Re: Patch 1.3
Post by: Evildrider on May 31, 2012, 01:51:04 PM
Get a pvp one, better then not having one.


Title: Re: Patch 1.3
Post by: Fordel on May 31, 2012, 01:56:57 PM
The thing with Social points, is you only get them from picking up or returning quests in groups. The two times I am least likely to be grouped.


When I team up with someone, its almost always like "your doing Blah too, lets split the difference" then we finish and go our ways.


Title: Re: Patch 1.3
Post by: Sjofn on May 31, 2012, 02:01:55 PM
Which is why the change to bonus quests giving them was a good first step.  :P


Title: Re: Patch 1.3
Post by: Nevermore on May 31, 2012, 02:11:05 PM
Get a pvp one, better then not having one.

He said he's 43.  The pvp ones aren't available until level 50 iirc.


Title: Re: Patch 1.3
Post by: Evildrider on May 31, 2012, 02:12:41 PM
Oops missed his level.  :(



Title: Re: Patch 1.3
Post by: Bunk on June 04, 2012, 07:48:53 AM
Plus it would require me to pvp, which I honestly have zero interest in.

Shard hunting isn't a bad idea however, I haven't actually actively done that yet.


Title: Re: Patch 1.3
Post by: Nebu on June 04, 2012, 11:01:43 AM
Plus it would require me to pvp, which I honestly have zero interest in.

You should give it a try.  Huttball is an interesting concept and the pvp was about the only thing that held my interest after the first month.  It's not terrible and relatively balanced for an MMO.


Title: Re: Patch 1.3
Post by: Evildrider on June 04, 2012, 12:07:42 PM
Plus it would require me to pvp, which I honestly have zero interest in.

You should give it a try.  Huttball is an interesting concept and the pvp was about the only thing that held my interest after the first month.  It's not terrible and relatively balanced for an MMO.

Pretty much this.  Even a couple people that I play with, who were anti-pvp, run their daily every day.


Title: Re: Patch 1.3
Post by: Shatter on June 04, 2012, 12:08:31 PM
Plus it would require me to pvp, which I honestly have zero interest in.

You should give it a try.  Huttball is an interesting concept and the pvp was about the only thing that held my interest after the first month.  It's not terrible and relatively balanced for an MMO.

Pre-50 sure. 


Title: Re: Patch 1.3
Post by: Nebu on June 04, 2012, 12:40:13 PM
Pre-50 sure. 

I had two rank 60 toons about 2 months in and thought that the pvp was still pretty enjoyable.  I'm sure that it's a bit top heavy now though.


Title: Re: Patch 1.3
Post by: koro on June 04, 2012, 01:35:16 PM
So playable Cathar, a level cap increase, planet Makeb, and HK-51 as a companion just got announced at E3...

...along with the game going F2P for levels 1-15.

No word on it being DLC or something.


Title: Re: Patch 1.3
Post by: Zetor on June 04, 2012, 01:41:48 PM
Pre-50 sure.  
I had two rank 60 toons about 2 months in and thought that the pvp was still pretty enjoyable.  I'm sure that it's a bit top heavy now though.
In my experience pvp was ok for a diku (I got to champion level on my vanguard, centurion on my sage and gladiator on my operative), but the responsiveness issues really pissed me off; I gather that's been mostly fixed by now, though. Class balance is actually not bad (you have your glass cannons, endurance classes, bruisers, etc), but gear's been a problem even 1month after launch when the catasses in full battlemaster were pwning fresh 50s in greens (in 4man premades no less). But then, gear-driven pvp shittiness and pugstomping/premade steamrolling is a given for all dikus.

Ilum however... yea, let's not talk about Ilum  :awesome_for_real:


Title: Re: Patch 1.3
Post by: Fordel on June 04, 2012, 01:58:07 PM
Pre-50 PvP is mostly fine yea.

Post-50 PvP is all about the matchmaking possibilities of your particular server (or lack of them) and the horrible gear grind. I gave up on 50 cap PvP pretty much entirely.


Title: Re: Patch 1.3
Post by: Ingmar on June 04, 2012, 02:08:07 PM
Ilum is actually basically shut off at the moment isn't it? They revised the whole process to basically leave it out.


Title: Re: Patch 1.3
Post by: Fordel on June 04, 2012, 02:19:02 PM
Yea, pretty much.


Title: Re: Patch 1.3
Post by: Nevermore on June 04, 2012, 02:50:52 PM
So playable Cathar, a level cap increase, planet Makeb, and HK-51 as a companion just got announced at E3...

...along with the game going F2P for levels 1-15.

No word on it being DLC or something.

Isn't that all the things from that survey someone linked?


Title: Re: Patch 1.3
Post by: Ingmar on June 04, 2012, 02:54:48 PM
More or less, I didn't hear anything about the 3 character slots yet, nor about whether or not there will be a price attached (as listed in the survey.)


Title: Re: Patch 1.3
Post by: Sjofn on June 04, 2012, 03:19:46 PM
I don't want a level cap increase, I already have too many fucking buttons on most of my characters, and level cap increases ALWAYS mean more goddamn buttons. ><


Title: Re: Patch 1.3
Post by: koro on June 04, 2012, 03:38:09 PM
So playable Cathar, a level cap increase, planet Makeb, and HK-51 as a companion just got announced at E3...

...along with the game going F2P for levels 1-15.

No word on it being DLC or something.

Isn't that all the things from that survey someone linked?

Yep, that a bunch of people decried as bullshit. It's official now though.


Title: Re: Patch 1.3
Post by: proudft on June 04, 2012, 03:56:25 PM
I don't want a level cap increase, I already have too many fucking buttons on most of my characters, and level cap increases ALWAYS mean more goddamn buttons. ><

Maybe at level 51 we'll lose some buttons.   Extra incentive to level!


Title: Re: Patch 1.3
Post by: Sjofn on June 04, 2012, 03:59:01 PM
I would settle for new buttons that combine or replace previous buttons. But no new buttons please.


Exception: Giving shadows/assassins space charge and JKs/SWs space death grip is allowed.


Title: Re: Patch 1.3
Post by: Fordel on June 04, 2012, 04:12:58 PM
Give Commando's/Merc's a real interrupt too while we are dishing stuff out.


Title: Re: Patch 1.3
Post by: Lantyssa on June 04, 2012, 05:40:05 PM
You should give it a try.  Huttball is an interesting concept and the pvp was about the only thing that held my interest after the first month.  It's not terrible and relatively balanced for an MMO.
PvP is the only thing which ever holds your attention after that long. :-P


Title: Re: Patch 1.3
Post by: Threash on June 05, 2012, 06:33:47 PM
Playing huttball the first few weeks after launch still ranks near the top of the most fun i've had in an MMO so far.  New huttball maps would have me back in an instant.


Title: Re: Patch 1.3
Post by: Jherad on June 06, 2012, 08:12:01 AM
Patch notes are up on the test server:

http://www.swtor.com/community/showthread.php?t=463539

I was going to spoiler them here, but they are HUGE and too awkwardly formatted to copy and paste nicely.


Title: Re: Patch 1.3
Post by: koro on June 06, 2012, 09:59:46 AM
The buffs to AoE tanking, especially for the Guardian, are very welcomed.

No buffs to Scoundrel/Commando healing, though, which is kind of a bummer.


Title: Re: Patch 1.3
Post by: proudft on June 06, 2012, 10:55:03 AM
That is indeed a long list.  I wonder if I will be able to remap the next target key yet.   :cry:


Title: Re: Patch 1.3
Post by: Sjofn on June 06, 2012, 11:15:42 AM
No buffs to Scoundrel/Commando healing, though, which is kind of a bummer.

Not especially needed, imo.


Title: Re: Patch 1.3
Post by: Paelos on June 06, 2012, 11:22:50 AM
•Collision has been added to the Hangar to prevent players from falling out of the area.

•Ironfist's difficulty in Hard Mode has been reduced.

•Increased the delay after the reticule appears before the lightning strike when fighting Vokk in Hard Mode.



Those caused me to quit the game when I did. Glad they are finally fixing that horrible instance.


Title: Re: Patch 1.3
Post by: Ingmar on June 06, 2012, 11:52:29 AM
Quote
The amount absorbed by Blade Barrier now scales properly based on character stats.
Soresu Form now generates 100% additional threat while active.
Blade Barricade: Riposte now increases melee and ranged defense by 1% per point and lasts 12 seconds.
Guardian Slash has been slightly altered. The ability still applies 3 stacks of armor reduction. Damage dealt by this ability has been reduced, but when the target is affected by 5 stacks of armor reduction, Guardian Slash now deals damage to up to 2 nearby enemies, spreading 3 stacks of armor reduction to those enemies and knocking down Standard and Weak targets. It does not deal damage to sleeping, lifted, or incapacitated enemies, and continues to generate a high amount of additional threat.

Well then! That blade barrier one could be huge.

EDIT: I also really like the smuggler changes, especially to illegal mods and to contingency charges on the Saboteur spec.  :awesome_for_real:


Title: Re: Patch 1.3
Post by: koro on June 06, 2012, 11:59:04 AM
http://www.youtube.com/watch?v=94RhUCyXoYs

They ruined Project.  :cry:

Also, character transfer info: http://www.darthhater.com/articles/swtor-news/20625-character-transfer-details-revealed

June 12th.


Title: Re: Patch 1.3
Post by: Evildrider on June 06, 2012, 12:29:01 PM
Isn't the fix to project to make it more inline with the Sorc version though?


Title: Re: Patch 1.3
Post by: Ingmar on June 06, 2012, 12:35:35 PM
Clearly they should have made the sorc version as ass-slow as the consular one.  :why_so_serious:


Title: Re: Patch 1.3
Post by: Evildrider on June 06, 2012, 12:38:20 PM
Clearly they should have made the sorc version as ass-slow as the consular one.  :why_so_serious:

And wtf is up with the Sniper buff?  Seriously there are like 3 snipers in every lowbie match I have now.. oh and the rest are marauders ><


Title: Re: Patch 1.3
Post by: Ingmar on June 06, 2012, 12:40:34 PM
I don't get the impression that those changes are going to make a big difference pre-50.


Title: Re: Patch 1.3
Post by: koro on June 06, 2012, 12:41:14 PM
Isn't the fix to project to make it more inline with the Sorc version though?

Yes. That part's fine. I'm just sad that they make the item that you Project pop up at the enemy instead of at you, so you never get to really see what amusing things you're beaning the mob with.


Title: Re: Patch 1.3
Post by: Evildrider on June 06, 2012, 12:46:30 PM
I don't get the impression that those changes are going to make a big difference pre-50.

Yeah but I'm talking about it's effect on 50 PvP hehe.  



Title: Re: Patch 1.3
Post by: Ingmar on June 06, 2012, 12:47:13 PM
You said lowbie matches! J'accuse!


Title: Re: Patch 1.3
Post by: Evildrider on June 06, 2012, 12:53:39 PM
You said lowbie matches! J'accuse!

Haha... well I was pointing more towards the fact that they are already fotm along with Marauders.


Title: Re: Patch 1.3
Post by: Fordel on June 06, 2012, 01:13:16 PM
My OP stockstrike talent got nerfed finally. awwww :(

No more 30% crit chance from 2 points, a mere 16% now.  :why_so_serious:


The Vanguard AE changes are interesting, should work out nicely I think. Storm, AE AE spread.


Title: Re: Patch 1.3
Post by: koro on June 06, 2012, 02:04:30 PM
Aw, I missed the Stockstrike nerf. I liked seeing 1500 Stockstrike crits every other hit. :(


Title: Re: Patch 1.3
Post by: Fordel on June 06, 2012, 02:10:45 PM
16% is still quite a lot for 2 points. I'm running like 20% crit before that talent, it's still a very high chance.


I didn't realize SuperCHarged cell didn't already effect Ion Overload (the DoT), and now it's going to be able to spread AE by doing shit I already do anyways. Plus the general threat increase. That's very nice. My one question is how long does the Static Charge buff last, like will I have to Storm in then immediately explosive surge twice before the buff fades, or will I get like 30 seconds to play with my two free surges?


Title: Re: Patch 1.3
Post by: Nevermore on June 06, 2012, 02:29:35 PM
So Shadows having 10% less DR than the other tanks was too powerful, so let's nerf it as well as the self healing that was supposed to make up for having 10% less DR than the other tanks.  :uhrr:


Title: Re: Patch 1.3
Post by: Fordel on June 06, 2012, 03:33:09 PM
I'm pretty sure there self healing more then made up for that DR difference, which was the issue.


Title: Re: Patch 1.3
Post by: koro on June 06, 2012, 03:37:46 PM
Yeah, I've heard a lot of "Shadow is bar-none the best tank" talk from folks before, but I never knew how accurate it was.


Title: Re: Patch 1.3
Post by: Fordel on June 06, 2012, 03:57:31 PM
http://www.swtor.com/blog/class-changes-and-balance-game-update-1.3

Explanation of why things were changed.



That's an ugly paste, the link is much prettier.


Title: Re: Patch 1.3
Post by: Nevermore on June 06, 2012, 04:01:42 PM
I'm pretty sure there self healing more then made up for that DR difference, which was the issue.

That would depend entirely on the length of a fight and the amount of incoming damage.  The amount healed is always a static amount while incoming damage is reduced by a percentage.  3 stacked Harnessed Shadows heal is a 3 second channeled 2400 point heal (1600 with the nerf) if you have 20,000 max health.  The setup time for the three stacks is roughly 10 - 12 seconds assuming you can get the two abilities that generate the stacks off every cooldown.  That 10% extra DR of the other tanks only has to make up ~2000 damage absorbed every 10 seconds.  In practice it means that Shadows generally did better vs single targets but worse against multiple targets.  This will just get worse after 1.3.


Title: Re: Patch 1.3
Post by: Ingmar on June 06, 2012, 04:03:44 PM
I'd comment but I just don't think we have enough information about the 'real' DR/avoidance differences over time between the 3 tanks in exactly comparable gear.


Title: Re: Patch 1.3
Post by: Fordel on June 06, 2012, 04:15:18 PM
The DR bonus applies to Kinetic/Energy/Weapon damage, the Internal/Elemental resistance is equal across the board. The avoidance is equal or greater then the other tanks. The self healing is far and away superior to the other tanks.

The Shadow channel heal you get every 10-12 seconds is equal to one of my Vanguard tank cooldowns that I get every 2 minutes  :why_so_serious:


Title: Re: Patch 1.3
Post by: Minvaren on June 06, 2012, 04:16:52 PM
Meh, I enjoyed that stockstrike on the Trooper actually DID SOMETHING as opposed to on my Agent (Sniper) or Smuggler (Gunslinger). 


Title: Re: Patch 1.3
Post by: Fordel on June 06, 2012, 04:19:59 PM
It still will, it's really not THAT huge of a deal to be honest. Losing 15 Crit chance sucks, yea, but it's still going to end up with like 35-40% crit chance total. The new AE changes will more then make up the difference overall.


-edit-

It's apparently also removing the critical bonus damage from stockstirke as well, that's a little more distressing. Probably still a wash overall, but it's going to take a lot of the 'ompfh' out of stockstrike.


Title: Re: Patch 1.3
Post by: Nevermore on June 06, 2012, 05:28:29 PM
The DR bonus applies to Kinetic/Energy/Weapon damage, the Internal/Elemental resistance is equal across the board. The avoidance is equal or greater then the other tanks. The self healing is far and away superior to the other tanks.

The Shadow channel heal you get every 10-12 seconds is equal to one of my Vanguard tank cooldowns that I get every 2 minutes  :why_so_serious:

Because you're taking less damage during that amount of time.  :oh_i_see:

Kinetic/Energy damage is still by far the most prevalent damage type you run into.  Also, did you know when you have Guard on someone your DR applies to the incoming diverted damage?  You can downplay how much having 15% less DR than the other tanks affects how effectively a tank can, you know, tank but I fully expect them to eventually walk these changes back again.  Oh it won't happen this patch, but by 1.4 or 1.5 you'll see some kind of buff to Kinetic again.


Title: Re: Patch 1.3
Post by: Ingmar on June 06, 2012, 05:29:28 PM
Where is that 10% number actually coming from?


Title: Re: Patch 1.3
Post by: Fordel on June 06, 2012, 05:30:01 PM
It's 15% now apparently.  :why_so_serious:


Title: Re: Patch 1.3
Post by: Ingmar on June 06, 2012, 05:30:43 PM
Well I assume that is post-nerf, I can follow the dots on that part.


Title: Re: Patch 1.3
Post by: Lantyssa on June 06, 2012, 05:38:02 PM
The Shadow channel heal you get every 10-12 seconds is equal to one of my Vanguard tank cooldowns that I get every 2 minutes  :why_so_serious:
We have neither range nor a leap.  We should get it just for that.  "Sprint is your gap closer" my arse.


Title: Re: Patch 1.3
Post by: Fordel on June 06, 2012, 05:38:56 PM
You have a pull, which is far more important for PvE.


Title: Re: Patch 1.3
Post by: Ingmar on June 06, 2012, 05:44:02 PM
I would trade my leap for a pull, I think. Not sure. Probably.


Title: Re: Patch 1.3
Post by: Fordel on June 06, 2012, 05:51:26 PM
I have both and if I had to drop one for tanking, it would be the charge.



Repositioning the Mob is far more important then repositioning yourself.


Title: Re: Patch 1.3
Post by: Fordel on June 06, 2012, 06:11:06 PM
A little info on the new planet and everyone's favorite assassin droid.

http://www.darthhater.com/articles/swtor-news/20634-e3-2012-darth-hater-interview-with-daniel-erickson


TLDR: Prepare to grind if you want a new friend!  :why_so_serious:


Title: Re: Patch 1.3
Post by: Nevermore on June 06, 2012, 06:40:33 PM
It's 15% now apparently.  :why_so_serious:

Yes, 10% currently plus the extra 5% from the nerf. 


Title: Re: Patch 1.3
Post by: Evildrider on June 06, 2012, 07:26:20 PM
A little info on the new planet and everyone's favorite assassin droid.

http://www.darthhater.com/articles/swtor-news/20634-e3-2012-darth-hater-interview-with-daniel-erickson


TLDR: Prepare to grind if you want a new friend!  :why_so_serious:

Looks like I have a reason to level my Pub now.


Title: Re: Patch 1.3
Post by: Sjofn on June 06, 2012, 08:24:42 PM
I have both ...

Which is fucking bullshit, if you ask me.  :oh_i_see:


Both are useful. I prefer charge, because it's an obvious ATTENTION THE FIGHT HAS STARTED visual, but being able to yank someone to me is pretty important.


Title: Re: Patch 1.3
Post by: Fordel on June 06, 2012, 08:41:35 PM
It is pretty awesome, I can't deny!


Title: Re: Patch 1.3
Post by: Nevermore on June 06, 2012, 09:10:12 PM
Where is that 10% number actually coming from?

I didn't see that question earlier.  Both Guardians and Vanguards in their tank stance (in at least Columi gear) have over 50% DR.  My Shadow currently has 41.7%, which goes down to 37.9% on the test server and I have the equivalent of Campaign/Black Hole gear.

Edit: for comparison, a healing Commando in the same tier gear as me has 33.2% DR.


Title: Re: Patch 1.3
Post by: Ingmar on June 06, 2012, 09:50:47 PM
Well, but that's just DR from armor right? Not counting defense, nor shield/absorb, nor any special mechanics from talents? Seems like it isn't enough of the picture to say anything really.


Title: Re: Patch 1.3
Post by: Nevermore on June 06, 2012, 10:23:46 PM
Correct.  I'm not saying a healing Commando can tank as well as a Shadow, but in situations where defense/shield isn't applicable (ie: any Force or Tech ability) a Shadow is a lot closer to a healing Commando than a Guardian/Vanguard.


Title: Re: Patch 1.3
Post by: Fordel on June 06, 2012, 10:43:45 PM
Until you factor in cooldowns, then the picture changes again.


Title: Re: Patch 1.3
Post by: Nevermore on June 07, 2012, 12:28:38 AM
Cooldown.  Shadows only have one cooldown that has any effect on Force/Tech attacks.  It's a really good one, but it only lasts 5 seconds.


Title: Re: Patch 1.3
Post by: Fordel on June 07, 2012, 12:49:27 AM
A mere 5 seconds of immunity every 45 seconds.


Title: Re: Patch 1.3
Post by: Nevermore on June 07, 2012, 01:06:19 AM
Clearly that makes up for the 40 seconds of taking significantly more damage than the other tanks.  That's for clarifying that for me.


Title: Re: Patch 1.3
Post by: Sjofn on June 07, 2012, 01:29:27 AM
It does when you use said cooldown intelligently to go "lol immunity bitch" to the big wind-up tech/force abilities you might have to face.


Title: Re: Patch 1.3
Post by: Nevermore on June 07, 2012, 02:34:31 AM
That's bullshit because the number of fights where you're able to avoid the One Big Hit is miniscule compared to how often you have to deal with having baked-in inferior mitigation.


Title: Re: Patch 1.3
Post by: Sjofn on June 07, 2012, 02:39:57 AM
Nothing hits so friggin' hard outside those situations that it matters that much.


EDIT: Basically you're coming across like shadows/assassins were like ... barely acceptable as tanks as it was, and now they're totally going to suck. And that is so not the case at all.


Title: Re: Patch 1.3
Post by: Nevermore on June 07, 2012, 02:56:24 AM
Nothing hits so friggin' hard outside those situations that it matters that much.

You know what does?  Groups of elites, which is what you face in Flashpoints/Operations.  And that takes us all the way back to my original comment about not liking the nerf, because it hurts disproportionally in group fights.


Title: Re: Patch 1.3
Post by: Sjofn on June 07, 2012, 03:22:46 AM
No, the groups of elites and shit in flashpoints and shit do not hit so hard that it matters. What kills tanks is spikey bullshit gimmicky boss crap, far more than "whelp, bunch of mobs are punching the tank."


Title: Re: Patch 1.3
Post by: Nevermore on June 07, 2012, 03:59:42 AM
And yet groups of elites are what I have the most trouble with.  Go figure.


Title: Re: Patch 1.3
Post by: Sjofn on June 07, 2012, 07:56:00 AM
This is the case for all the tanks (my assassin and my JK prefer facing One Big Dude to a pack of silvers), but it's still not what kills them. Not in flashpoints. Not if the healer is paying the tiniest shred of attention.


Title: Re: Patch 1.3
Post by: Falconeer on June 07, 2012, 10:51:45 AM
Did anyone post the notes for the new patch on PTS? http://www.swtor.com/community/showthread.php?t=463539

Also, character trasnfers finally: http://www.swtor.com/blog/character-transfer-server-populations-and-you


Title: Re: Patch 1.3
Post by: Fordel on June 07, 2012, 02:30:24 PM
Yes.


Title: Re: Patch 1.3
Post by: Amaron on June 07, 2012, 05:20:12 PM
Also, character trasnfers finally: http://www.swtor.com/blog/character-transfer-server-populations-and-you

Sounds like they are 100% going to do server merges here.  They just don't want to say server merges.   I'll probably re-up for this over the weekend.


Title: Re: Patch 1.3
Post by: Fordel on June 07, 2012, 06:12:14 PM
This is a good summary of what is going down in general: http://dulfy.net/2012/06/06/consolidated-patch-1-3-info/



Title: Re: Patch 1.3
Post by: Lantyssa on June 07, 2012, 06:33:21 PM
From the interview about new playable species:
Quote
The Cathar is the first one, and what we’re going to start doing is really looking at how much interest there is in species. The Cathar will be the first we’re rolling out as they’ve always been popular. We have the stuff, and we know we wanted to do them. After that the hope is if people say “Oh yeah, this is really exciting here. We want to do this.” Then it becomes open to the community and we’ll say, “Hey, ok folks, what do you really want?” I think it’ll be an interesting plan. I think it’ll be really interesting to put the negatives right out there for people to see. Understand that if you demand a species that does not speak English and is made out of Jello, these are going to be the problems that it brings to you. And if people say “that’s what we want more than anything else,” then at this point it is community power.
Yay on Cathar.  Bets on there being a huge cry for Jawa next?


Title: Re: Patch 1.3
Post by: Fordel on June 07, 2012, 06:39:41 PM
I'm sure people will ask for it, I doubt they'll get it.


There's at least half a dozen head tentacle species they need to go through first  :why_so_serious:


Title: Re: Patch 1.3
Post by: Minvaren on June 07, 2012, 06:42:55 PM
Plus the Voss.   :grin:


Title: Re: Patch 1.3
Post by: Zetor on June 07, 2012, 09:40:20 PM
Ugnaught or bust.


Title: Re: Patch 1.3
Post by: Evildrider on June 07, 2012, 11:35:04 PM
I would love Jawa or Bothans.  I think Voss or Togruta will be next tho.


Title: Re: Patch 1.3
Post by: ajax34i on June 08, 2012, 03:21:33 AM
Jawa sounds good on paper, but, I mean, what classes can they be?  Don't see them being tanks, for example.

Also, neither the Republic nor the Empire really associate with them all that much.


Title: Re: Patch 1.3
Post by: Tannhauser on June 08, 2012, 03:36:39 AM
Blizz, a Jawa companion, is a tank.



Title: Re: Patch 1.3
Post by: Mattemeo on June 08, 2012, 04:45:26 AM
Jawa sounds good on paper, but, I mean, what classes can they be?  Don't see them being tanks, for example.

Also, neither the Republic nor the Empire really associate with them all that much.

They're force sensitive. They know how to shoot guns. I really don't think they couldn't be any class they wanted. They're just small. They also speak one of the most spoken languages in the SW universe; Jawa Trade.
The main issue with Jawas as a playable race is that they don't speak Galactic Basic; which means essentially all dialogue would end up being the same 10 fragments of Jawa gobbledigook which would get even more annoying than the 10 phrases of Huttese gobbledigook already in game. Same issue with the equally awesome/adorable Ortolans.


My guess is Nautolans will probably be the next most popular after Cathar. I wouldn't mind rolling a naughty Nautolan Sith Warrior.


Title: Re: Patch 1.3
Post by: Paelos on June 08, 2012, 07:32:59 AM
I  :heart: ORTOLANS


Title: Re: Patch 1.3
Post by: Ingmar on June 08, 2012, 09:54:44 AM
I think Nautolans is a good second guess. At least for now any additional ones they add are going to be ones that a) use the same skeleton as the regular player models, b) are already in game,  and c) that can reasonably be assumed to speak Basic.

I am nearly certain you'll never see the tiny comedy races as player races.


Title: Re: Patch 1.3
Post by: koro on June 08, 2012, 10:06:10 AM
Nautolans or Togruta would be my next choice for a player race. I've got a couple friends who really want playable Togruta, bordering on obsession.


Title: Re: Patch 1.3
Post by: Fordel on June 08, 2012, 01:31:06 PM
I doubt we'll fucking see it anytime soon, if at all... but what they could do, is make a new class. The "Protocol" Droid.

I think you could have a lot of fun going around the galaxy, being your own version of HK-47. It would be a lot of fucking new dialogue though, since every quest NPC would have to interact with you differently.


Title: Re: Patch 1.3
Post by: Falconeer on June 09, 2012, 01:49:48 PM
Any change to commandos/mercenaries DPS-wise is insane. What are they thinking? Are they aware of what a commando in good hands can do?
That said, I can't understand the changes since I don't have a commando. Could you please explain this to me?

Quote
Additionally in Game Update 1.3, we’ve made changes to improve the gameplay and quality of life of Commando/Mercenary damage-dealing specs. We’ve spent a lot of time playtesting and investigating the concerns of the community, and while Commando/Mercenary damage is largely on target, prior to Game Update 1.3, resource management made performance streaky and a little too unreliable.

We’ve made the following changes to the Commando/Mercenary for Game Update 1.3 to improve resource management and simplify stack upkeep for Gunnery/Arsenal specs:

Cell Charger/Terminal Velocity has been redesigned to passively restore 1 energy cell/vent 8 heat every 6 seconds.
Gravity Surge/Light ‘Em Up now additionally grants an extra stack of Charged Barrel/Tracer Lock and Charged Barrier/Power Barrier, if applicable, with each Grav Round/Tracer Missile fired.
Target Lock/Advanced Targeting has been redesigned. Now gives Full Auto/Unload and High Impact Bolt/Rail Shot 10% armor penetration per point.
Now Gravity Surge/Light ‘Em Up simultaneously increases the number of stacks built by each buff tied to Grav Round/Tracer Missile. This small change gets Commandos/Mercenaries into their core gameplay faster and more seamlessly. Additionally, we’ve improved the resource management game and have given Commandos/Mercenaries some armor penetration for better parity with Vanguard/Powertech Assault Specialist/Pyrotech skill trees.


Title: Re: Patch 1.3
Post by: Sjofn on June 09, 2012, 02:29:06 PM
My commando is a healer, so I can't help you much. It seems like they've made it so it takes a lot less time for a commando or merc to ramp up into their "real" DPS and have it be harder for them to run out of ammo/overheat.


Title: Re: Patch 1.3
Post by: Evildrider on June 09, 2012, 02:42:53 PM
It's to get them out of the tracer spam faster and into other abilities. 


Title: Re: Patch 1.3
Post by: Fordel on June 09, 2012, 03:20:22 PM
The ammo talent change is just to smooth out the regen, remove the streaks of no regen due to bad luck on crits.

The big GravRound talent switcheroo is to make it so all the various buffs that trigger off GravRound all trigger faster. It used to be only the armor debuff would build up faster, so you only needed 2-3 gravrounds to max that, while all the other buffs still took a full 5 rounds. Now anything that triggers off GravRound will gain benefit of the stack increase on cast talent.

Target Lock Armor Pen change is to bring up Gunnery DPS and to equalize the Commando Shared Tree DPS with the Vanguard Shared Tree DPS. Vanguards using their shared tree spec could get up to 90% armor pen on High impact bolt, while Commando shared tree dps did not have access to a equivalent talent.


Title: Re: Patch 1.3
Post by: Minvaren on June 19, 2012, 09:16:39 AM
Found some details (http://www.swtor.com/community/showthread.php?t=474794) on the pricing for "per-character Legacy" perks last night.

A few snippets, to max each category:

Quote
275k Improved Warzone Experience
275k Improved Class Mission Experience
350k Legacy of Crafting

150k Improved Space Mission Experience
150k Improved Exploration Experience

And apparently Spaaaaaace XP got nerfed in 1.2, so that 150K just puts you back to pre-1.2 XP levels...   :uhrr:

I understand MMOs are all grind, but man, I might have 200K between my 4 50s and 2 30s at present.  By the time I can save enough for these perks, I won't have any non-maxed alts to spend the cash on.


Title: Re: Patch 1.3
Post by: Sjofn on June 19, 2012, 09:59:07 AM
That shit is way too expensive for a per-character thing imo.


Title: Re: Patch 1.3
Post by: Ingmar on June 19, 2012, 10:26:03 AM
The only one I see myself getting is the crafting one (which should pay for itself in crit crafted stuff eventually.) Maybe on the 7th or 8th dude I'll feel like I need to speed the XP up but it already goes pretty fast.


Title: Re: Patch 1.3
Post by: Sky on June 19, 2012, 10:29:17 AM
The only one I see myself getting is the crafting one (which should pay for itself in crit crafted stuff eventually.) Maybe on the 7th or 8th dude I'll feel like I need to speed the XP up but it already goes pretty fast.
Isn;t crit crafting for augment slots? Which in 1.3 you can put in with a crafting station?


Title: Re: Patch 1.3
Post by: Minvaren on June 19, 2012, 10:33:18 AM
The crafting one just speeds up time to make stuff, IIRC.  Maxing companions + faster crafting speed = more crits in a given time frame, is I believe what Ingmar is saying.

Augment slots can be added in 1.3 with a kit at a station, but they can be kind of pricey as well.


Title: Re: Patch 1.3
Post by: Ingmar on June 19, 2012, 10:49:22 AM
The only one I see myself getting is the crafting one (which should pay for itself in crit crafted stuff eventually.) Maybe on the 7th or 8th dude I'll feel like I need to speed the XP up but it already goes pretty fast.
Isn;t crit crafting for augment slots? Which in 1.3 you can put in with a crafting station?

The augment kits are going to be expensive. Also for non-worn items critting makes 2 instead of adding an augment slot - mods, augments, etc.


Title: Re: Patch 1.3
Post by: koro on June 19, 2012, 01:47:01 PM
The price per thing isn't too bad for me personally, considering I make at least 200k daily just from the Belsavis and Corellia dailies, but I'm one of the handful of people who actually doesn't mind doing them. Would be quite nice if people who weren't daily ball-punchers or auction house moguls could afford this stuff, though.  :oh_i_see:


Title: Re: Patch 1.3
Post by: Mattemeo on June 19, 2012, 02:01:39 PM
Quote
275k Improved Warzone Experience
275k Improved Class Mission Experience
350k Legacy of Crafting

150k Improved Space Mission Experience
150k Improved Exploration Experience

(http://www.wordans.com/wvc-1317667118/wordansfiles/images/2011/10/3/100792/100792_340.jpg)
Per CHARACTER?!


Title: Re: Patch 1.3
Post by: Ingmar on June 19, 2012, 02:09:30 PM
The idea is you'd only buy one of these per secondary alt character just to get a faster/more focused leveling experience, nobody would ever need to buy all of them.

They feel high-ish, but not completely egregious to me. You can max out one of them with the money you make in just a couple hours on your main doing dailies/space missions/whatever. (http://forums.f13.net/index.php?topic=22154.0 toot toot)


Title: Re: Patch 1.3
Post by: Evildrider on June 19, 2012, 02:12:50 PM
Those prices look fine to me.  All I do is WZ's, no dailies or playing the AH and I am sitting on 5-6 mil across my characters.


Title: Re: Patch 1.3
Post by: Minvaren on June 19, 2012, 02:30:38 PM
On a side note, the last PTS patch appears to have been a week ago, and there was no real live-side patch to speak of today, so my guess is 1.3 will go live next week.


Title: Re: Patch 1.3
Post by: Sjofn on June 19, 2012, 02:36:54 PM
The price per thing isn't too bad for me personally, considering I make at least 200k daily just from the Belsavis and Corellia dailies, but I'm one of the handful of people who actually doesn't mind doing them. Would be quite nice if people who weren't daily ball-punchers or auction house moguls could afford this stuff, though.  :oh_i_see:

I only do the Corellia ones when I feel like it, and I JUST bought the cyborg race (I just ... felt like making a cyborg JK for some reason) so I am being a little whiny about being poor, I admit. Especially since the character I liked doing dailies on (my guardian JK) has been ABANDONED on Shien so I'd have space for a new JK on the New Server (Ingmar peer pressured me into the sentinel thing). I just need to learn to love doing them on my commando instead or something.  :why_so_serious:


Title: Re: Patch 1.3
Post by: Mattemeo on June 19, 2012, 03:03:44 PM
Nevermore showed me the ropes at the Black Hole but honestly I haven't felt remotely compelled to get into dailies in SWtOR. I think the endless bullshit of WoW Cataclysm/Firelands dailies completely finished me off.
I am poor in SWtOR. Obi-Wan Kenobi in A New Hope poor.


Title: Re: Patch 1.3
Post by: Minvaren on June 19, 2012, 03:24:02 PM
I ran dailies for a few days, and did the final 3 space missions on multiple characters for weeks to afford my ship droid and mailbox and grind companion gifts.

Shortly thereafter I had a WoW Argent Tournament flashback, and lost all desire to run them.  My Trooper with slicing is my main income source at present...


Title: Re: Patch 1.3
Post by: Amaron on June 19, 2012, 04:45:57 PM
The cost to move high level mods around makes me constantly poor across all my characters.  What they need to do is come up with a better gold sink for people who don't bother with customizing.   That said I don't see the costs on that new legacy stuff that bad.

A mere +30% pvp xp is retarded though.  That just brings it close to where it should be at base.


Title: Re: Patch 1.3
Post by: Crumbs on June 20, 2012, 07:35:58 AM
Nevermore showed me the ropes at the Black Hole but honestly I haven't felt remotely compelled to get into dailies in SWtOR. I think the endless bullshit of WoW Cataclysm/Firelands dailies completely finished me off.
I am poor in SWtOR. Obi-Wan Kenobi in A New Hope poor.

Besides slicing, diplomacy and underworld got me ludicrous amounts of money.  Do mid level missions and sell the purple mats.  I literally got whatever amount of credits I dared to ask for.  900k for a stack of 10?  SOLD

Of course this was a few months ago  :grin:


Title: Re: Patch 1.3
Post by: Sky on June 20, 2012, 08:18:17 AM
I gave up complaining about being poor, since I play mmo wrong.

It certainly doesn't hurt my barrier to re-entry, though.

Pisses me off, because they have the core of a really awesome game, but the folks they seems to be shooting for are the ones who dislike the story parts.


Title: Re: Patch 1.3
Post by: Phred on June 20, 2012, 01:49:10 PM
I gave up complaining about being poor, since I play mmo wrong.

It certainly doesn't hurt my barrier to re-entry, though.

Pisses me off, because they have the core of a really awesome game, but the folks they seems to be shooting for are the ones who dislike the story parts.

Don't they already have all the folks that like the story parts?


Title: Re: Patch 1.3
Post by: caladein on June 20, 2012, 03:17:07 PM
Here's a link with all the prices: https://psynister.wordpress.com/2012/06/07/legacy-perks-from-pts-1-3/ (https://psynister.wordpress.com/2012/06/07/legacy-perks-from-pts-1-3/)

Firstly, the prices on speeder piloting in Minvaren's thread are not counting that you get the piloting skill proper at the same time (at least for the first one according to the link), so it's only a 5k surcharge to get your first speeder at 10 versus 25.  The other speeders are a 25k surcharge for getting them 10 levels earlier.  Obviously, this is something that none of your mains need.

Secondly, "a few hours of dailies" (for low values of few (http://xkcd.com/1070/)) is good value for an extra 30% warzone or dungeon experience if you're looking to level a character through those things primarily.  Class/Space/Exploration don't seem that good from here though.  The low level affection ones probably pay for themselves, although I have no idea what gift AH prices are looking like with the mergers.  Crafting might pay for itself down the line if it applies to missions, but I'll probably skip it if it doesn't.  Good if you're into crafting gear though.

Overall, I don't see an issue with the prices on these unlocks as there's good value throughout the system.  And that's in today's money.  If SWTOR mudflates as most games do when the level cap goes up, these will be extremely affordable.


Title: Re: Patch 1.3
Post by: Furiously on June 20, 2012, 05:31:34 PM
Gun-guns are gonna be next.


Title: Re: Patch 1.3
Post by: Sky on June 21, 2012, 07:32:02 AM
Don't they already have all the folks that like the story parts?

Depends on how long they can enjoy the story parts while being mostly shut out of the rest of the game. Cal's claim of a 'few hours of dailies' which seems to bountiful, is not something folks interested in the story part of the game are going to endure to make money. I hit 50 with Komoto and immediately started playing alts. Perpetually broke.


Title: Re: Patch 1.3
Post by: Minvaren on June 21, 2012, 02:04:10 PM
Fairly lengthy post about crew skills and items in 1.3 (http://www.swtor.com/blog/crew-skills-and-items-game-update-1.3).

Couple new things I noticed:

- Gear with existing augment slots will have the augment slot scale either to item level or augment level (possible :uhrr: here)
- Flashpoint bosses now only drop gear for the advanced classes present for the loot event
- Extraction costs are dropping 30%


Title: Re: Patch 1.3
Post by: Amaron on June 21, 2012, 03:18:59 PM
Quote
What do I need to add an augment slot? How much does it cost?

Credits: A flat credit cost to add or upgrade an augment. Credit costs are still being tuned, but it will be less than 50k for the highest augment slot.

This pretty much blows for crafters.  The current augment slot gear is going for 50k+ on the GTN.  The new augment kits are going to be more expensive to make too.


Title: Re: Patch 1.3
Post by: Ingmar on June 22, 2012, 04:02:11 PM
Quote
What do I need to add an augment slot? How much does it cost?

Credits: A flat credit cost to add or upgrade an augment. Credit costs are still being tuned, but it will be less than 50k for the highest augment slot.

This pretty much blows for crafters.  The current augment slot gear is going for 50k+ on the GTN.  The new augment kits are going to be more expensive to make too.

That's the combine cost at the table, it doesn't have anything to do with how much they will or wont be able to sell Aug kits for.


Title: Re: Patch 1.3
Post by: Amaron on June 22, 2012, 04:20:08 PM
That's the combine cost at the table, it doesn't have anything to do with how much they will or wont be able to sell Aug kits for.

You need the credits AND the kit then?   The way they formatted it looked like an either or thing.


Title: Re: Patch 1.3
Post by: Fordel on June 22, 2012, 04:28:45 PM
You buy the kit from your local crafter then pay a fee to install it at the local augment table.

That's how I understood it.


Title: Re: Patch 1.3
Post by: Ingmar on June 22, 2012, 04:35:39 PM
That's the combine cost at the table, it doesn't have anything to do with how much they will or wont be able to sell Aug kits for.

You need the credits AND the kit then?   The way they formatted it looked like an either or thing.

Correct, both.


Title: Re: Patch 1.3
Post by: koro on June 22, 2012, 07:06:45 PM
http://www.swtor.com/blog/scheduled-maintenance-game-update-1.3-june-26th-2012

1.3 goes live this Tuesday, finally.


Title: Re: Patch 1.3
Post by: Rokal on June 23, 2012, 04:16:46 PM
So much for monthly patches I guess. I hope they 'celebrate' 1.3 with some cheap sub offers as I'd like to resume my BH story but I feel like as soon I resub they'll have some cheap promotion for past subscribers.


Title: Re: Patch 1.3
Post by: Evildrider on June 23, 2012, 05:47:26 PM
They never promised monthly patches. 


Title: Re: Patch 1.3
Post by: Rokal on June 23, 2012, 09:15:13 PM
They never promised monthly patches.  

Quote
"We have our update 1.2 coming in the next week, and then after that, it's going to continue to roll out month after month. It's exciting,"
-Bioware from PAX East.


Title: Re: Patch 1.3
Post by: Ingmar on June 23, 2012, 09:18:15 PM
That does not say what you apparently think it says.


Title: Re: Patch 1.3
Post by: Rokal on June 23, 2012, 11:41:33 PM
I believe they also made comments that the turn around time for 1.3 would be much shorter than 1.2 but yeah, their comment wasn't what I remembered.


Title: Re: Patch 1.3
Post by: Amaron on June 23, 2012, 11:51:06 PM
I believe they also made comments that the turn around time for 1.3 would be much shorter than 1.2

Which turns out to be true.  1.1 came out on Jan 18 and 1.2 came out on April 12.


Title: Re: Patch 1.3
Post by: Evildrider on June 24, 2012, 12:02:49 AM
The game has only been out 6 months and this is the third update.


Title: Re: Patch 1.3
Post by: Simond on June 24, 2012, 03:05:41 AM
http://www.wowpedia.org/Timeline_%28World_of_Warcraft%29
Four patches in the first six months, and one in the seventh and another one the month after that. Bioware patches slower than Blizzard.  :awesome_for_real:


Title: Re: Patch 1.3
Post by: Rokal on June 24, 2012, 10:43:00 AM
Which turns out to be true.  1.1 came out on Jan 18 and 1.2 came out on April 12.

It's going to be ~2.5 months for both. 1.3 did not have a significantly shorter turn-around time than 1.2. It will have been 10 days less if they patch on Tuesday.


Title: Re: Patch 1.3
Post by: Threash on June 24, 2012, 10:54:13 AM
The game has only been out 6 months and this is the third update.

Rift had it's patch 1.3 on june 22nd 2011, it came out march 1st.


Title: Re: Patch 1.3
Post by: koro on June 24, 2012, 01:22:24 PM
Really? Is this what it's come down to, dick-waving over patch milestones?


Title: Re: Patch 1.3
Post by: Evildrider on June 24, 2012, 01:26:59 PM
From ppl I don't even think play.  :oh_i_see:


Title: Re: Patch 1.3
Post by: Amaron on June 24, 2012, 02:29:09 PM
Which turns out to be true.  1.1 came out on Jan 18 and 1.2 came out on April 12.

It's going to be ~2.5 months for both. 1.3 did not have a significantly shorter turn-around time than 1.2. It will have been 10 days less if they patch on Tuesday.

The server mergers happened Jun 13th so 2 months vs 2 months 3 weeks.  Not to mention 1.1 wasn't really a patch so much as them releasing some stuff that shipped on the disc.  Get technical all you want but the reality is they are speeding up.   Problem for them though is 1.3 isn't a content patch.   If they can't put out 1.4 in a reasonable time frame they're sunk.


Title: Re: Patch 1.3
Post by: Rokal on June 24, 2012, 02:55:33 PM
This falls under the category of "not worth arguing about".


Title: Re: Patch 1.3
Post by: DraconianOne on June 26, 2012, 02:00:07 AM
http://www.wowpedia.org/Timeline_%28World_of_Warcraft%29
Four patches in the first six months, and one in the seventh and another one the month after that. Bioware patches slower than Blizzard.  :awesome_for_real:

Reading comprehension fail.  :oh_i_see: Good attempt, thanks for playing.


Title: Re: Patch 1.3
Post by: Amaron on June 26, 2012, 10:48:36 AM
Congrats everyone your old augment slots are worthless!

In the FAQ they said the slots would scale to the armor level or the augment.  If you go to in-game support and type "Augment" one of the questions is about why everyone's 50 gear has Mk1 slots.  Turns out they decided to make EVERYTHING prior to 1.3 have Mk1 slots.  Even 50 armor pieces like crit crafted War Hero.

Edit: http://i.imgur.com/Iql2j.jpg

 :uhrr:


Title: Re: Patch 1.3
Post by: Falconeer on June 26, 2012, 11:21:28 AM
How does it work though? My stuff (War Hero pvp), already augmented, has been left untouched. Does it mean that if I take the augs out I won't be able to put the stuff back in unless I upgrade the slot?


Title: Re: Patch 1.3
Post by: Amaron on June 26, 2012, 11:29:33 AM
How does it work though? My stuff (War Hero pvp), already augmented, has been left untouched. Does it mean that if I take the augs out I won't be able to put the stuff back in unless I upgrade the slot?

Yep.   Basically the augments already in are fine but you can't change them.    So say you have green or blue augments you can't upgrade them to purple without getting a kit.


Title: Re: Patch 1.3
Post by: koro on June 26, 2012, 12:02:47 PM
Wish they could've gotten the new Guardian/Juggernaut high threat AoE thing a bit earlier in the talent tree. Vanguards - which don't really lack for AoE potential - get their new toy at 25. The Guardian doesn't get his til 40.  :|


Title: Re: Patch 1.3
Post by: Jherad on June 26, 2012, 12:37:10 PM
Congrats everyone your old augment slots are worthless!

In the FAQ they said the slots would scale to the armor level or the augment.  If you go to in-game support and type "Augment" one of the questions is about why everyone's 50 gear has Mk1 slots.  Turns out they decided to make EVERYTHING prior to 1.3 have Mk1 slots.  Even 50 armor pieces like crit crafted War Hero.

Edit: http://i.imgur.com/Iql2j.jpg

 :uhrr:

Based upon the blog, and some hasty CM posting on the forums, this is a bug, not working-as-intended.

Quote
What happens to my existing items?
If the augment slot is empty, it will get an Augment Slot MK-# based on the level of the item. This will be the same slot it will receive if you crit craft the item after 1.3.

If the augment slot is populated, it will get an Augment Slot MK-# based on the higher of either the level of the item or the level of the inserted augment.

and

Quote from: AllisonBerryman
For more information about how the new augment system works, please check out the 1.3 Crew Skills and Items blog. It does explain the system more clearly, but we are still investigating the player reports in this thread about augment slots not being the correct tier. We'll get more info as soon as we can!

Quote from: AllisonBerryman
Yes, this is what we're looking into right now - the blog describes how the system should be working, so we're investigating the reports that it isn't working that way


Title: Re: Patch 1.3
Post by: Minvaren on June 26, 2012, 12:44:20 PM
Few things I've noticed so far...

- the game feels more responsive/smoother, but no FPS change
- AoE target icon has changed (to green, which helps visibility a fair bit)
- the "always show class icon" setting has been reset.   :uhrr:
- windows don't auto-close when modifying items now   :awesome_for_real:

(dispatches the slicing minions again to afford a couple character perks)


Title: Re: Patch 1.3
Post by: koro on June 26, 2012, 01:55:15 PM
The group finder is pretty rad, by the way.


Title: Re: Patch 1.3
Post by: Lucas on June 26, 2012, 02:03:18 PM
Like I wrote on the official forums, this would basically be the perfect patch to try out the game for the first time, or for a returning player who doesn't mind to start over (like myself): much more polish, quality of life features added and more.

In a perfect world, The Old Republic should have been released back in December in the state that is now, patch 1.3 (maybe minus the character perks, pointless when you are still leveling your first character), both from a gameplay and technical standpoint.


Title: Re: Patch 1.3
Post by: Rokal on June 26, 2012, 04:03:11 PM
In a perfect world, The Old Republic should have been released back in December in the state that is now, patch 1.3 (maybe minus the character perks, pointless when you are still leveling your first character), both from a gameplay and technical standpoint.

It's not too late for a F2P relaunch  :awesome_for_real:


Title: Re: Patch 1.3
Post by: Evildrider on June 26, 2012, 04:47:20 PM
9-1 on my first 10 rated wz's  :grin:


Title: Re: Patch 1.3
Post by: Amaron on June 26, 2012, 05:04:59 PM
I'm so rich is my response to this patch so far.


Title: Re: Patch 1.3
Post by: Fordel on June 26, 2012, 05:35:39 PM
I've just been slowly making kits and augs for myself currently.

Though my implant market has crashed utterly. Guess it wasn't going to last forever!


Title: Re: Patch 1.3
Post by: Fordel on June 26, 2012, 08:52:41 PM
Oh, New Post to remind everyone:


You can get a *entire* full suit of blue quality PvP gear for free, from the PvP mission terminal on fleet. Even if you have zero interest in PvP, it's a fairly decent suit for the fresh new 50 to wear. If nothing else, you'll get some nice relics that don't require any dark/light rating.


You could also just get the money token that just gives you the suits total cost in credits, like 300k credits or something.


Title: Re: Patch 1.3
Post by: Falconeer on June 27, 2012, 01:59:25 AM
How much are Augmentation Kit Mk-6 going for on your servers? It stabilized at 110k last night on EU's biggest server (Tomb of Freedon Nadd). No idea what will happen today, but I am curious to see if the prices are consistent over different servers and different continents.


Title: Re: Patch 1.3
Post by: Amaron on June 27, 2012, 02:51:23 AM
Yea that's about what it was going on Fatman for.  The demand for the basic RE'ed mats to make them is so high that it's driven up the prices on pretty much all the grade 6 crafting mats.  The price might drop as soon as people realize running grade 6 gathering missions is worth a fortune.

The market for purple augments is what's going truly crazy on my server.  I've been selling them for about 150~180k a pop.  There's a real flaw in the supply of mats for those though.


Title: Re: Patch 1.3
Post by: Falconeer on June 27, 2012, 03:23:05 AM
Funny silly story which I am not really proud of but in the craze I realize what an asshole am I only 10 minutes later.
SInce the auction house was going crazy like Wall Street in "Trading Places", I bought 5 Blue Augmentation Kits for 110k... only to realize a few seconds later that only one of them was a Mk-6, the other were all Mk-5. After swearing in 6 languages, I tried to put them for sale right away at the same price I got them, and to my surprise they were sold about 10 to 20 seconds later.

The idea of people scamming each other circularly for a whole night in order to save their (our) misplaced money amuses and irritates me at the same time.


Title: Re: Patch 1.3
Post by: Jherad on June 27, 2012, 03:53:27 AM
The Mk-6 was selling for 105-110k on Shadowlands also last night on the GTN - people were still trying to sell for 150k+ in general chat though. I got all my augmenting done before the patch - waiting would have saved me a bit of money with augmented armour going for between 50k and 100k, and 130k+to pull out the mods from each piece.


Title: Re: Patch 1.3
Post by: caladein on June 27, 2012, 04:40:36 AM
They're up for 95k (give or take a few credits) on Prophecy of the Five right now.


Title: Re: Patch 1.3
Post by: Falconeer on June 27, 2012, 06:34:49 AM
Down to 90k this morning. Interesting.


Title: Re: Patch 1.3
Post by: Ingmar on June 27, 2012, 11:29:12 AM
The augments themselves are what are going for crazy amounts - up to 300k for some on Ebon Hawk. The supply of mats for those is much more constricted than the supply of mats for the aug kits themselves, so it isn't a surprise really.


Title: Re: Patch 1.3
Post by: Falconeer on June 27, 2012, 11:36:13 AM
In the meantime, queue is up to 1200+ on my server, about an hour wait  :uhrr:


Title: Re: Patch 1.3
Post by: Lucas on June 27, 2012, 12:53:54 PM
ToFN is fuckin' crazy...On the other hand, it's great to see the Progenitor so crowded  :grin:


Title: Re: Patch 1.3
Post by: koro on June 27, 2012, 01:48:18 PM
So, I dunno if this is something 1.3 added, but I don't ever remember seeing it before... but there's an option at the bottom of Controls called "Show next target in cycle". What that does is pop up an unfilled arrow outline and a health bar over an enemy's head. When you target that enemy, the arrow glows and fills, and the outline moves to another enemy, showing you what will be targeted next when you hit Tab.

I was floored when I found this. This helps target acquisition in both PvE and PvP so much I can't imagine playing without it now.


Title: Re: Patch 1.3
Post by: Lantyssa on June 27, 2012, 04:17:46 PM
You can get a *entire* full suit of blue quality PvP gear for free, from the PvP mission terminal on fleet. Even if you have zero interest in PvP, it's a fairly decent suit for the fresh new 50 to wear. If nothing else, you'll get some nice relics that don't require any dark/light rating.
Where is this PvP terminal?


Title: Re: Patch 1.3
Post by: Fordel on June 27, 2012, 04:19:36 PM
Same area as the PvP armor vendors/class trainers on fleet.


Title: Re: Patch 1.3
Post by: Ingmar on June 27, 2012, 04:19:59 PM
I can't decide whether to take the PVP gear or just nom nom nom 300k credits per level 50 guy.


Title: Re: Patch 1.3
Post by: Minvaren on June 27, 2012, 05:17:52 PM
With 4 L50s myself...

I'M RICH!  I'M WEALTHY!  I'M SOCIALLY SECURE!   :awesome_for_real: :drill:


Title: Re: Patch 1.3
Post by: Sjofn on June 27, 2012, 05:48:04 PM
Yeah I'm probably going to go with the money too. My smuggler might take the actual suit when he hits 50, though.  :why_so_serious:


Title: Re: Patch 1.3
Post by: Amaron on June 27, 2012, 06:21:11 PM
I can't decide whether to take the PVP gear or just nom nom nom 300k credits per level 50 guy.

Nom the credits.  They're about the same as the cost of the gear anyways.   You can always buy the gear if you actually PvP with any specific guy.


Title: Re: Patch 1.3
Post by: Lantyssa on June 27, 2012, 07:30:35 PM
Credits obtained.  What little I had in the way of augments and neural augmentors are sold.  I have money for once.


Title: Re: Patch 1.3
Post by: PalmTrees on June 28, 2012, 07:55:59 AM
In the meantime, queue is up to 1200+ on my server, about an hour wait  :uhrr:

I stayed on Adraas. Around midnight I was the only person on Nar Shadaa, went to fleet, also alone. Went to Belsavis and there was someone discourteous enough to not only be in my galaxy, but be on the same planet. To make matters worse he was also a juggernaut. Both a trespasser and a copycat, some people...

Wonder how long they'll let the ten or so people left on Adraas have our own private server. It really does make the game feel so much more like a kotor sequel when there's no one around to get in in your way.


Title: Re: Patch 1.3
Post by: Ingmar on June 28, 2012, 11:09:29 AM
Yeah going to take the cash and spend it on the extra-crit-crafting-chance thing.


Title: Re: Patch 1.3
Post by: Evildrider on June 28, 2012, 11:10:56 AM
Yeah going to take the cash and spend it on the extra-crit-crafting-chance thing.

Remember that's just for crit chance to get an augmented piece of gear.


Title: Re: Patch 1.3
Post by: Ingmar on June 28, 2012, 11:13:51 AM
Yeah I'm only doing it on my arms/armor/synth people. Cybertech guy feels left out.


Title: Re: Patch 1.3
Post by: Ingmar on June 30, 2012, 03:04:15 PM
Patch last night fixed the augment slot level issue.