Welcome, Guest. Please login or register.
July 18, 2025, 01:44:56 PM

Login with username, password and session length

Search:     Advanced search
we're back, baby
*
Home Help Search Login Register
f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  Star Wars: The Old Republic  |  Topic: Patch Notes 0 Members and 1 Guest are viewing this topic.
Pages: 1 ... 17 18 [19] 20 21 ... 25 Go Down Print
Author Topic: Patch Notes  (Read 215909 times)
Paelos
Contributor
Posts: 27075

Error 404: Title not found.


Reply #630 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

CPA, CFO, Sports Fan, Game when I have the time
Sky
Terracotta Army
Posts: 32117

I love my TV an' hug my TV an' call it 'George'.


Reply #631 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 TOLD
Miasma
Terracotta Army
Posts: 5283

Stopgap Measure


Reply #632 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

Quote
and face off against The Dread Masters
I knew I shouldn't have never rescued them from Belsavis!  I'm a fool.
Mazakiel
Terracotta Army
Posts: 904


Reply #633 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? 
Phred
Terracotta Army
Posts: 2025


Reply #634 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.
Nevermore
Terracotta Army
Posts: 4740


Reply #635 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.

Over and out.
tmp
Terracotta Army
Posts: 4257

POW! Right in the Kisser!


Reply #636 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.
Furiously
Terracotta Army
Posts: 7199


WWW
Reply #637 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?

Nevermore
Terracotta Army
Posts: 4740


Reply #638 on: February 05, 2012, 11:54:48 PM

Last patch.  Same patch they stealth changed the text on Circling Shadows.

Over and out.
Der Helm
Terracotta Army
Posts: 4025


Reply #639 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!

"I've been done enough around here..."- Signe
Lantyssa
Terracotta Army
Posts: 20848


Reply #640 on: February 07, 2012, 07:39:02 AM

One step closer to being passive and obtained at level 1...

Hahahaha!  I'm really good at this!
luckton
Terracotta Army
Posts: 5947


Reply #641 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.

"Those lights, combined with the polygamous Nazi mushrooms, will mess you up."

"Tuning me out doesn't magically change the design or implementation of said design. Though, that'd be neat if it did." -schild
eldaec
Terracotta Army
Posts: 11844


Reply #642 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.

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
"Hyperbole is a cancer" - Lakov Sanite
Secundo
Terracotta Army
Posts: 84


Reply #643 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

And this was supposed to be an improvement..  Oh ho ho ho. Reallllly?

"Klingons do not allow themselves to be probed" -Mr Worf
Shatter
Terracotta Army
Posts: 1407


Reply #644 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

And this was supposed to be an improvement..  Oh ho ho ho. Reallllly?

Cant wait to hop online tonight and have a seizure
eldaec
Terracotta Army
Posts: 11844


Reply #645 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.

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
"Hyperbole is a cancer" - Lakov Sanite
Jherad
Terracotta Army
Posts: 1040

I find Rachel Maddow seriously hot.


Reply #646 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

And this was supposed to be an improvement..  Oh ho ho ho. Reallllly?

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.
Sky
Terracotta Army
Posts: 32117

I love my TV an' hug my TV an' call it 'George'.


Reply #647 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 undecided).

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.
caladein
Terracotta Army
Posts: 3174


WWW
Reply #648 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.

"Point being, they can't make everyone happy, so I hope they pick me." -Ingmar
"OH MY GOD WE'RE SURROUNDED SEND FOR BACKUP DIG IN DEFENSIVE POSITIONS MAN YOUR NECKBEARDS" -tgr
Nevermore
Terracotta Army
Posts: 4740


Reply #649 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.

Over and out.
Minvaren
Terracotta Army
Posts: 1676


Reply #650 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?

"There are many things of which a wise man might wish to remain ignorant." - Ralph Waldo Emerson
Ingmar
Terracotta Army
Posts: 19280

Auto Assault Affectionado


Reply #651 on: February 07, 2012, 02:23:27 PM

Is there a toggle?

The Transcendent One: AH... THE ROGUE CONSTRUCT.
Nordom: Sense of closure: imminent.
Nevermore
Terracotta Army
Posts: 4740


Reply #652 on: February 07, 2012, 02:38:48 PM

Not that I could find.

Over and out.
Mattemeo
Terracotta Army
Posts: 1128


Reply #653 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?

If you party with the Party Prince you get two complimentary after-dinner mints
Shatter
Terracotta Army
Posts: 1407


Reply #654 on: February 07, 2012, 07:22:13 PM

The UI changes suck balls
Paelos
Contributor
Posts: 27075

Error 404: Title not found.


Reply #655 on: February 07, 2012, 07:36:47 PM

It's awful. I liked the old way.

CPA, CFO, Sports Fan, Game when I have the time
lesion
Moderator
Posts: 783


Reply #656 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!

steam|a grue \[T]/
apocrypha
Terracotta Army
Posts: 6711

Planes? Shit, I'm terrified to get in my car now!


Reply #657 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.

"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
Fabricated
Moderator
Posts: 8978

~Living the Dream~


WWW
Reply #658 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.

"The world is populated in the main by people who should not exist." - George Bernard Shaw
waylander
Terracotta Army
Posts: 526


Reply #659 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.

Lords of the Dead
Gaming Press - Retired
Khaldun
Terracotta Army
Posts: 15189


Reply #660 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.
Sky
Terracotta Army
Posts: 32117

I love my TV an' hug my TV an' call it 'George'.


Reply #661 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.
Lantyssa
Terracotta Army
Posts: 20848


Reply #662 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.

Hahahaha!  I'm really good at this!
Crumbs
Terracotta Army
Posts: 588

Likes: Politics, SWTOR, and CHINAJOY. SO MUCH CHINAJOY.


WWW
Reply #663 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.
Morfiend
Terracotta Army
Posts: 6009

wants a greif tittle


Reply #664 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.
Pages: 1 ... 17 18 [19] 20 21 ... 25 Go Up Print 
f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  Star Wars: The Old Republic  |  Topic: Patch Notes  
Jump to:  

Powered by SMF 1.1.10 | SMF © 2006-2009, Simple Machines LLC