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Star Wars: The Old Republic - Part 1

SWTOR's Revan Returns trailer has a lot of Revans in it

(1 hour ago)
Sci-Fi, Expansions, MMO Industry, News Items, Star Wars: The Old Republic
7

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How many times can you say Revan inside of a minute? Quite a few, if the latest Star Wars: The Old Republic expansion trailer is any indication. It's called Revan Returns, and it's all about the Shadow of Revan expansion slated to launched on December 9th. Click past the cut to have a look! Continue Reading


 
Star Wars: The Old Republic explains 3.0's Sniper and Gunslinger

(10 hours ago)
Sci-Fi, Classes, Expansions, Game Mechanics, Patches, News Items, Free-to-Play, Star Wars: The Old Republic, Subscription
17

Star Wars: The Old Republic finishes up its series examining the class changes coming with the 3.0 update today with the Sniper and the Gunslinger. Why were those two the last on the list? Probably because they were hiding way in the back. That's sort of how they do things. As both of the base classes (Smuggler and Imperial Agent) have seen some significant changes, some of the changes to Snipers and Gunslingers focus around keeping the core utility of the advanced classes while removing unnecessary or superfluous buttons.

Sharpshooter/Marksmanship are fairly unchanged from their current incarnations, save for a new ability replacing an older ability in regular rotation. Engineer/Saboteur is largely unchained, but the changes to abilities should produce smoother overall rotations. Last but not least, Virulence/Dirty Fighting specialties both gain a new ability that functionally replaces an older option and a new passive ability to spread damage over time. Check out the details on the new tricks on the official development blog.

 
SWTOR players love that butt-ugly black-yellow lightsaber blade

(7 hours ago)
Sci-Fi, Classes, Game Mechanics, MMO Industry, PvP, News Items, PvE, Star Wars: The Old Republic
44

BioWare has released another Shadow of Revan dev blog focused on Star Wars: The Old Republic's class changes. This time, Scoundrels and Operatives take center stage.

The firm has also published one of those really long infographic things that gives your scroll wheel a workout. Among the stats are the number of active players (one million), the number of PvP kills since launch (1,790,161,866), and the game's most popular lightsaber crystal (that godawful yellow-with-a-black-center debacle).

Click past the cut to see all the numbers! Continue Reading


 
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Here are some screens from SWTOR's new planet Massively

(1 hour ago)
Sci-Fi, Expansions, MMO Industry, News Items, Star Wars: The Old Republic, Dev Diaries
6

Star Wars: The Old Republic's website has updated with a new developer blog called Rishi: Places of Interest. Actually, let me back up. It's not really a developer blog, even though it's listed in the site's developer blog section.

It's actually something of an in-character journal/travel log, but don't worry if you're not a roleplayer. You can still look at the pretty screenshots that focus on points of interest around the planet Rishi, which debuts in this month's Shadow of Revan expansion.

Two videos below


What’s New in Star Wars: The Old Republic: Shadow of Revan?

Star Wars: Episode VII is still a year away, but there's plenty of new Star Wars action to celebrate in the meantime. Jose catches up with the developers behind The Old Republic's latest expansion, Shadow of Revan.



And Classic EP with Tommy T and Vic Lucas

EP Classic: The Phantom Menace

There was a time before everyone realized The Phantom Menace was garbage. In today's EP Classic segment, we take a look back at the videogame adaptation of the much-maligned film for the PC and PS1.


 



Star Wars: The Old Republic : Shadow of Revan Early Access Begins

Posted Dec 02, 2014



Bioware has announced that Early Access for the latest Star Wars: The Old Republic expansion has officially kicked off. Subscribers will have a full week to enjoy Shadow of Revan before it opens to all players. The update also brings to bear the new Discipline system and many of the quality of life improvements Bioware has detailed in several developer blogs. All players will have access to this new content.
This head start is an added perk for our subscribers who stuck with us through the fall and were extra eager to get their hands on our newest expansion! The Early Access grants you the entire expansion before everyone else. If you did not pre-order Shadow of Revan, you will still notice some pretty big differences when you log into Star Wars: The Old Republic™, mainly the new Discipline System. This system offers a diverse selection of utility choices, and allows you to experience the unique aspects of your Advanced Class much earlier in your leveling progression. Our intent when creating Disciplines was to streamline your progression while maintaining a healthy pool of choices for you to diversify your abilities. If you would like a full overview of the Discipline System, check out Rob Hinkle’s blog here.
Read more on the Star Wars: The Old Republic site.
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source:MMORPG.com







Read more at http://www.mmorpg.com/newsroom.cfm/page/1#8eM4CgEAfYrr6drc.99
 



Star Wars: The Old Republic : The Value of 12X Class XP

Posted Dec 04, 2014


With the launch of early access for Shadow of Revan on Tuesday, Star Wars: the Old Republic retired a subscriber perk that had allowed hordes of filthy casuals like myself to finally get through each class story and have a character at the now-previous level cap. Today's article is about that perk and whether it ultimately had value to the game.
Read more of Jean Prior's Star Wars: The Old Republic - The Value of 12x Class XP.
Don't worry, we here at MMORPG will be reviewing the new content properly, including both story and the new Discipline system, but in order to write a proper review, we need enough time in-game to make it fair. In the meantime, however, I'm going to look at that subscriber perk. I'll admit, I pretty much ditched most of my other games since the preorders went up for Shadow of Revan, including World of Warcraft's new expansion, because it could wait, and this was on a timer. The notion of getting to play through just the class stories (which are the game's strongest, most immersive and personal stories) is extremely appealing, especially if you're a player like me who actually does play multiple games and likes alts and simply does not plow through content faster than the Millennium Falcon on the Kessel Run. I set my completionist self aside for a couple of months so I could jump into the Star Wars pool of awesome and finally get those class stories sorted out. Ironic, when technically I'd already known (and forgotten) the basic gist of many of them due to having read the SWTOR Encyclopedia when it first came out. In fact, I spent my last day in 12x class XP replaying the female Jedi Knight story on another server because it was my first 50 and that was oh so long ago.
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And yet, was the buff the godsend that it seemed to be? Perhaps. You'll note in the picture above that the medium-armor-wearing Sentinel is actually wearing a light armor Consular's chest piece. The logistics of 12x class XP quickly became evident. As a mechanic, any subscriber's character would stay on-level for the planets they visited if they did them in order. The added perk of have free training for additional abilities helped keep their credits afloat if not rolling in the cash, unless one bought or crafted upgrades every few levels. However, gear lagged severely behind level, and if one hadn't learned the rotations, then boss fights become harder due to companions dying early or not being able to hold aggro or heal well. So, I was wearing a mid-30s light armor piece with Willpower on it as a level 40 because the endurance and armor stats were better than the medium armor Strength piece that she'd had since finishing Coruscant.
Certainly, if you had alts on the same server, you could keep up with gear by crafting it or buying it if you had a stash of credits to play the GTN, but when you're power leveling like that, I suspect many players did as I did and simply kept chugging along, because we kept dinging every other quest. I think I spent most of my time on Monday simply getting from quest-giver to quest-giver to be able to hand in the quests. I saw no value in stopping every few levels to churn out more mods for orange shell gear and I didn't make enough credits to buy them off the GTN. There were just enough drops going to occasionally upgrade, but since I was running with the foul-mouthed Ewok Treek as my go-to companion all this time, most often I'd be spending my quest loot choices on the droid parts so I could pop out their mods and keep her going.
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Another of the downsides to the focused class mission XP is the simple fact you miss everything. It takes time away to explore all of the planetary maps, to get through the jumping puzzles for all the datacrons that would help boost your stats, et cetera. You often miss codex entries for having killed various beasts along your way or various lore objects scattered about. It's nearly impossible to keep up on gathering crafts without taking precious time away from questing and worst of all, you miss the natural progression of companion stories.
That being said, the boost was good for the game and overall a good mechanic for getting many more people to level 55. Unlike other games with recent major updates and expansions, SWTOR hasn't touched elder game story content in any fashion. While we have mechanical changes with the advent of Disciplines, the story of the game from level 1 to level 50 is exactly the same as it was on launch day, and 50 to 55 on Makeb hasn't changed since Rise of the Hutt Cartel. So, for a game that gave nothing new for lower levels to do other than 'relearn your class', it needed this mechanic. To be fair, they could have done it the way Blizzard did and offered a free character boost with a preorder and opened the door for a bit of moneygrubbing by having a paid boosted character service. SOE did something similar with both EverQuest games in the past year too, and so did Lord of the Rings Online with its Gift of the Valar, so it's not unheard of in the industry. However, they didn't. It really was a nice perk to encourage subscribing, and for once, their verbiage didn't smack people over the head too hard with the 'suggestion' to preorder and subscribe.
Still, was it a good idea? Sure, class stories were very much easier to follow and felt more cohesive if that's all you were doing, but I also believe that it made the game feel smaller even as it concentrated all of the Star Wars feels without having to do the 'kill ten womprats' quests all the time. For example, I played my other Jedi Knight for 15 hours on Monday, but not hardcore, often chatting with friends and devs in Landmark on my laptop at the same time. I wound up going from level 20 to 42, which is over half of Chapter 1 and all but the tail end of Chapter 2. That's about half of the class's elder game content in one casual sitting. One of the many complaints people have leveled against the game is that there wasn't enough story content. Many players coming from other BioWare properties such as the much-lauded Mass Effect or Dragon Age have expected a richer and far more complex world than we have, and this hyper focus on class-only stories brings to us the sharp reality that SWTOR aren't those games despite a number of accusations that it plays like a single-person game like them. True, they're not MMOs, but sometimes logic doesn't precede player expectations.
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Despite this, the notion of a fast-path mechanic might be something BioWare should trot out again in some fashion. After all, with the game now officially having a potential lifetime equal to that of any game under the EA contract with Disney, players who missed this particular boat might want to take advantage of something similar in the future when the game's level cap goes even higher and more future content is again only available to people at the existing cap. With a rich release schedule of so many other games during the same timeframe, there are certainly players who didn't choose SWTOR for their gaming time because of one or more of those others. So let's say they're hypothetically thinking about bringing the 12x class XP boost back. I'd agree with the basic notion that it should remain a subscriber-only feature, although I could see the cash grabby notion of them putting it out there on the Cartel Market as an unlock (albeit a rather expensive one if it's going to be account-wide). Once added account-wide, players should also be able to get some kind of disabler that turns it back off for a specific period of time in case someone wanted to go back to a more natural leveling path. LotRO has an equippable trinket that does disables all XP gains until it's unequipped, so it's not unheard of.
I also wonder what having such a mechanic in play permanently would do to the game. For example, while it was on, I didn't bother with any PVP, Flashpoints, or group content. I was hurriedly button-mashing to get to level 55 so I could move onto my next character. It really did limit social interactions or the need to group up. However, if someone was going to take a break from their class quests and do a bit of PVP or FPs, they wouldn't be in level-appropriate gear unless they took further time away to craft or buy mods. That could be fatal in a Flashpoint, especially if they're blazing through content so fast they're not learning their class abilities.
Perhaps the old double XP weekends would instead be a better solution. They were popular with many players looking to get through some of the grind more quickly, helped the economy through people buying a ton of XP boosts and mods, and didn't overstay its welcome. However, I will not advocate the notion of a fully boosted character like Blizzard's instant level 90s, definitely not for a game this young, and certainly never for a BioWare game, where story is paramount.
What do you folks think?
Article By: Jean Prior
Created On: December 04, 2014
Permalink | 10 comments







Read more at http://www.mmorpg.com/newsroom.cfm/page/1#V2vRoOAAXxlx596s.99


source:MMORPG.com
 
Pick up a SWTOR stronghold for practically nothing

(19 hours ago)
Sci-Fi, Expansions, Free-to-Play, Star Wars: The Old Republic, Anniversaries, Housing
37

If you haven't planted roots in Star Wars: The Old Republic's strongholds or are on a quest to collect them all, then BioWare has a nice surprise for you. Buried in the patch notes for this week's Shadows of Revan expansion is an announcement that the studio is selling two of its strongholds for a pittance.

"To celebrate our impending 3rd anniversary, the Dromund Kaas and Coruscant Strongholds are now available for three credits!" BioWare posted. Typically, these strongholds go for 5,000 credits or 50 cartel coins.

 
Soloing through SWTOR's Shadow of Revan

(3 days ago)
Sci-Fi, Expansions, PvE, Opinion, Free-to-Play, Hands-On, First Impressions, Star Wars: The Old Republic, MMORPG
92

Some people question how you can be a solo player in an MMO. To be honest, I, too, question how someone can do the whole game solo, but I do understand the desire to experience the game at your own pace. I believe the creators of Star Wars: The Old Republic understand this, too. Game director James Ohlen said that the biggest thing players wanted was the continuation of Knights of the Old Republic 1 and 2. Although part of the SWTOR story did continue the Revan and Exile stories, a lot of players haven't even touched on that storyline.

In a multiplayer game, it's hard sometimes to experience the story solo with all the group-only material. However, Shadow of Revan creates an amazing opportunity for the solo MMO player to really experience the full story it has to offer.

Fair warning: I will not spoil major plot points for the expansion, but I will reveal some key characters in order to talk you through this leveling experience. Continue Reading

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Star Wars: The Old Republic axes skill training costs

(2 days ago)
Sci-Fi, Economy, Free-to-Play, Star Wars: The Old Republic
147

SWTOR penny-pinchers rejoice, for the oppressive tyranny of skill costs are about to become history. In a post on the forums this afternoon, BioWare announced that it will be abandoning skill training costs as of next week.

"One thing has become clear from the player feedback in not only this thread, but since launch: players do not like training costs. It is a situation where every level you will see your hard earned credits go to a holographic Hutt doctor in order to make yourself a bit stronger. We have been talking about this topic internally for quite some time and when you add player feedback to the mix one thing becomes clear... We should make training costs a thing of the past," the studio said.

[Thanks to the five million people who sent this tip in!]

 
SWTOR releases Shadow of Revan trailer to celebrate official launch

(3 hours ago)
Sci-Fi, Trailers, Video, Game Mechanics, Launches, Previews, News Items, Free-to-Play, Star Wars: The Old Republic
10

Early access for Star Wars: The Old Republic's Shadow of Revan expansion technically opened last week, but for non-subscribers, the formal digital launch date is today. Predictably, BioWare has released a new trailer to coincide with the official launch. Spoilers: Revan, lightsabers, ominous proclamations, etc.

Massively's Larry Everett explored the plotline and soloability of the expansion in his column last week. Enjoy the trailer below.
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Continue Reading


 



Star Wars: The Old Republic : Shadow of Revan Review In Progress #1

Posted Dec 09, 2014


Since the first official announcement of Star Wars: the Old Republic, BioWare Austin has not been shy about letting its audience know that story is one of the main pillars that they felt was missing from the MMORPG space. A bulk of their effort developing the game went into creating a richly-told, voice acted story that would ease the pain of the traditional level grind. It seemed like the perfect melding of two great things: both BioWare and the Star Wars franchise have an amazing reputation for telling some of the most seminal stories of several generations now, and the opportunity to play an MMO without quest text boxes sounded like the Promised Land.
Read more of Pete Schwab's Star Wars: The Old Republic - Shadow of Revan Review In Progress #1.
Once the game was released, players eagerly absorbed the class stories. While rich and interesting, they never really lived up to the amazing scrappy group dynamic present in the original trilogy of Star Wars films. There was some opportunity to pick up and interact with companions, and even delve into their lives and backstories. At the end of the day, however, the class stories are the tale of the protagonist. With the story in the Shadow of Revan expansion, BioWare has managed to fold in much more of the ensemble feel that made the original movies so great.


Like the previous game expansion, Rise of the Hutt Cartel, Shadow of Revan funnels all character classes into more or less the same story space, eliminating the impact of class choice on the storyline. In the newer expansion, however, BioWare Austin has gone to lengths to create NPCs with distinct and interesting personalities and memorable characteristics that are essential for an entertaining adventure story.
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The characters and storylines in Makeb felt more like an extended version of one of the planetary mission storylines that came with each new planet in the quest to level cap. It was interesting for what it was, but it felt like it was a story about the planet Makeb more than a story about the protagonist or a story moving the state of the Old Republic universe forward. With Shadow of Revan (SoR), none of this is the case.
One component making a terrific contribution to the story in the expansion, as well as one of the new mechanical systems in the game, is the new Solo Flashpoint system. Flashpoints, which are in essence SWTOR’s answers to group dungeons, have always been a highlight of the game. Apart from a select few, however, the Flashpoints haven’t been as story driven as the rest of the game.
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The pressure to keep things moving for groups and the possibility that some players aren’t as interested in group content have prevented these longer-form, more intricate quests from being woven too tightly into the overall narrative. By making some of these quests available as solo missions, these concerns have been eliminated and now Flashpoints can be used as critical chapters moving the story forward. Some MMORPG fans might take umbrage with any system that takes some of the Massively Multiplayer out of their game, but BioWare has implemented the system in such a way that people who would likely run with a group won’t be scared away from doing so, and the opportunity to try out the content solo first might encourage less socially oriented players to try out grouping up.
Players who haven’t dipped in to SWTOR in some time get the opportunity to dive right in and try out the new Solo Flashpoints system for themselves. Beginning with game update 2.7, BioWare began rolling out the Forged Alliances storyline through a series of four Flashpoints which previously could only be played through in a group.
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Purchasers of SoR are treated to the opportunity to play through the Prelude to Revan, which is just the four Forged Alliance Flashpoints with the solo mode option enabled. These four Flashpoints serve as perfect examples of what having solo modes available allows BioWare to do: played through in order they form a very riveting, multipart story with challenging encounters and varied environments that have a very different feel from the standard quest cycles available in the more single player oriented sections of the game.
A few key elements make the solo Flashpoints possible. There is some armor stat bolstering that takes place, but the real heavy lifting is done by the combat support droid who accompanies players on these missions. The other players in general chat dubbed him “Jesus droid” because he basically steps in and fills whatever roles are not being filled by you and your companion. He can heal, deal damage and tank with ease, switching between the roles seamlessly and he doesn’t ever need to be healed or resurrected. If he is killed during combat encounters, he can be re-summoned with a mission item button in your mission tracker.
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Another important note is that players only get one chance to run the solo Flashpoints, which prevents people repeating them for farming purposes. From what I could tell, farming them wouldn’t be very useful since enemies and bosses don’t appear to drop loot; most of their loot drops appeared to come in the form of galactic credits and specific pieces of armor.
It wouldn’t be surprising to find out that the combat support droids are possible because of the new discipline system, which we covered last week. Now that roles are carefully delineated and clearly defined, the AI assistant has very specific ideas about the roles that need filling in combat. Companion’s roles are also pretty clearly defined by skill and gear loadout, making the droid’s job clear cut.
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The new solo Flashpoint system is a fantastic addition to SWTOR that benefits both players who enjoy playing solo and those who prefer to play in groups. Many people who are intimidated by the prospect of having to get the lay of the land and learn fights while grouped with others who might get frustrated get the opportunity to go through an easier, private version of the mission first and get an idea of what is to come. Hopefully, that will give them the initiative to give the group finder a spin which will make queues shorter for everyone.
Fans of the story in SWTOR benefit because the solo modes enable BioWare to integrate Flashpoints more tightly into the story without having to be concerned that they are locking some portion fo the playerbase out of essential content. They have taken full advantage of that capacity and the Flashpoints in Shadow of Revan are some of the most interesting story-wise available in the game. For information about the first one, Blood Hunt, see Neilie Johnson’s write up from a few weeks ago. Sometimes the droid assistant made things a little too easy, but people who crave more challenge can always queue up for the group mode.
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Leading up to the release of Shadow of Revan, BioWare offered subscribers who pre-ordered the expansion the opportunity to play the game with a 12x XP boost, so that people could level up to 55 without missing out on any of the class stories. It’s clear that story is still a huge priority to BioWare Austin, and with the addition of solo mode Flashpoints they are going to be able to get more content for their development time. It would be nice to see older Flashpoints get the solo treatment, but that doesn’t seem like it would be a huge priority since those missions are not critical to the overall story. In any case, Shadow of Revan does a great job of bringing back one of the core foundations of SWTOR and doing it right.
One additional review note: intermittently since early access launch on Tuesday morning the Shadowlands server, which I was playing on, had severe lag issues in new content areas. BioWare has done a good job of addressing these issues quickly, but they have popped up multiple times. Keep an eye on the @swtor twitter account and the BioWare official forums if you have concerns about performance before purchasing the game.
Article By: Pete Schwab
Created On: December 09, 2014
Permalink | 10 comments







Read more at http://www.mmorpg.com/newsroom.cfm/page/1#vG48AqKIDhXhhc2w.99


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SWTOR turning three, giving away anniversary decor

(2 hours ago)
Sci-Fi, Events (In-Game), MMO Industry, News Items, Star Wars: The Old Republic, Anniversaries, Housing
10

Star Wars: The Old Republic is turning three this month, and BioWare is celebrating by making the game's Coruscant and Dromund Kaas Stronghold housing instances available for three credits.

Which isn't as cool as it sounds, since their normal 5,000 credit price is pocket change that you can earn in 30 seconds. But hey, three! Fortunately the devs are doing something else that is actually cool. Namely, they're giving away slick-looking decor for your player house including a holographic projection of the galaxy, paintings, and a fireworks launcher.

You can pick these up at the Anniversary Personnel vendor in the Strongholds area of the Fleet from December 16th through January 13th.

 
Star Wars: The Old Republic : Shadow of Revan RIP #2 - New Planets

Posted Dec 16, 2014 by Suzie Ford


Introducing new environments to explore is a staple of MMORPG expansion packs, and Shadow of Revan does not disappoint. After the prologue missions, the new content kicks off on the relatively obscure planet of Rishi, home to some interesting looking bird folk and a whole lot of pirate business. Bioware reached way back and dipped into the classic trilogy for the second planet (or rather moon), Yavin 4, recognizable to fans as the home base to the Rebellion in Star Wars Episode IV: A New Hope. Both areas bring fresh visuals to the game, and each has its own distinctive features. Adding more variety to the game, especially the generally repetitive elder game daily and weekly missions, is a good thing. Are Rishi and Yavin 4 enough to satiate lore-hounds and commendation-addicts alike?
Read more of Pete Schwab's Star Wars: The Old Republic: Shadow of Revan RIP #2 - New Planets.
I’ve never been great about following all the stories and developments in the Star Wars Expanded Universe, so the only mention I’d heard of Rishi was in Episode II: Attack of the Clones when Dexter Jettster mentions the Rishi Maze to Obi-Wan Kenobi. The planet, and its cool humanoid bird inhabitants the Rishii, have been mentioned and explored in several expanded universe novels and in the Clone Wars animated series. This being my first real exposure to the planet, I was intrigued with what I found there.
The planet is a tropical environment that strikes me as being similar to the Caribbean or some of the Pacific Islands. It seems like it would be a nice spot for a hard working Sith Inquisitor to take a little vacation and work on her tan (dark side corruption has left her looking a bit pale), except that the place is a haven for pirates and low life gangsters.
The civilized (using the term loosely) urban area is a slick blend between turn-of-the-century boardwalks and neon-lit modern day Hong Kong, all with a Star Wars sci-fi space opera twist. The characters that live there and the different factions add a lot of personality and flair to the environment, all of which is helped by the compelling storyline that takes players through the planet on the first go ‘round.
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Blade Runner meets Pirates of the CaribbeanOutside of the main settlement, the world has the feel of a peril-frought tropical paradise, with beautiful flora and fauna that will bite your head off if you get too close. Among the dangerous fauna is the amusing jungle wampa, seemingly far from its native Hoth. The first time I stumbled on one of these intimidatingly huge yeti-cousins, I immediately thought of the polar bear in the first season of Lost. Whether or not that was intentional, who knows, but it seems like Bioware is having a little bit more fun with pop culture references in this expansion. The treasure hunting crew skill trainer in town is named “Laiurea Crafyt”, and looks suspiciously like she just got back from raiding some tombs.
The final part of Rishi involves working with the natives to attack a Revanite compound that brings to mind Joseph Conrad’s “Heart of Darkness”. The Rishii village is made up of generic “island native villager” scenery, which is disappointing given some of the the work and originality applied to the rest of the planet. The Rishii themselves are strange and entertaining, though; supposedly they are superb imitators of speech (like a… parrot?) so they speak with weird accents and obnoxious voices. It’s pretty humorous stuff, and their appearance is pretty outlandish as well adding some nice color.
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Where can I get armor like that?Once things are tied up with a nice bow on Rishi, the action moves to the iconic moon of Yavin 4. As I mentioned before, Yavin 4 is the spot where the Rebels from the very first Star Wars movie set up their headquarters then patiently waited for Luke and his X-wing pals to take out the Death Star so they wouldn’t get blown to smithereens.
Expanded universe aficionados also know that Yavin 4 also plays a large role in the ancient history of the native Sith species, creating some interesting lore tie-ins for players who have chosen to play native Sith characters. There might be some cool role play opportunities as they try to reach out to their ancient Massasi cousins, bridging a family rift that has existed for millennia, but then get their generous offer rejected by a pointy pointy spear.
There isn’t the same amount of variety on Yavin 4 as there is on Rishi, but what is there is nicely crafted and evocative. The main adventuring areas consist of a rainforest-like jungle with mushroom-filled caves and grottoes, all containing hints at the ancient Sith culture that once thrived here. The themes around gathering artifacts and exploring tombs create a great sense of swashbuckling adventure, and Yavin 4 presents a beautiful environment to swashbuckle in.
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Xtapolapocetl, the God of War.All told, the new planets breath fresh air into the game and give some variety to the continuing story. They also offer additional environments in which to grind out commendations for elder game gear. I’m not sure if it was because of people flooding the new area, but I experienced considerable frame rate issues on Yavin 4. There was a lot of chatter about it in the general channel, and Bioware has mentioned the issue on their Twitter account. The content was still playable, but the performance issues did present a detriment to the overall experience. Hopefully they will find a way to permanently relieve these issues soon.
That’s it for part two of our three part review of Shadow of Revan. Next week I’ll be tying it all together and going through point by point the plusses and minuses of the new content. For those folks who have tried out Rishi and Yavin 4, what are your impressions? We’d love to hear in the comments below!
Article By: Pete Schwab
Created On: December 16, 2014
Permalink | 3 comments

source:MMORPG.com
 
Hyperspace Beacon: SWTOR's 2014 report card

(8 hours ago)
Sci-Fi, Events (In-Game), Expansions, PvP, Endgame, PvE, Opinion, Free-to-Play, Roleplaying, Star Wars: The Old Republic, Hyperspace Beacon, MMORPG
21

HB-header-2014-report-card.jpg
In 1996, Richard Bartle published a study of MMO gamers that eventually led to his 2003 book Designing Virtual Worlds, which was at the time the de facto MMO genre's design bible. Of course, this was before World of Warcraft hit the scene, but many of the principles Bartle laid out still hold true. In fact, if you don't believe me, take it yourself: GamerDNA still has an online test based on the Bartle study.

Bartle categorized players based on their interests in the game; I would like to do the same this year as I did last year for Star Wars: The Old Republic since it's a good way to measure the game against the average expectations of certain types of players. Bartle divides us all into Achievers, Socializers, Explorers, and Killers. I'll explain what each of those means as I discuss the different aspects of SWTOR. If you know what that means and so you have a point of reference, my profile is SEAK, which means that I interact with all types of players.

For fun, I've added a grade-card-style of rating system: A, B, C, D, or F. Just remember the information I give about that score counts for more than the score itself. Continue Reading


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Celebrate SWTOR's sacred Life Day by launching frozen orbs of water at each other

(6 hours ago) Sci-Fi, Events (In-Game), Free-to-Play, Humor, Star Wars: The Old Republic
9

If there's a Christmasy holiday in MMOs these days, you can bet your bottom credit that there will be a snowball fight somewhere in it. Apparently, MMO developers worldwide got together in 2009 and signed a sacred pact to feature snowball fights in all of their games in December. And so it is with Star Wars: The Old Republic and this year's Life Day.

SWTOR's Life Day celebration begins today and will go through January 6th. It will feature snowball fights that have a chance of awarding parcels that can be traded for rewards, grumpy parcel droids that need a good cooling off, and several new cash shop items including a mini Wampa pet.

Get in the spirit of Life Day by listening to Princess Leia's legendary song from the Star Wars Holiday Special and downing some Wookie eggnog.


 
I am trying this out for the first time & am enjoying it so far
 
SWTOR devs looking at lag issues, prepping 3.0.2 and 3.1 updates


(2 hours ago)
Sci-Fi, MMO Industry, News Items, Star Wars: The Old Republic
10

SWTOR_SoR_SS5_1600x900.jpg
BioWare reps are all over Star Wars: The Old Republic's official forums as the week winds down. Thus far we've gotten an announcement about the game's 3.0.2 update which is scheduled to go live on January 13th. We also got a heads-up regarding the 3.1 update currently on the test server.

Finally, community manager Eric Musco chimed in with a lengthy post detailing what BioWare is doing about the prominent lag issues introduced with game update 3.0.

[Thanks Mikey Moo!]

 



Star Wars: The Old Republic : A Return to Story for 2015

Posted Jan 24, 2015



During this weekend's Star Wars: The Old Republic Cantina event being held at PAX South, Bioware distributed a letter penned by Bruce MacLean. In it, MacLean lays out more details about the team's plans for 2015, including a return to story and each character's personal journey throughout the game. The letter has yet to be officially published, but several sites have copies on hand and have shared the information contained within.
MacLean begins the letter by revisiting the four pillars on which SWTOR is built: combat, progression, exploration, and story and that the game has sought to bring players the best of both RPGs and MMOs. He acknowledges that the emphasis since launch has been the latter and giving players a fantastic multiplayer component.
2015, however, will see a return to story and each player's progression through the game world.
Shadow of Revan was just the beginning. In 2015, we are committed to bring you more character driven adventures in the Old Republic universe. You're going to see a unified story with themes that unite our eight classes. Everyone is a veteran from the galactic civil war with a complicated past and uncertain future. You'll see a greater emphasis on your character's personal story and on the choices that you make. I don't want to say too much more since we're in the midst of development, but what we have planned really gets back to the Star Wars fantasy at the heart of our game.

Our plan is to deliver two major updates with this new story direction later this year.
In the interim, the team will deliver two hard mode Flashpoints, the start of PvP season 4, a new system called the "outfit designer", a new stronghold, and hints of yet more things to come.
Want to read the full letter? Check it out at Massively.
SWTOR.jpg
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source:MMORPG.com
 




Star Wars: The Old Republic : Cantina Tour at PAX South: A New Hope

Posted Jan 29, 2015



This past weekend, several members of BioWare Austin descended upon San Antonio for PAX South in the latest Star Wars: The Old Republic Cantina Tour stop. In it, guests were treated to the usual Q&A interspersed with prizes for correctly answering trivia questions. Unusually, the event was actually held on-site at PAX and required a badge although it wasn't a part of official programming. Also, due to relatively close proximity to Austin, a few other members of the SWTOR team past and present made the journey to attend, including Studio Creative Director James Ohlen and Studio General Manager Jeff Hickman.
Read more of Jean Prior's Star Wars: The Old Republic - Cantina Tour at PAX South -A New Hope.








Officially running the event were Community Manager Eric Musco, Lead Community Coordinator Courtney Woods Ackland, Community Production Coordinator Tait Watson, Development Director Ben Irving, Lead Writer Charles Boyd, Creative Director Jesse Sky, and Flashpoints and Operations Designer Matt Pucevich. Eric Musco immediately started by noting that they were planning on changing up the usual Cantina Tour formula this year by offering more actual new pieces of information at this and future events, an announcement that drew an excited cheer from the crowd. Ben Irving then stepped up and mentioned Senior Producer Bruce Maclean's (in)famous Producer's Letters, noting that he thought it would be awesome if he filched a copy while Maclean was away from his desk. He then proceeded to read the Letter with a passable impression of Maclean's speech patterns. What was funniest about it is the fact that Maclean was initially unaware that his Letter got published early, but as I found out later, it was done with Jeff Hickman's approval. Of course, it should be noted that the contents of the Letter are still subject to change. Here's a full transcript.
SW1_t.jpg
Hi everyone,
For many, the start of the year is a time for setting goals and planning for the future. This is something we've been focusing on here at BioWare Austin. 2014 was an amazing year for the team. We delivered two expansions, an overhaul to the class system, and regular story updates through Flashpoints. I'm proud of what the team's accomplished, and we not have been able to do it without your support. Thank you.
I'm excited about what we have in store for you in 2015. Some of you might remember before launch, we talked about the four pillars of RPGs: combat, exploration, progression, and story. SWTOR is an MMO, but it's also a BioWare game. Three years ago, we set out to deliver a product that contained the best of two worlds: the immersive story experience of a single player RPG and the vast array of systems and social connections from an online multiplayer game. Since launch, we mainly focused on the latter, adding Galactic Stronghold, achievements, Legacy perks, reputation tracks, and Galactic Starfighter. But with the success of the Shadow of Revan expansion, we think it's time to return to our roots and what truly makes our game unique: story.
Shadow of Revan was just the beginning. In 2015, we are committed to bring you more character-driven adventures in the Old Republic universe. You're going to see a unified story with themes that unite our eight classes. Everyone is a veteran from the galactic civil war with a complicated past and uncertain future. You'll see a greater emphasis on your character's personal story and on the choices that you make. I don't want to say too much more since we're in the midst of development, but what we have planned really gets back to the Star Wars fantasy at the heart of our game.
Our plan is to deliver two major updates with this new story direction later this year: one in the summer and other by the end of the year. "But what's happening in the meantime?" you might ask. Below is a list of some of what you can expect in the first half of the year. As always, please keep in mind that all of this is subject to change. We reserve the right to adjust our plans if we feel it is necessary.
On February 10th, we'll have game update 3.1 which includes the following things: Hard Mode Flashpoint Blood Hunt, Hard Mode Flashpoint Battle of Rishi. as well as the start of PVP season four. For April 28th, which is our current tentative date for game update 3.2, we have a new system called the outfit designer. Stay tuned for a blog on this awesome new feature coming soon!
A new story arc on the planet Ziost. So this story arc takes us to the Imperial homeworld of Ziost, where we answer many of the questions posed by the cliffhanger at the end of Shadow of Revan. It also has the end of PVP season four and the start of season five.
And beyond that, no date, all dates TBD, we would like to, this year, do a new Stronghold. In addition to that, also add a new playable race: the Togruta. I kind of let the cat out of the bag on this one last year at the New York cantina, but now it's in writing or on the interwebs via my voice.
There is still more to be revealed for SWTOR this year. This is just the start. When we are further along in development, we'll release more information that dives into the nitty gritty details of these new features.
I want to thank you, our galactic heroes, for continuing to support us. It's your feedback and enthusiasm that makes SWTOR a better game and drives us to be better. All of our hard work is for you. May the Force be with you.
Bruce Maclean
It must be stressed at no point did anyone say anything about an expansion, despite what some other sites have reported. I clarified this fact later on with Eric Musco. Maclean's Letter specifically says 'update', so I wouldn't expect any rebranding of the game, much like how they didn't truly rebrand the game except for Rise of the Hutt Cartel two years ago and now with Shadow of Revan. When I spoke to Jeff Hickman and James Ohlen after the Q&A, Hickman said that their driving goal this year is to focus on more story, because they're BioWare and that's what BioWare fans expect.
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Much of the Q&A was the standard sort of questions about various features of the game, but of course someone had to ask the hot topic question: what was up with the Contraband Slot Machines? For those who haven't followed the issue, BioWare introduced a new kind of slot machine into the game that promptly started rewarding players with crafting materials far in excess of what was intended and it threatened to ruin the game's economy, so BioWare nerfed them pretty harshly. Players got in an uproar about things, and honestly, there was no real choice that BioWare could make to fix the problem that was going to make players happy, especially considering how riled up the community still is about the recent exploit drama. Eric Musco gave a lengthy explanation about the slot machines and what happened with them. He stated that their goal was to allow players to spend credits and not real money to acquire older reputation items but not to generate massive piles of instant crafting materials by spending a few credits here or there. He admitted straight up that they had made a mistake and the size of the nerf showed just how big of a mistake it was. He added that part of their response to lessen the impact of the nerf was to add an exclusive walker mount to the machine, a bit of kit that could only be obtained there.
While there weren't many other new pieces of information discussed, Charles Boyd stated that the story we encounter on Ziost was of course just the first new chunk of content, that there was more to come. Sadly, PVP was neglected through the event for the most part other than a single question during the Q&A about it, which led to Eric Musco asking the audience if they wanted another Huttball map (the attendees cheered). As per usual, attendees also got a flashdrive to take home with images on it. They were mostly stuff already in the game thanks to the Cartel Market, but this time, I discovered a text file on mine with a code for 2400 Cartel Coins on it, so that seemed like a pretty nice perk for showing up. I'm sure someone like Bam from the Shadowlands' WOOK guild (who has attended most if not all the Cantina Tours – check out his lanyard of flashdrives sometime) could tell you when that started, but it was new to me this time around.
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In all, this stop was better than previous ones I've attended in terms of content. While we didn't get the sort of open floodgates we wish BioWare would treat us to, there was more honesty in terms of admitting fault with the slot machines, and an actual willingness to treat attendees to an exclusive or two. Sure, Reddit and sites like Dulfy had the news out there just as fast as I could live-tweet the Cliff's notes, but it was the first time they dished stuff that hadn't already been officially announced, and they also had the two head honchos of the studio hanging out – neither of them were at the Austin Cantina Tour in November 2013. The next Cantina Tour stop hasn't been announced yet, but it's fairly likely that there will be one in or around PAX East in Boston the first weekend of March. I also spoke to Eric Musco to ask if the April one would be in or around Star Wars Celebration in Anaheim, a most sensible place to have one. He said they were looking into it because they wanted to be there, but there are no definitive plans yet. I do know at least two cosplayers who will be there in SWTOR-themed costumes.
So what's your take on the news out of the event?
Jean Prior / Jean has been writing about MMOs on her blog and via fansites for several years now, taking over the MMORPG duty of writing the SWTOR colum in 2014, as well as reviewing
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source:MMORPG.com
 




Star Wars: The Old Republic : Preliminary Patch 3.1 Notes Posted

Posted Feb 09, 2015


On Tuesday, February 10th, Star Wars: The Old Republic servers will be brought down for maintenance and the deployment of the v3.1, "Conflict on Rishi", update. The update brings several notable things into the game, including the Relics of the Gree event which will run from February 24th through March 3rd.
The update also features:

  • the beginning of Ranked Warzone Arena Season 4
  • players earning "Improved Mounting" that allows calling a mount while moving
  • Hard Mode Flashpoints - Blood Hunt and Battle of Rishi
  • Class updates, skill balances
  • Bug fixes and enhancements
The final patch notes will be posted after tomorrow's down time. In the meantime, check out the preliminary notes on the Star Wars: The Old Republic forum.

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Star Wars: The Old Republic : The Roadmap Through 2015

Posted Feb 09, 2015



Star Wars: The Old Republic Producer Bruce Maclean has posted a brand new blog article that lays out the roadmap for 2015. The letter reminds players of the four pillars that SWTOR launched with: combat, exploration, progression and story. As previously announced, 2015 will be focused primarily on bringing more story to players, a process that began with December 2014's Shadow of Revan expansion.
With this in mind, Maclean has revealed the target dates and first information for updates coming this year to Star Wars: The Old Republic:

  • February 12th: Game Update 3.1
    • Hard Mode Flashpoint: Blood Hunt
    • Hard Mode Flashpoint: Battle for Rishi
    • Start of PvP Season 4
  • Spring: Game Update 3.2
    • Outfit Designer
      • Stay tuned for a blog on this awesome new feature coming soon!
    • A new story arc on the planet Ziost.
      • This story arc takes us to the Imperial homeworld of Ziost, where we answer many of the questions posed by the cliffhanger at the end of Shadow of Revan.
    • End of PvP Season 4 and the Start of Season 5
  • And Beyond!
    • New Stronghold
    • Playable Togruta – I kind of let the Cathar out of the bag on this one last year at the New York Cantina, but now it’s in writing!
The letter goes on to say that the items listed above are only the beginning of updates and improvements coming to SWTOR this year. Maclean indicates that as things progress further along the development path, more will be revealed.
Read the full letter on the Star Wars: The Old Republic site.


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Read more at http://www.mmorpg.com/newsroom.cfm/page/2#F1vg95YKhPIz4LzE.99

source:MMORPG.com


 



Star Wars: The Old Republic : New Trailer Invites You to Choose Your Own Path

Posted Feb 18, 2015


A new trailer for Star Wars: The Old Republic has been released that invites players to "Choose Your Own Path". Check it out and let us know your true path.
[YT]FbUmYyhKMcM[/YT]
Permalink | 19 comments

source:MMORPG.com
 



Star Wars: The Old Republic : Operation Victory Tournament Announced

Posted Feb 25, 2015



Bioware has partnered with ESL to announce a brand new tournament called Operation Victory. Teams of eight will be challenged to complete a story mode operation from Shadow of Revan as quickly as possible. Teams will have two weeks in which to complete the run and submit the time to Bioware. The fastest teams will advance to the finals to compete for both in-game and real world swag.
There are some serious rewards up for grabs including, but not limited to, cash prizes for the top two teams, in-game items, and even a trip to be our guest at STAR WARS: Celebration!
Look for another post within the next week detailing everything about the contest. I know many of you will be showcasing your practice, and real runs, on Twitch. I will make a separate thread closer to contest where you can post your twitch channels along with dates/times! I am looking forward to seeing all of the great Operations runs.

Thanks everyone.​
Keep an eye on the tournament announcement thread on the Star Wars: The Old Republic forum.
Permalink | 4 comments

source:MMORPG.com
 



Star Wars: The Old Republic : The Outfit Designer Won't Save Crafting

Posted Feb 26, 2015



In the recent Producer's Roadmap, Bruce Maclean dropped the news we'd known about for awhile, Star Wars: the Old Republic would have some kind of Outfit Designer. Coming in the spring with Game Update 3.2, it's supposed to be an 'awesome new feature'. Let's speculate as to how this new feature will work and how it will integrate with the existing crafting system.
Read more of Jean Prior's Star Wars: The Old Republic - The Outfit Designer Won't Save Crafting.








Some might argue that the game doesn't really even need an outfit designer these days. There's enough variety of gear and dye options that not even a casual player such as myself has to worry about having to wear gear that looks wrong for our characters. I once wrote a lengthy treatise on all of the horrible helmet choices the game had a couple of years ago, but it's easy enough to hide the head slot on your character. However, when it comes to the rest of your gear, you're stuck with two choices: wear quest drops and simply swap out when you get an upgrade, or you get yourself some nice-looking orange shells and drop some mods and a dye module in them and just upgrade the mods as you level up. The advent of orange shells in the first year of SWTOR pretty much nuked any of the crafts that generated gear. I haven't used my Synthweaver or Armormech to craft actual armor in over two years, I just use crafting to make a ton of mods for my alts. Gear won't sell for much on the GTN unless they're orange shells, and as I recently skimmed through the armor recipes, they pretty much reuse the same half-dozen art models with slightly different colors per production craft over the entire course of leveling the crafts to max.
Naturally, the big culprit as to why orange shells are so prevalent are because they're a huge component in the Cartel Market. Until the game went free-to-play and introduced the market, orange shells were relatively rare and coveted... if they looked good. Also, I'm sure I'm not the only person who noticed how all the best-looking gear and the widest variety of options came from the plethora of packs. And the neat thing is that you really don't have to even spend real money to get them anymore. Unless you're gunning for a majorly popular and rare gear set such as Revan's armor, you can just easily buy the shells for insanely cheap prices on the GTN a few days after a new pack drops. I've got a whole cargo bay stuffed with armor from the Cartel Market that I can't even sell for the amount of the GTN deposit on my server.
We've seen cosmetic gear systems in games before. Lord of the Rings Online has had one since 2008, giving all characters on an account two free cosmetic outfit slots once a single character has reached level 20 and a server-wide wardrobe to keep pieces in. World of Warcraft has had its transmog system in since 2011, which allowed players to transmog individual gear pieces into other gear pieces and give a new use for Void Storage. WildStar launched with its costume system last year and doesn't include a storage option but it does have a better dye option. Both LotRO and WildStar also allow players to modify the looks of their mounts. I don't ever see SWTOR bothering with the mount customization option, simply because one of the bigger selling points for the Cartel Market packs are the rare or super-rare recolored/reskinned mounts. It's rather a pity, because I'd love being able to take the now-unavailable Hyrotti Scrapper model and applying the look to any of my other speeders. Or painting all of my speeders blue and silver.
SW-Feb26-1_t.jpg

However, which methodology will BioWare choose to use when it comes to the Outfit Designer? I don't see them overhauling the Collections system to account for partial gear sets and turning it into a wardrobe system like what LotRO has. Much like modding speeders, there's too many hooks sunk into the Cartel Market and getting people to buy packs. I don't foresee them ever letting companion-specific gear be available to put on any other character just like how the Havoc symbol isn't present on any gear that can be traded to or used by non-Trooper PCs or NPCs. Still, there is precedent for certain lore-based gear to be set to be unmoggable, just like how WoW has gear that can't be mogged.
I also don't see the dye system changing. To be honest, it doesn't really need to be. I know a lot of people are still grumpy that dye modules are consume-on-use, can't be extracted, and some require grinding reputation to learn the schematic, but I've been used to that since 2008 in LotRO, so it's not a going concern. I'm more concerned with the rarity of some dyes that are only obtainable via the Cartel Market. Some of the basic color schemes were recently released to Artificers as new schematics, albeit in slightly different shades, so that helps to some extent. SWTOR also has a feature that LotRO does not: match to chest. The only page they could really take from LotRO's book is the notion of allowing a player to pick which color a previously-dyed piece of gear would have. There, you can dye a piece of gear multiple times and then go back and use any of those previous dye options the next time you want to use that piece of gear as a cosmetic. I don't foresee them following WildStar's method of letting people learn the dye permanently once they used the module, because that would destroy the Artificers' cash flow for modules. You can't craft dyes in WildStar, so that makes more sense for their methods.
SW-Feb26-2_t.jpg

I'm going to state it straight up: I don't believe we'll see something truly innovative and new when they do release the Outfit Designer because of the game's history with adding new systems and how those features stack up to similar ones in other games. I'm expecting it to be heavily influenced by the Cartel Market and the purchase of Cartel Coins or significant sums of in-game credits for unlocks, much like the Appearance Designer kiosk. In that vein, I expect to see something more like WoW's transmog system than anything else. Perhaps we'll get a per-character storage locker of some kind for gear that isn't in Collections and the use of CC or credits for various unlocks. An NPC would then take our creds or CC and let us look one way but have our stats be stored somewhere else.
What I can foresee them doing is divorcing stats from gear entirely as they've hinted at doing for awhile, so that when a player brings up their character's paper doll, the slots on there would be for the mods that crafters make and their cosmetic gear would be visible on another tab. Sadly, what that would do to any production craft is pretty much turn them even more overtly into mod-crafting skills. The armor recipes I can make with my Synthweaver or Armormech, for example, would have no use in this new system. Plop one of the six basic skins into the OD, slap a dye on it, and call it good. When it comes to lightsaber crystals, BioWare already demolished the need for Artificers to craft anything other than the super-fancy level 50 crystals like blue-black or something because all the basic leveling color crystals are trumped by the level 10 +41 crystals easily obtained via the Cartel Market and/or GTN.
I suppose the final question is what will an Outfit Designer system actually add to the game other than another credit/CC sink? If we didn't already have dyes and orange shells to play with, I'd say such a system would be a huge deal, but I'm still very curious to see how this will make crafting and the use of world drops and quest loot meaningful again. Will it save armor and gear crafting? I honestly can't see how it will, because they can't take away anything we already have without the majority of the community throwing a massive fit (justifiably, no less). BioWare would have to drop a seriously awesome set of schematics in-game for people to find or grant a number of them to production crafters to make up for the damage orange shells did to their work.
What do you all think about this?
Jean Prior / Jean has been writing about MMOs on her blog and via fansites for several years now, taking over the MMORPG duty of writing the SWTOR column in 2014, as well as reviewing other games from time to time. She got into MMOs because of a song. Follow her on twitter @druidsfire. Watch out for horrible puns.
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source:MMORPG.com
 





Star Wars: The Old Republic : Cancelled: ESL Operation Victory Competition

Posted Mar 02, 2015



The ESL Operation Victory competition has been cancelled according to a new post on the Star Wars: The Old Republic site. The contest was designed for teams of players to race through operations in an effort to submit the best time to Bioware.
However, issues cropped up in the Coratanni encounter that produced issues for those attempting to move through quickly. While tomorrow's patch will address some of the issues, the team felt that others remained that would render the competition problematic.
We thank you for your feedback around the contest and should we decide to do something like this in the future, we will let you know. Also, let us know your feedback on the concept of doing a speedrun contest. As we explore options like this in the future it would be great to know your thoughts.
Participate in the forum thread about the ESL Operation Victory event on the Star Wars: The Old Republic site.

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Read more at http://www.mmorpg.com/newsroom.cfm/page/1#F7fmf2DWo6LyMWxa.99

source:MMORPG.com
 
I have been playing this game and for some reason I can't enter a flashpoint queue because it says I need to reset it

You currently have an active phase and may not queue for group finder until it is reset. You can reset your active phases from your portrait menu.

First I can't find anything that says portrait menu.

second I abandoned all the flashpoint missions from my mission menu. But I still get this error message.

I noticed this happened after a group of 4 went into the first flashpoint mission. Two of us where already fighting when the other two said they could not enter the ship because it was no longer blue to click. we were already inside the mission the ship they were referring to was I think the transport. We were all teammates from the flashpoint finder, so there shouldn't have been any problems. I think I might have ran into a bug. I hope this is fixable. Anyone have any pointers?

Edit: Nevermind I fixed it!
 
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So I started to play this again. I was a level 45 Jedi sage a couple years back.. I got back on but forgot pretty much everything. I couldn't recall how things worked. It is slowly coming back to me. But basically I am a level 45 Noob running around Belsavis.... I still haven't finished Belsavis... or Hoth.. So my character has been stuck in cyberspace on these two planets for over two years now.. I have all these missions but no one wants to join and help me out. They are all Heroic 2 and Heroic 4. I try to do them myself with my one companion but we always die..
So I decided to make a new character. I tried the Ebon Hawk server since that gets more traffic. I went with Jedi Knight. I got up to level 21 and now I am running around Nar Shadda.
 
I wait until I'm a bit higher level and solo the heroics. I'm near lvl fifty, decent gear, and solo'd most of the Hoth's. Nowhere near some of the other players and my guild mates, but I'm slowly picking things up...a few years later, lol.

Yeah, nobody helps out but they'll spam the chat for everyone to drop what they're doing to help them.

Not sure what the Flashpoint issue was. If you leave a active Flashpoint, you'll be locked out of queue's for while, but it doesn't sound like you did that? Wait, when you say abandon, does that mean you entered a Flashpoint and exited (which would start the queue timer) or you deleted from your mission list?
 
All four of us entered the flash point. But two of us couldn't click on the transport. In order to get inside everyone must click and a green check mark is above their heads. Well for some reason two of us got in and the other two were not able to get it in. So somehow the green checkmark thing didn't work correctly and two teammates were stranded.
So all three of my teammates just left the mission after being frustrated. I waited for others to join but they quickly left too. It then gave me the option to exit area which it only does at the end of the mission... so I was kind of confused why it gave me that option.. Something was buggy. So I hit exit area and returned to my previous location. So since the game let me exit area it didn't give me the timer.

I then just went ahead and abandoned the flashpoint in the mission window which deletes it, and went to search again but it gave me that error. I then realized I had to right click my picture on the bottom left and scroll over until I found reset flashpoint. Even when scrolled over to my picture nothing said "portrait menu" I originally kept looking at the top of the screen looking at all those menus. Instead of saying portrait menu it should say "right click your picture image". After I reset that it let me back into the finder.
 

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