The Glade 4.0

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PostPosted: Sun Mar 18, 2012 4:03 am 
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Here is some video from the new Novare Coast Warzone



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 Post subject: Re: Patch 1.2
PostPosted: Sun Mar 18, 2012 9:10 pm 
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Unwavering Focus has been removed from the game.


Good thing too, it didn't work.

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PostPosted: Mon Mar 19, 2012 12:36 pm 
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Well, they nerfed my Sawbones "giggle". It was sooo cute. :p

http://www.swtor.com/community/showthread.php?t=368403

I don't raid, but understand the sound effect was annoying to many when raiding for hours on end, but the giggle was a source of great fun for me and my regular group mates, and I'm bummed they took it out. They seem to have replaced it with the ability to emote while in stealth (wtf?).

They should have given the ability to turn it off optionally for those that don't like it.

For those who don't know, the smugglers (and presumably operatives) give off an audible 'giggle' for female or a 'grunt/evil laugh' for the males, whenever upper hand procs (as an audio cue). I haven't played on the test server yet, but plan to. I'll also submit my own feelings on the matter to the developers, but I doubt it will get changed.


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PostPosted: Mon Mar 19, 2012 2:01 pm 
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I would have characterized it as a little chuckle, but it only goes off when it procs off slow-release, in my experience.

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PostPosted: Mon Mar 19, 2012 3:22 pm 
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*sigh*

They are also apparently turning Corso's Harpoon into another Force Leap clone.

We (smugglers) already have several companions who can do this (Akaavi and Bowdaar), why not leave Corso with something unique?

I use him almost exclusively *because* of harpoon, being able to split mobs out of a pile for various reasons, or just to pull them off me and out of AE range (whatever).

People who apparently don't know how to disable autouse on their companions skills complained (namely Yahtzee) got this nerfed.

That's two changes to my main character that will tip the meter towards "I don't want to play anymore"....

bummer =(


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PostPosted: Mon Mar 19, 2012 6:26 pm 
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Here is a detailed breakdown of the Legacy stuff...
http://mmo-mechanics.com/news.php?artic ... em-preview

I'm less and less impressed with this the more I see of it.

By making this stuff purchasable with credits, you are basically equating 15 legacy levels (for example), which is about what you have after leveling to 50, with a few hundred thousand credits, which can be farmed fairly quickly, or worse, purchased online.


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PostPosted: Fri Mar 23, 2012 12:37 pm 
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For those playing Bounty Hunters, your class defining skill has been nerfed into near uselessness.
http://www.swtor.com/community/showthread.php?t=372861

Death from Above has had it's AOE range reduced, and it now knocks enemies back, (sometimes) out of range of the second and third phase of the attack.

I was having some fun leveling a Bounty Hunter alt. I'm not sure I'll even bother to play it any more if this goes live (it's currently on Play Test Server now).

Between this and the changes they are making to Smugglers, they are seriously killing the fun in this game for me.


Last edited by Midgen on Fri Mar 23, 2012 12:50 pm, edited 1 time in total.

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PostPosted: Fri Mar 23, 2012 12:43 pm 
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That's pretty stupid, but no more so than reducing the range of Project down to 10m in beta for Consulars, so that now a Shadow's knockback wave knocks things beyond his range, too. Bounty Hunters can cope the way I do, and save the use of that as an outright damage move for corners and the like. It'll still grab aggro, it'll still tag enemies.

I didn't consider it my Bounty Hunter's signature move to begin with. It was a fun one to whip out when it's just ridiculous, but.. you can say that about most overpowered stuff.

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PostPosted: Fri Mar 23, 2012 12:52 pm 
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Those changes are in effect for Trooper's mortar volley too. I can see the reduced range no longer catching all mobs in PVE spawns which sucks. I haven't witnessed the knock back though. the old mechanic knocks down, but not back.


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PostPosted: Fri Mar 23, 2012 12:59 pm 
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I haven't played a Trooper, but MV is mentioned in the post I linked, and I believe it got a similar treatment.

I do have a Bounty Hunter and a Smuggler on the PTS, and can say definitively that they are making changes that will change how I play those classes.

I play this game because the classes are pretty fun (part of that includes being somewhat overpowered against the environment).

I really despise that they make balance changes based on other classes complaining about a class they don't play having better skills than the class they play.

These aren't PvP issues, and PvP tuning should not negatively impact PvE players in a game whose primary focus is Story based RPG/PvE.

This game is following the same fatal trend that sucked the life out of games like Everquest, where the developers cave to the vocal minority and lose focus on what made the game fun and unique.


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 Post subject: Re: Patch 1.2
PostPosted: Fri Mar 23, 2012 1:36 pm 
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Fun, unique elements are not profitable for subscription based micro-transaction mills.

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PostPosted: Fri Mar 23, 2012 2:14 pm 
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So for 500k credits, 15 Legacy Levels, or $25 U.S. dollars I can have Death from Above with the full 8 meter range, and no knock back?

The changes being made to the guild bank shows who they are catering their changes to.

You have to have 18 members in your guild to get your first tab of the new guild bank at the cost of 600k credits. Subsequent tabs are 1mil, 2mil, etc.. (something like that).

Neither of those numbers are significant to a level 50 guild who do nothing but run ops and grind dailies all the time.

For a small guild with low-mid level players, they get nothing.

My guild on Soresu has about 12 members. It's unusual for more than 3 or 4 to be on at a time. Usually it's just one or two. Only two of those characters are even level 50 (I will soon be the third).

There is no way we, as a guild, are going to be able to meet the numbers or the credit requirements to even get the first tab open on the guild bank. At least not unless we change our focus from being a small, all-levels, very casual friendly guild to one who focuses only on end game content (if that happens I'll be looking for another guild).

They could have easily made the first bank tab accessibly to guilds with fewer members (8 is probably a good number), and with a smaller initial up-front charge (say 150k credits).. then make the costs steeper and steeper the further you get into the dark reaches of the bank vault.


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PostPosted: Fri Mar 23, 2012 7:43 pm 
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A gbank with a guild *size* requirement?

That's just ridiculous. There's no reason a gbank should need more than one member to exist. Especially more than the number of people required to actually *start* a guild.

I... I don't know what they're thinking here. They make some good changes, then they make some utterly awful ones...

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PostPosted: Fri Mar 23, 2012 7:57 pm 
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Midgen wrote:
Well, they nerfed my Sawbones "giggle". It was sooo cute. :p

http://www.swtor.com/community/showthread.php?t=368403

I don't raid, but understand the sound effect was annoying to many when raiding for hours on end, but the giggle was a source of great fun for me and my regular group mates, and I'm bummed they took it out. They seem to have replaced it with the ability to emote while in stealth (wtf?).

They should have given the ability to turn it off optionally for those that don't like it.

For those who don't know, the smugglers (and presumably operatives) give off an audible 'giggle' for female or a 'grunt/evil laugh' for the males, whenever upper hand procs (as an audio cue). I haven't played on the test server yet, but plan to. I'll also submit my own feelings on the matter to the developers, but I doubt it will get changed.


I am so **** glad this bullshit was removed. It was literally the worst thing about this game.

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PostPosted: Sat Mar 24, 2012 3:27 pm 
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You wouldn't have been happy just to disable it on your client? or is your disdain such that it can only be appeased by total nerfage?


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PostPosted: Wed Apr 11, 2012 11:02 am 
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Here are the final set of patch notes from 1.2 on the PTS

(too long to copy/paste)
http://www.swtor.com/community/showthread.php?t=363056

The patch goes live tonight at Midnight (12:01AM on Thurs, Apr 12) , and the final patch notes won't be available until the live patching is completed.


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 Post subject: Re: Patch 1.2
PostPosted: Wed Apr 11, 2012 1:36 pm 
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I'm just going to need a free weekend to pop up sometime soon so that I can test the broken class quest my main had to see if it's fixed as well. Don't want to pay $15 just to see it's still broken.


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PostPosted: Wed Apr 11, 2012 2:37 pm 
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I'm pretty sure there are no currently broken class quests.

There are a few cases were certain things were causing class quests to get blocked (i.e an NPC fell off a platform but wasn't killed/lootable), but they were all addressable in one way or another.

As to the free weekend, I wouldn't hold your breath. They are running some promotions for new accounts, but I doubt they will be letting existing accounts have any free time any time soon.


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PostPosted: Wed Apr 11, 2012 3:18 pm 
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Here is a the high-level stuff. You can read the gory nerfage details at the link above.

swtor.com wrote:
Highlights (New Features)
-- Players can now unlock a wide variety of rewards by leveling characters and reaching new Legacy levels, including buffs for your characters, unlocking additional Species choices for every class, and upgrades for your personal Starship. Build your own Legacy with the new Family Tree![/list]
-- Lost Island, a new Flashpoint, is available for play! Having uncovered the sources of the Rakghoul plague outbreak in the Tion Hegemony, players must travel to Ord Mantell and confront Dr. Lorrick, the mad scientist who engineered this horrific biological weapon.
-- Explosive Conflict, a new Operation, is available for play! The Trandoshan mercenary warlord Kephess has seized the planet Denova, a world rich in resources valuable to the war effort. Players must assault his war camp, situated atop a mountain in densely-wooded terrain, fighting Imperial defectors and heavy war machines along the way. 8- and 16-player Story and Hard Modes are currently available for this Operation.
-- Novare Coast, a new objective-oriented Warzone on the planet Denova, has been added to the game. This Warzone, like Huttball, supports same-faction matches if there are not enough members of the opposing faction to be found.
-- New repeatable high-level daily missions are available in a new area on Corellia, the Black Hole!
-- Guilds now have access to a shared Guild Bank, accessible on the Fleets, with expandable storage.
-- A new tier of gear has been added for both PvP and PvE.
-- Ranked Warzones are here! Players can now queue up and participate in PvP matchups to rank themselves against the competition.
-- Players can now customize their User Interface by moving and resizing UI elements!
-- A new level 50 World Boss with a challenge for a well-coordinated 16-player Operation Group has been sighted in the Gormak Lands region on Voss.
-- Players can now leave comments on entries in their Friends List in the Social Window.



General
-- The Imperial Transportation Authority and the Galactic Republic Safety Council have authorized the use of vehicles in Orbital Space Stations and Spaceports.
-- In-game rewards will be available to players who participate on the Public Test Server. Players will receive a title if they attain level 10 on PTS, and another if they complete Chapter 1.
-- A new preference, "Character Texture Atlasing," is now available. Enabling this option increases the texture quality used when rendering character models.
-- A new "Customize" option now appears on the character sheet. One of the features this button enables is the ability to color coordinate any individual piece of armor with the equipped chestpiece.
-- A new preference, "Awareness Radius," allows players to adjust the number of characters displayed on-screen. Reducing this setting can improve performance in crowded areas on low-end machines.[/list]
-- On planets with an Orbital Station, players can now travel directly from the planet shuttle on the surface to their ship.
-- The Sprint ability is now available at level 1.

General Bug Fixes
-- Cinematics throughout the game have been polished. A large number of cinematics have been improved to address incorrect camera angles, smooth out animation issues, and to correct Companion Characters that appear in the wrong gear or at the wrong time.
-- Cinematics and mission phases have been updated for consistency. For instance, several occurrences of NPCs appearing alive in a phase after a cinematic in which the player chose to kill them have been corrected.
-- Corrected many instances of misplaced geometry, visible seams, and incorrect collision with world objects throughout the game.
-- Many locations where player characters could become stuck on world geometry or fall through the world have been corrected.
-- Some visual effects and animations have been adjusted and fixed in instances where they played incorrectly.
-- Dark side appearance, if enabled, now appears correctly at character selection. *UPDATED 3/23*[/list]


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PostPosted: Wed Apr 11, 2012 10:43 pm 
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Midgen wrote:
I'm pretty sure there are no currently broken class quests.


I found the thread about the issue I was having, the most recent post in it is from about a week ago. Every week or so someone new pipes in saying that they have the same problem. It seems to be a somewhat rare issue at this point, but that may be to people just leveling past Tatooine by now. Some of the people that have the issue seem to be able to eventually power through it after trying to advance the quest repeatedly, but I'm not terribly interested in sitting there trying the quest dialogue over and over until it works.

So until I can be sure it does without having to pay a month long subscription, I won't be coming back.


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PostPosted: Wed Apr 11, 2012 10:44 pm 
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I just wish I could sit at my pc for more than 15 mintues at a time without wanting to shoot myself.

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PostPosted: Wed Apr 11, 2012 11:16 pm 
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Jocificus wrote:
Midgen wrote:
I'm pretty sure there are no currently broken class quests.


I found the thread about the issue I was having, the most recent post in it is from about a week ago. Every week or so someone new pipes in saying that they have the same problem. It seems to be a somewhat rare issue at this point, but that may be to people just leveling past Tatooine by now. Some of the people that have the issue seem to be able to eventually power through it after trying to advance the quest repeatedly, but I'm not terribly interested in sitting there trying the quest dialogue over and over until it works.

So until I can be sure it does without having to pay a month long subscription, I won't be coming back.


What class? what mission? do you recall where you are stuck?


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PostPosted: Thu Apr 12, 2012 12:34 am 
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Midgen wrote:
What class? what mission? do you recall where you are stuck?


SI. Quest is the starting Tatooine quest, "Adronikos Revel" (spelling may be a little off.. it's been a couple months now, haha). I recall it very well after having tried the "keep trying until it works" method a couple dozen times.

It's the initial mission starting the planet. You fly to the planet, Darth Baras pops in to say hi on the holoterminal, and the conversation never completes. When the last dialogue is spoken, the screen goes black for a few seconds then goes back to the close up of your character instead of completing. Then it sits there until you escape out of the conversation. I let it sit for ten minutes once to see what would happen. The answer was nothing.


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PostPosted: Thu Apr 12, 2012 3:01 am 
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Something that has helped me in a few unusual circumstances is using the 'Reload the UI" command "CTRL-UU". Twice now I've been able to get missions unstuck using this trick. These were cases where I had looted something for a mission, but the objective wouldn't update. I was in a phase, and didn't want to leave for fear something really bad would happen. CTRL-UU forced the update and I was able to progress from there.

It might not help for you if you are stuck in a conversation though.

Edit: Thinking more about this, it sounds like it could be a local issue (i.e. file corruption or something). If you have another computer you can access the game from, that might get you passed this issue. You might want to run the file integrity checker on the patcher to see if it finds any errors.


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PostPosted: Thu Apr 12, 2012 3:58 pm 
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Location: The battlefield. As always.
You don't have to worry about paying anyway.

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Starting on April 13th, 2012 at 12:01AM CDT / 5:01AM GMT through April 19th, 2012 at 11:59PM CDT / April 20th, 2012 at 4:59AM GMT, former subscribers will be able to log-in to their accounts without having to re-subscribe!

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