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Star Wars: The Old Republic > English > Developer Tracker
Threads in forum : Dev Tracker
Developer Name Forum -> Thread Date / Time
AmberGreen Vanguard -> BUG: Guard becomes unusable
Hello everyone. Thank you for your reports; we are working on this issue and would like your help. If you are experiencing trouble with Guard, please post to report what Class you are guarding when the issue happens. We appreciate your patience as we research a resolution to this problem. Thank you!
02.03.2012 06:16 PM
CourtneyWoods General Discussion -> Begin Your Journey
In our new series of “Quick Start Guides,” Star Wars™: The Old Republic™ Social Media Coordinator Eric Musco helps new players to better understand certain aspects of the game. The first installment in this series, “Begin Your Journey,” will guide players through the process of creating your first characters.

Watch Now
02.03.2012 04:52 PM
JovethGonzalez General Discussion -> Scheduled Maintenance: February 7th, 2012
Hello everyone!

We wanted to let you know that we will be performing scheduled maintenance for four hours on February 7th, 2012 from 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) until 6AM CST (4AM PST/7AM EST/12PM GMT/1PM CET). All game servers will be offline during this period. This maintenance is expected to take no more than four hours, but could be extended.

For our new players, this weekly maintenance is done in order to make general improvements and to check performance of the game so that we can continue to provide a consistent, quality experience. Quite often (but not always) after a maintenance period there will be a patch to download. After the maintenance, please login via the launcher to download the latest patch. If your launcher was open during the maintenance, you must close and reopen it for a fresh login.


Scheduled Maintenance

Date: Tuesday, February 7th, 2012

Time: 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) until 6AM CST (4AM PST/7AM EST/12PM GMT/1PM CET)

All game servers will be offline during this period. This maintenance is expected to take no more than four hours.

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.
02.03.2012 04:28 PM
JovethGonzalez General Discussion -> Official Q&A Thread for February 10th, 2012 Q&A Blog Post
Hello and welcome to the official Q&A thread for questions to be answered for the February 10th, 2012 Q&A blog post.

As a reminder, we’ll be starting up a weekly Q&A blog series in which we will select ten questions from the community and post answers to them every Friday. We’ll have our first set of answers next week on February 10th, 2012, but before that, we need your questions!

Please use this thread to ask your questions (one per community member, so make it count!). On Tuesday at 2PM CST (8PM GMT), we will close this thread, select ten questions, and get answers to them for Friday’s blog post.

In order to increase the chances of having your specific question answered and to help us keep the thread manageable, here are some guidelines on asking questions:

1) Keep your question relatively short. Background details are welcome, but don’t go overboard.
2) Please actually ask a question. We want to hear constructive feedback elsewhere in the Forums.
3) Use common sense – we cannot answer everything, especially on far-reaching content.
4) Limit yourself to one question in this thread, please. You can always ask another question next week!
5) And finally, as a reminder, this is not a discussion thread. Do not comment about what somebody else has posted.

Any other posts apart from questions in the thread will be removed. With that being said, please ask away!
02.03.2012 04:03 PM
JovethGonzalez PvP -> Wz win not counting not fixed.
Hi again,

Once again, thank you for your patience on this issue. We've found a possible solution for this and we will be implementing it in an upcoming patch as soon as we're able to test and verify this solution internally. This process takes a bit of time, but know that we are working to implement it as soon as we can.
02.03.2012 11:00 AM
StephenReid General Discussion -> Announcing The Old Republic Guild Summit
As some of you have been asking about our criteria for the selection of guilds who we've already invited to the Guild Summit, here's some insight.

Guilds were selected with the ultimate aim of ensuring we had a broad representative mixture of guild sizes, playstyles and geographical locations at the summit (with the assumption that no-one might turn up of their own accord). We have guilds from all types of playstyles, large guilds (2,000+ members), small guilds (20 members) and guilds from across North America and Europe. (Note: many guilds are multi-national; our invites were for guild leaders, who were mostly located in NA/EU.) Guilds were also selected because of their constructive and critical feedback during testing of The Old Republic, both pre-launch and post-launch.

Beyond that, we won't be commenting further on our selection criteria. We've invited a large number of guild leaders, but naturally we could not invite everyone - hence our decision to allow interested guild leaders to attend if they chose to. Further dissection of the selection criteria will only lead to speculation and argument. I can assure you that no guild leader is being invited to Austin because they are 'friends with a developer' or anything similar.

It should also be noted that none of the criteria detailed above are exact guidelines on the selection of guild leaders who apply to attend the summit, beyond the general idea that we still want to have a mix of playstyles, guild sizes and locations. (Please note, we did not ask for a guild membership number as part of the application process.)

The initial aim of this thread was to announce the Guild Summit and to answer any questions regarding it. While I can appreciate people's varying opinions on the summit, turning this thread into a continuous argument about the summit's existence or our potential motives is not productive.

Everyone's views have now been clearly stated and noted. We'll be happy to answer further questions about the summit itself, but back and forth arguments have no place here.
02.02.2012 06:03 PM
GabeAmatangelo Public Test Server -> 1.1.2 PvP bag changes.
The cost of Champion and Centurion items are NOT changing.

The chance for a Battlemaster Commendation to be in a Battlemaster Bag is NOT changing. It is still 25%.

To reiterate the mention in my previous post, we will be changing Battlemaster Commendation drops in a future patch toward the same 'steady' progession goal without changing the overall average time to gear up.
02.02.2012 01:56 PM
GabeAmatangelo Public Test Server -> 1.1.2 PvP bag changes.
Quote:
Originally Posted by GeorgZoeller
Let me just point this out, since there's confusion about it.

The 1.1.2. bag changes have reduced the RNG element on drops DRAMATICALLY. Exactly what you guys asked for.

Instead of hoping to get specific item tokens, you now get (more) commendations that you can turn into an item of your choice. That is a lot more deterministic and reliable than opening bags and hoping for a token.

-- Georg
It's obvious from comments here that the patch note is not specific enough, so we'll get it updated before the patch goes to the live servers. Here are some specifics:

Champion Bags now always contain 15 Centurion Commendations AND 7 Champion Commendations. Battlemaster Bags now always contain 15 Champion Commendations. So Centurion gearing up progression for new level 50s is increased significantly and Champion gearing up progression will be steady.

We do still intend on adding more intro level 50 PvP items as well as change how Battlemaster Commendations operate toward the same 'steady' goal. It's just the scope of that change was more than could be done in a weekly patch as it included vendor changes, conversions to existing commendations on players already, etc.

That being said, the current interim 'gearing up' system will change significantly when we introduce Ranked Warzones (aiming for Game Update 1.2). Stay tuned for more details on that.

- Gabe
02.02.2012 12:56 PM
GeorgZoeller Public Test Server -> 1.1.2 PvP bag changes.
Let me just point this out, since there's confusion about it.

The 1.1.2. bag changes have reduced the RNG element on drops DRAMATICALLY. Exactly what you guys asked for.

Instead of hoping to get specific item tokens, you now get (more) commendations that you can turn into an item of your choice. That is a lot more deterministic and reliable than opening bags and hoping for a token.

-- Georg
02.02.2012 11:31 AM
DavidBass General Discussion -> Announcing The Old Republic Guild Summit
Quote:
Originally Posted by Residentx_NA
Any one want split a room with me at the Marriott? 119.00 is the nightly rate. PM me when they get send out the invites.

that way it's 60.00/night per person.
I highly recommend you hold off on this until you hear back on the status of your application. First, because I don't want you putting money down until you get invited, but more importantly, because I've been securing much cheaper rates than that across hotels in the immediate area (including the DoubleTree itself). More information will be provided to the attendees, and we've got rooms reserved already, so you don't have to worry about them running out.
02.02.2012 09:34 AM
StephenReid General Discussion -> Announcing The Old Republic Guild Summit
Quote:
Originally Posted by Jadarra
It also makes sense to choose 'representatives', and the best representatives for the masses are the guild leaders. If you disagree, explain how you would choose 'representatives' from millions of people? Who can provide not only 'individual' feedback, but 'collective' feedback from more than one viewpoint? If you're saying a lottery system accomplishes this, I fail to see the logic. Individuals would provide feedback from one viewpoint, theirs. Guild leaders have collective viewpoints, have heard various complaints and ideas from more than one person and can provide much more in terms of quality than an individual member.

The only part of this that makes me say, 'that sucks' is the lack of compensation. BW should cover the costs.
We are covering costs for a select group, which will make up a significant number of the attendees. We're obviously also covering all the other running costs for the event.

While I understand everyone's opinions here, apparently we're stuck between a rock and a hard place on this one. Previously (for the Fan Site Summits) we invited a select group; we got complaints that it should have been open to others even if they paid for themselves. In this case we invite a select group and in addition open up attendance to anyone who wishes to apply, and some are frustrated that we're asking people to attend at their own expense. Like I said, we understand people's reactions, but we won't be able to please everyone.

Quote:
Originally Posted by limenutpen
Is good but I hope a European summit will take place in a later stage, somewhere around Europe.

By the servers looks like Europe is 40% of the numbers of this game. So Bioware, EA should start to check us as well.
As stated, we will have a significant presence from EU guild leaders. We are conducting the summit in English, but most of our developers are English speaking, so it's a necessity. As I stated, an EU summit of some kind is still possible at some point.

Quote:
Originally Posted by Tarka
Also, what about those who weren't invited by Bioware, and didn't get one of the limited available spots?
Again, we'll have ways for people to interact with the summit who aren't present at the event. That was always part of our planning and we'll have more details soon.

Once again, I'd like to ask for comments to remain constructive in this thread. We are proceeding with the summit and would love to hear your comments about how we can make it a success.
02.02.2012 09:25 AM
GeorgZoeller Public Test Server -> Crafting Profession Changes in patch 1.1.2
Quote:
Originally Posted by burningcurse
I read your statement about rebalancing pvp gear George and I couldn't help but feel upset.

Here is another suggestion/ solution rather than nerfing end game pvp gear, just give the new 50s some BLUE pvp gear to buy!

I'm valor rank 68. have done nothing but play your warzones for the past month and half.

if you nerf end game PVP gear just to bring us down a few notches so that new level 50s wearin greens and blues can beat us then its just not right.


it's like you are punishing those who really put in the time & like to play that aspect of the game(pvp) to appease new level 50s and casual pvpers.

there will always be a gap between new 50s and old ones. As I'm sure you know, it's called Progression, naturally those who have gear will outmatch/outshine those with only leveling/questing loot.
Fair concerns... but nobody said anything about nerfs for PvP gear just yet.

There are many ways of achieving our intended goal, from stabilizing early gear acquisition through diminishing/removal of the random factor to the introduction of new gear over time... and a dozen other methods in-between.

To spell it out: We currently have no intention to modify the stats on existing PvP gear downwards (which I assume you mean by 'nerf'). Nobody has talked about eliminating the gap between old level 50s and new level 50s either.

-- Georg
02.02.2012 01:00 AM
GeorgZoeller Public Test Server -> Crafting Profession Changes in patch 1.1.2
Quote:
Originally Posted by Rephlexie
Please I beg of you add some Artifice schematics for us 50s to play with. Even just 23 rating ones. Give us some purpose in gearing out our guilds a bit.
Yes, among other things.
02.02.2012 12:49 AM
GeorgZoeller Public Test Server -> Biochem
These should be fixed on the test server with this patch.
02.02.2012 12:48 AM
GeorgZoeller Public Test Server -> Crafting Profession Changes in patch 1.1.2
Quote:
Originally Posted by questcequecest
Remember, Bioware, MMOs have 2 end games. PVE and PVP. Don't forget that.
We have no intention of forcing PvP players to do Operations and vice versa.
02.01.2012 11:24 PM
GeorgZoeller General Discussion -> BioWare your Dev promised action
Hi Tinasa,

I would like to clear up a misconception here first:

I promised action, but I did not promise a specific patch for that action. My exact words were 'an upcoming patch'. Not 'the upcoming patch' (1.1.1.) or Patch 1.1.1. I apologize if I confused you, but I picked my words carefully.

As a matter of fact, the modified cooldown UI is live on the test server and ready for your feedback:

http://www.swtor.com/community/showthread.php?t=260938

So, the answer to your question is, barring unforseen circumstances, 'as soon as patch 1.1.2 moves from the test servers to the live servers'. We invite you to get on to the test server and try out the changes for yourself, as well as give us additional feedback if you feel we can do more.

Just to take this opportunity to create some additional clarity:

Contrary to what people may believe, we rarely make hastily-written posts here. In fact, most words you will find in posts like the one you are referring to are chosen very deliberately.

The absence of a specific patch number in a post like this indicates a level of planning uncertainty that prevents a specific statement as to the exact timing of a change from being made. This is usually the case when we know an issue has been identified and addressed internally but still has to pass internal testing.


regards
Georg
02.01.2012 10:15 PM
GeorgZoeller Public Test Server -> Crafting Profession Changes in patch 1.1.2
As stated, we are working on making all crafting professions fully endgame viable. We'll talk more about specifics, like Armstech or Synthweaving when we have specifics to announce.

The reason BioChem is called out specifically in this note is because this patch changes how it works and we want players to understand why that is the case.
02.01.2012 09:31 PM
GeorgZoeller Public Test Server -> Crafting Profession Changes in patch 1.1.2
Quote:
Originally Posted by Vecte
If this means I can actually wear the gear I desire to wear, AND be optimal, well then you have a game-long subscriber here. There is NO customization available right now. Once you hit 50, each class looks the same. I have sets of orange gear that I have collected, and kept, awaiting the day I would be able to remove the mods from my purple gear, so I don't look like everyone else...
That is exactly what that means, yes.
02.01.2012 08:39 PM
GeorgZoeller Public Test Server -> Crafting Profession Changes in patch 1.1.2
Quote:
Originally Posted by Jestunhi
This.

Include pvp gear in the gear with fully unlocked mod slots and let us use the mods in other armour sets.
That is what 'extractable basemods' means.
02.01.2012 08:38 PM
AmberGreen Public Test Server -> Public Test Server Downtime - 2/1
The Public Test Server is available. Thank you for helping to test our new content!
02.01.2012 06:55 PM
StephenReid General Discussion -> Announcing The Old Republic Guild Summit
Quote:
Originally Posted by Fiachsidhe
How are you not excluding people, if only a tiny sliver of your player base can even apply, and then you have to be selected? You're excluding most of your players before applications even begin!
We're not excluding people because, as we've suggested several times in a number of threads today, we'll be open to feedback and interaction during the summit from everyone - not just those attending. We're not ready to announce further details on how that will work yet, but we will be soon.

Naturally, we can't host a summit and invite the entire population of the game to attend; it's physically not possible. I can understand your feelings that those 'in the room' have a stronger voice than those out of it, but we're taking that into account in our planning.

Quote:
Originally Posted by Bregah
Also, like someone else said, this announcement gives the impression they'll start ASKING what people want in March, and then start coding/implementing it.
There are plenty of guild-centric features already planned and many are in development - for example guild banks, which we've talked about for Game Update 1.2.

We are certainly not holding back on development of these features until the summit happens, although we do hope that during the summit when we talk about future development, we'll get some validation from the community as a whole (and not just those attending) that we're on the right track. (And why are we waiting until the summit? Well, the development team isn't quite ready to talk about many of these features yet, but we've challenged them to ensure they are by the summit.)

Finally, I appreciate the feedback in this thread, but I'd ask you to remain constructive in your comments.
02.01.2012 06:37 PM
AmberGreen Public Test Server -> Patch Notes - 1.1.2

Star Wars™: The Old Republic™ - 1.1.2 Patch Notes


Classes and Combat

General
  • Improved response time for ability activation requests in low-framerate situations.
  • Implemented further improvements to ability responsiveness and client-side anticipation of ability executions.
  • The activation bar now appears at the correct time (when the activation of an ability begins) and disappears when activation is complete.
  • If Sprint was active when a player died, it now remains active when the player is revived.
  • Abilities on cooldown are now more easily distinguished from abilities that can be used.

Jedi Knight

Sentinel
  • Pacify: This ability can no longer be used on Operation Boss enemies.

Watchman
  • Plasma Blades: Now increases damage dealt by burn effects by 5% per point.
  • Searing Saber: Now correctly modifies the critical damage dealt by burn effects.
  • Changes to Searing Saber and Plasma Blades result in an overall increase in Damage Per Second.

Sith Warrior

Marauder
  • Obfuscate: This ability can no longer be used on Operation Boss enemies.

Annihilation
  • Hemorrhage: Now increases damage dealt by bleed effects by 5% per point.
  • Bleedout: Now correctly modifies critical damage dealt by bleed effects.
  • Changes to Hemorrhage and Bleedout result in an overall increase in Damage Per Second.

Jedi Consular

General
  • Unity: Now properly provides damage reduction when used.

Shadow
  • All Techniques now cost 100 Force.
  • Force Technique’s Force Breach now also deals damage when applied. Overall damage dealt by this ability has not changed.

Kinetic Combat
  • Technique Mastery: No longer increases the duration of Force Technique’s Breach effect. It now increases the damage dealt by Force Technique.
  • Particle Acceleration: This skill now also triggers from Spinning Strike. It now triggers from damage dealt (rather than ability use) such that each hit of Spinning Strike, Double Strike, and Whirling blow have an individual chance to yield the Particle Acceleration buff. The chance to trigger has been reduced to 30% per hit, and it now properly increases the critical damage dealt by Project when a Force Potency charge is consumed.
  • Harnessed Shadows: Stacks of Harnessed Shadows now last 30 seconds. Using Slow Time now yields a stack of Harnessed Shadows.

Infiltration
  • 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.

Balance (Shared Tree)
  • Force Focus: Now additionally lowers the cooldown of Force Breach while Force Technique is active.
  • Force Strike: Now triggers from activating melee attacks that hit a target affected by Force Technique’s Breach effect. This effect now triggers more easily but cannot trigger as frequently.
  • Force in Balance: Heals the caster for 1% of maximum health for each target struck. This healing effect can no longer crit and no longer consumes Force Potency charges.
  • Psychic Absorption: Now doubles the amount of healing generated by Force in Balance and Focused Insight.

Sith Inquisitor

Assassin
  • All Saber Charges now cost 100 Force.
  • Lightning Charge’s Discharge now also deals damage when applied. Overall damage dealt by this ability has not changed.

Darkness
  • Charge Mastery: No longer increases the duration of Lightning Charge’s Discharge effect. It now increases the damage dealt by Lightning Charge.
  • Energize: This skill now also triggers from Assassinate. It now triggers from damage dealt (rather than ability use) such that each hit of Assassinate, Thrash, and Lacerate have an individual chance to yield the Energize buff. The chance to trigger has been reduced to 30% per hit.
  • Harnessed Darkness: Stacks of Harnessed Darkness now last 30 seconds. Using Wither now yields a stack of Harnessed Darkness.

Deception
  • Induction: Now requires the Surging Charge skill to be purchased and requires that Surging Charge is active in order to trigger the Induction buff. This skill now also triggers from Assassinate.

Madness (Shared Tree)
  • Crackling Charge: Now additionally lowers the cooldown of Discharge while Lightning Charge is active.
  • Raze: Now triggers from activating melee attacks that hit a target affected by Lightning Charge’s Discharge effect. This effect now triggers more easily but cannot trigger as frequently.
  • Death Field: Heals the caster for 1% of maximum health for each target struck. This healing effect can no longer crit and no longer consumes Recklessness charges.
  • Devour: Now doubles the amount of healing generated by Death Field and Parasitism.

Smuggler

Gunslinger

Sharpshooter
  • Diversion: This ability can no longer be used on Operation Boss enemies.

Imperial Agent

Sniper

Marksmanship
  • Diversion: This ability can no longer be used on Operation Boss enemies.

Bounty Hunter

Powertech

Advanced Prototype
  • Hydraulic Overrides: Visual and sound effects are now easier to recognize.

Trooper

General
  • Troopers can now access their ship after leaving and returning to Corellia within 30 minutes.

Vanguard

Tactics
  • Hold the Line: Visual and sound effects are now easier to recognize.


Companion Characters

General
  • Companion Characters no longer occasionally appear unclothed when summoned.

Companions

Doc
  • Crazy Talk (mission): Male characters can now complete the conversation related to this mission.


Crew Skills

Crafting Skills
  • Crafting skills no longer inform the player that no missions are defined for the Crew Skill.

Biochem
  • Energized and Exotech stims and adrenals no longer require Biochem to use.
  • Energized and Exotech stims and adrenals are no longer bound, allowing them to be traded or sold to other players.
  • Rakata reusable stims and adrenals have been reduced in power, providing buffs equal to Energized stims and adrenals.
  • The Exotech Med Unit schematic obtained from the Eternity Vault Operation now functions properly and can be learned.

Gathering Skills
  • Slightly lowered the amount of resources gathered from harvested droids and creatures.


Flashpoints and Operations

General
  • Players are now able to obtain destined loot from chests when Master Looter is enabled and they are not the Master Looter.

Flashpoints

The False Emperor
  • Jindo Krey’s ship no longer occasionally enters a state that prevents it from taking damage.

Kaon Under Siege
  • Infected Mercenaries can no longer permanently stun players.
Operations

Eternity Vault
  • Soa no longer resets if he uses Mind Trap on the main tank.

Karagga’s Palace
  • The chest that is awarded for defeating Karagga on Nightmare Mode no longer appears partially inside a wall and now properly spawns.
  • Foreman Crusher’s Perforating Rend now correctly applies itself to targets caught within the conical attack.
  • Jarg & Sorno: The Carbonizer Probe no longer disappears if all of the players who attacked it died before the Carbonizer Probe was destroyed.
  • Karagga no longer appears above portions of the walls during the fight.


Items

General
  • Rakata weapons are now correctly rating 140 and are fitted with mark 25 modifications. These items were previously less powerful than intended.
  • The number of commendations in Champion and Battlemaster Bags has been greatly increased, and the direct item trade tokens appear less frequently in Champion Bags. This change allows players to obtain PvP gear at a steady and significantly more predictable rate with an occasional bonus.

Vendors
  • It is no longer possible to purchase items while holding down the Shift, Alt, or Ctrl keys.


Legacy

General
  • The Legacy Experience required to advance to Legacy Levels beyond 20 has been increased.


Missions and NPCs

General
  • Commendation rewards for Hard Mode Flashpoint daily and weekly missions and Operation weekly missions have been increased.

Missions

Imperial
  • General Faraire: Khourlet’s Elite Guards no longer hide behind a door, preventing progression in this mission.
  • Last Stand: Players are now able to complete this mission as long as the Voss Scholars are inside the prison cell.
  • The Big Show: Using Force Cloak, dying, or leaving the phase while on the step “Defeat the Screaming Blade Cultists” can no longer cause the necessary NPCs to disappear and prevent mission progress.

Republic
  • Leave Nothing Behind: The Frozen Biomass Container now remains lootable if the loot window is closed.
  • Most Wanted: A mission item can no longer be rolled on if it is looted while the player is in a group.
  • Need to Impress: Players can now speak to Ambassador Jannik if they have already completed the mission Gormak Country.
  • The Lightspring: The toughness of Vaverone Zare and Nariel Pridence has been decreased. This mission can no longer be failed.
  • The Shadow Fist: Mission progress for players who are on this mission has been reset to the first step. Players can no longer become locked out of the stealth generator room.
Bug Fixes
  • Bonus Series missions on Tatooine can now be abandoned.


PvP

World PvP

Ilum
  • Particle Cannons can no longer be permanently disabled.
  • Players now receive notification when they kill a target that is not worth Valor due to being killed too recently.


Space Combat

General
  • The speed of enemy Ion Cannons has been reduced to improve balance in high-level Space Combat Missions.


UI

General
  • The reverse engineering button no longer occasionally disappears after a crafting skill is initially learned.


Miscellaneous Bug Fixes
  • Loading screens no longer appear in low resolution if the player selects the low-resolution texture option in preferences.
  • Facial animations no longer fail to play correctly in some instances.
  • During brief teleports, the splash screen does not appear incorrectly over loading screens.
  • Players will no longer experience limited audio, black portraits, or the inability to initiate conversations when they reconnect after being disconnected.
02.01.2012 06:35 PM
JovethGonzalez General Discussion -> Why is my SWTOR launcher exe trying to contact University of New Hampsire?
Hey everyone,

Due to the odd nature of this issue, one of our developers has asked us to post this on his behalf in order to clarify what is happening:

The network call in question is from a 3rd party library we use as part of our launching system. The call is intended to optimize the performance of a P2P feature of this library which we do not use and do not intend to use. Note that the call is to a public stun protocol server which is, in fact, hosted by the University of New Hampshire. A future update to our launcher will disable this completely.

We hope that answers your question!
02.01.2012 06:08 PM
CameronWinston Classes -> Salvation/Revivification Discrepency (Sage/Sorc AOE Heal)
The extra 'large' heal at the beginning of Salvation was always unintended, and was removed as part of this fix. The 'double' tick at the beginning was corrected but still appears visually. This issue will be further corrected in an upcoming patch which should make the ticks read much more clearly and be more evenly spaced out.

The design intent of this ability is 11 ticks of healing over a 10 second period to all applicable taregts within the area (Which is also how Revivification works). Hope this helps clarify!
02.01.2012 05:50 PM
AmberGreen Public Test Server -> Public Test Server Downtime - 2/1
**UPDATE 6:55PM CST - The Public Test Server is available. Thank you for helping to test our new content! **

Please be advised that the Public Test Server will be unavailable at 5:30PM CST (3:30PM PST/ 6:30PM CST/ 11:30PM GMT/ 12:30AM CET) as we deploy Patch 1.1.2.

We will work to make the server available for testing as soon as possible, so please watch this thread for updates.

Thank you for your patience!
02.01.2012 05:25 PM
GeorgZoeller Public Test Server -> Crafting Profession Changes in patch 1.1.2
Hi,

I wanted to drop some notes on the changes made to the BioChem profession in the patch (1.1.2) that just went onto the Public Test Server, how they fit in the big picture and how we are proceeding forward with crafting professions in endgame in general.

First off, we removed the requirement to have the BioChem profession to use Energized and Exotech stims and adrenals. This was done to (a) remove pressure of players to pick up BioChem for optimal combat performance and (b) to open up the sale of BioChem products to a larger audience on the Galactic Trade Network.

Additionally, we've reduced the effectiveness of the BioChem exclusive Rakata Stimpacks to be equal to Energized stimpacks. Their intended benefit is the cost savings they provide over time, not an increase in power. We are also in progress of reviewing the creation costs of many consumables in the game against the economic realities (acquisition cost of purple mission materials on our live servers) and will likely make adjustments to these in the future.

It is our intention to gradually, over multiple patches, reduce the impact of situational consumables on endgame combat resolution and shift the factors which determine the outcome of combat more towards personal skill. As part of this effort, specifically for PvP, we are also working on changes that will reduce the gear related power difference between new characters at level 50 and players in full PvP gear. We feel that at the current time, this difference is too high.

On a more general note about crafting, our changes to make BioChem consumables freely tradeable are just a small first step as part of a larger scale effort to extend our crafting gameplay, for all professions, into the endgame.

Major changes are currently on schedule for the next major content patch, such as extractable basemods (armoring, barrel, etc.) from purple items, critical crafting successes on orange outfits, more bind-on-equip schematic drops for artifice and other professions, increased relevance of augments, better reverse engineering chance, and other improvements. We want to create significant incentive for players to engage in the crafting economy – as provider of goods or supplier - without requiring players to take up a specific profession as a ticket into endgame.

Long term, our plan is to evolve Star Wars: The Old Republic’s game economy to a more player driven model, strengthen and improve the GTN and embrace the game’s extensive appearance customization throughout the game. We have a long list of improvements planned for that but we’re also anxious to hear from you. Feel free to use this thread to give us your feedback on the topic!

Regards
Georg
02.01.2012 05:23 PM
CourtneyWoods General Discussion -> Maintenance February 2nd, 2012 - ALL SERVERS BACK ONLINE
Hello,

Since the latest patch (1.1.1), we’ve been seeing reports about players dealing with hitching and freezing issues. As an effort to alleviate these issues for affected players, we will be performing maintenance tonight starting at 2AM CST, but we don’t expect it to go beyond two hours. We apologize for any inconvenience, but we hope that this will resolve these issues for those players affected by them. This is a server-side only update and will not require a download.

Maintenance

Date: Thursday, February 2nd, 2012

Time: 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) until 4AM CST (2AM PST/5AM EST/10AM GMT/11AMPM CET)

All game servers will be offline during this period. This maintenance is expected to take no more than two hours.

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.

UPDATE: All servers are back online.
02.01.2012 05:10 PM
StephenReid General Discussion -> Announcing The Old Republic Guild Summit
Hello everyone, thanks for your comments so far. I wanted to address a few things that have come up.

Quote:
Originally Posted by Loreki
Again, some effort to include European players would be nice. A separate summit session would be ideal - a small number (5 or 10?) funded places for Europeans to travel over would perhaps wind up being a cheaper alternative.
As this is our first time doing a Guild Summit, naturally we have to be cautious in some aspects of this event. Holding it in Austin makes the most sense, as we're based here and will get the biggest developer turnout with the least impact on development schedules; it's also considerably easier for us to organize when it's local to us.

That said, if the event is a success, a future European summit isn't out of the question. For this event, we have already invited a number of EU guild leaders.

Quote:
Originally Posted by Liberate
Great, so the mega guilds will be the only ones to get a say.
That's definitely not the case - in fact, the application doesn't even ask for the size of the guild to be specified. We're aiming to invite a diverse mix of guilds; small and large, PvP, PvE and RP playstyles. We're interested in a whole variety of opinions and hope that those who attend will respect opinions on the game that might be alternative to theirs.

Quote:
Originally Posted by Fett
After all, given this is an online game, isn't everyone's opinion valid and isn't the web the best medium for presenting material like this?
The web is a very good medium for presenting lots of material - but face to face interaction and conversation is always going to yield great results. Let's be frank, the anonymity of the internet can ensure some pretty radical opinions and can sometimes drown out reasonable discussion. We believe we'll get some great in-depth discussions and feedback out of this event.

With that said, we're aware that some might not be able to attend and are looking for alternative ways to participate. We'll have more information on how you'll be able to contribute soon.

Quote:
Originally Posted by ManiacZX
Does the person applying for this have to be the "Guild Leader" in terms of the top position in the structure of the guild or merely part of the Guild Leadership?
Any guild leader is welcome to apply and then can designate another guild member to attend in their place. This of course assumes that the guild leader's application is accepted for the event.

Last thing; there's been a certain amount of concern in this thread that we're 'expecting' or 'forcing' people to attend the summit. To give you some background, when we held our last Fan Site Summit, at which we invited a number of SWTOR fan sites out to Austin, we heard from a lot of other fan sites that they would have been interested in coming if they were able to pay their own way.

When we started planning the Guild Summit, we decided we would invite a select number of guild leaders to Austin at our expense, just like the Fan Site Summit. In addition, we decided to open applications to all guild leaders who were interested in attending at their own expense. So far, judging by the pile of applications we've received today, plenty of people are interested in joining us in Austin and we're looking forward to welcoming everyone.

We're building this event to gather a broad spectrum of opinions, both from those attending in person and those of you in the wider community. We're not excluding anyone, even if they can't make it to Austin.
02.01.2012 05:06 PM
JovethGonzalez PvP -> Wz win not counting not fixed.
Hi everyone,

I wanted to let you all know that we have been investigating this issue with the patch note not matching up to in-game behavior since we started seeing these type of threads yesterday.

After some investigation, it appears that there was some miscommunication between teams and this patch note was not intended to be included in this last patch.

This is a high priority issue for us, and it won't be resolved overnight, but we are actively working towards a solution. We apologize for the error with the patch note and we will also work to prevent situations like that from happening again.

The patch note has since been removed and we will keep you updated on the status of a resolution to this issue.

Thank you very much for your patience and for your understanding.
02.01.2012 02:34 PM
DavidBass General Discussion -> Announcing The Old Republic Guild Summit
Quote:
Originally Posted by rhirne
OHHH.. you mean the ones where the only questions that are "answered" are those that have been asked and answered 3412139418 times via forums, official posts, videos, etc...
This is actually one of the major reasons I've been pushing to do something like this for a long time. The events you're referring to are public conventions, where you get an audience of people who don't play the game, and aren't aware of the community and the information that's out there already. At those events, we always want to answer any questions, regardless of whether or not they've been answered before. Your audience at a gaming convention tends to be much more "all-around gamer" and less "hardcore SW:TOR fan", and therefore we cater our plans towards that.

In this case, we're specifically inviting guild leaders who are actively playing the game. While we're inviting guilds from all walks of life, the application process is there because we want to be able to raise the level of discourse we hold with the leaders, and so we can have serious, in-depth discussions about the state of the game. This event isn't just a Q&A like we've done previously, this is a two-way conversation between the people making the game and the people playing the game, and I think that makes a huge difference with this event vs. conventions we've visited in the past.
02.01.2012 02:26 PM
DavidBass General Discussion -> Announcing The Old Republic Guild Summit
Those of you who are concerned about hotels: We've been working very closely with the DoubleTree to get a great rate for the event, and we've got a block of rooms being held for those who are coming. In addition, we're working with hotels in the immediate area to get a variety of rates for anyone who wishes to come. No one needs to worry about having to wait until the last minute to book hotels, as that's something we've already taken care of. If your guild's application is accepted, we'll be in touch with all the options we've put together in the Austin area.

If you have more questions about the event, I encourage you to email guilds@swtor.com and I'll be happy to provide more information.
02.01.2012 11:54 AM
CourtneyWoods General Discussion -> Announcing The Old Republic Guild Summit
Today, we are pleased to announce the first ever Star Wars™: The Old Republic™ Guild Summit, being hosted in Austin, TX in March. Over the course of a few days, guild leaders from around the world will gather together to discuss the state of the game with the developers from BioWare Austin. Guild leaders (or a designated officer in the event of a guild leader being unable to attend) will participate in Q&A sessions with developers, roundtable feedback discussions, and will get a preview of some upcoming game features.

Read More
02.01.2012 10:02 AM
GeorgZoeller General Discussion -> About Patch 1.1.1
Sorry if you were confused about this, but at the time that post was made, 1.1.1. was already in testing on the PTS server.

'An upcoming' patch means just that - a patch that is upcoming in the future. To be clear, the improvements are still on - and you will know when they are about to roll out based on the patch notes from our public test server. Until you read the inclusion of such improvements there, we cannot give an ETA.
01.31.2012 09:08 PM
GeorgZoeller General Discussion -> Security Key Vendor
There are a number of unique items on the security vendor (including a 1 hour cooldown fleet fast-travel pass) that cannot be found anywhere else in game.

We also intend to update the vendor's inventory over time with additional goodies.

Players can gain access to the security vendor's stock by purchasing and associating a physical security key or the free smartphone key app for Android or IOS with their account.

All details can be found here
http://www.swtor.com/info/security-key
01.31.2012 09:04 PM
CourtneyWoods General Discussion -> Developer Blog: Busting Bugs and Fixing Exploits
Hello everyone! We’ve posted a new blog from Richard Vogel that talks about busting bugs and fixing exploits. Click here to read the blog!
01.31.2012 03:03 PM
RandyBegel Bounty Hunter -> Mako, Torian, and too much affection for the former.
Spoiler

Aenene, if it makes you feel better that is definitely a bug. I'll report it for you and see if we can reproduce what happened and fix it. If you have the time, please submit your own bug report with as many details as you can remember through the game client. It will help immensely in isolating where the break happened.

Thanks!
01.31.2012 02:52 PM
StephenReid Crew Skills -> Artifice - Where to Find a White Lightsaber Crystal (And other rares)
Quote:
Originally Posted by Fiachsidhe
They know damn well whats in the game but if they hold off on releasing info and being straight with us, they can manipulate us into entertaining them, which seems more important than solid communication.
While we do know what's in the game, we don't 'hold off on releasing info' for the reasons suggested.

As per my previous post, an item (or mob, or quest, or planet even) may be in the game client, but that doesn't mean it's ready to be used/completed/explored. This is part of the process of live development. This isn't a case of there being extra content in the game that's waiting to be unlocked; an MMO will always be a living piece of software that is added onto continuously. (If everything was already done and we could just 'unlock it' when we wanted to, I know a lot of people around here who'd love to spend more time with their families. ) If a site decides to 'datamine' the game client, they may uncover content, or suggestions of content, that aren't in the game yet. If you read these sites you may come to your own conclusions, but we can't control that.

In the case of the White Lightsaber Crystal, yes, it was in-game during Game Testing. Yes, it was removed - as the development team decided they wanted to change the requirements to acquire it. That was a decision made, in their opinion, to benefit the game in the long term. To suggest that decision was made to 'mess' with players is unfair. It's simply not what was done.

We also did not monitor this thread for an extended period for our own 'amusement'. When we discovered this issue - and it was an issue - we took action. While it might be tempting to look for reasons that are bigger than the truth, the truth is very simple - we took action when we knew an issue was present.
01.30.2012 05:58 PM
StephenReid Crew Skills -> Artifice - Where to Find a White Lightsaber Crystal (And other rares)
Quote:
Originally Posted by Forkrul
Just because it's in the game files does not mean it is finished. It could be an area that is not yet fully built, but still has the associated loot already created. Or it could be a fully built and populated area that is still being tuned and the bugs being ironed out.

But yes, keeping fully working and implemented content away is bad imo.
It would be - and that's not what we're doing.

Content found via 'datamining' sites may be in the client, but that doesn't mean it's ready to be in the live game. When it's ready to be in the live game, it should be ready to play and even if it's not easy to find (in the case of an item, for example), it should be possible.

Following WraithAscendant's request, we'll close this thread now.
01.30.2012 05:49 PM
JovethGonzalez Customer Service -> A Note on General Performance Issues
Quote:
Originally Posted by Kunari
Our development team is actually investigating this right now. Until we can further test this, however, we can't officially recommend this tip.
01.30.2012 05:33 PM
StephenReid Crew Skills -> Artifice - Where to Find a White Lightsaber Crystal (And other rares)
Quote:
Originally Posted by Vandaman
Thank you so much for the reply in both threads. One awesome thing I think even the devs could take from these threads is the things people come up with. A lot of the stuff we tried was probably never thought of by bioware, but would be awesome little puzzles. Would be awesome if the Devs combed through these types of threads and found some cool ideas for puzzles later on in the game.
No promises... but we're always watching!

Quote:
Originally Posted by Shalamahara
I suggest changing the thread title to Queen of Sands Hunt.Unless the devs want to step in and say that boss isnt implimented completely ingame yet either
Here I go, killing your buzz again....

'Queen of Sands' is indeed not in-game... yet. I would venture a guess that you discovered that boss through a datamining site. As a general hint, do not assume everything you read on those sites is currently in-game, especially if there do not seem to be any quests linked to the item.

Again, confirmed by development - 'Queen of Sands' will make an appearance eventually, but we cannot confirm exactly when or how at this point.
01.30.2012 04:20 PM
JovethGonzalez Customer Service -> A Note on General Performance Issues
Quote:
Originally Posted by Demetriscy
O.K. I have to agree with you on that, title is quite misleading for its content...
This is a fair point, I have changed the title of this thread in order to avoid any further confusion.
01.30.2012 04:02 PM
StephenReid Crew Skills -> Artifice - Where to Find a White Lightsaber Crystal (And other rares)
Hello all - you've obviously already seen my other post regarding the appearance of the White Lightsaber Crystal.

I'm sorry the end result of this 'red herring' has disappointed a lot of people; all we can do is apologize here and set the record straight.

I talked to the development team regarding this and I wanted to reassure all of you who are looking for this crystal that it will be available in the game eventually. At this time we can't give you any more information on when that will happen or how the crystal will ultimately be obtained, but rest assured when it's able to be found, we'll let you know (but depending on the method of obtaining it, we might not give you a road map!).

To WraithAscendant: thanks for starting and maintaining this thread, as a lot of people have gotten enjoyment out of it! I appreciate you updated the original post - you might also want to change the thread title. (If you have issues with that, let us know.)
01.30.2012 03:52 PM
JovethGonzalez Customer Service -> A Note on General Performance Issues
Quote:
Originally Posted by TheJestersHat
Now, that i've regained my speech, that's about as useful as a lead freakin' balloon.

Is this it?! The big fix?
To be clear, we never said that this was going to be a quick fix, in fact, I posted the following:

Quote:
Originally Posted by JovethGonzalez
Hi folks, I apologize for the delay in updates on this issue, but as I mentioned before, we needed time to gather data and put all of our information together in one digestible format.

We just finished editing a document that we hope to be able to publish as a forum post here in the CS forums as early as tomorrow.

I can tell you that it's going to be a guide on optimization performance (which includes FPS) for your PCs.

Thank you all for sharing your experiences here and for your patience as we work to continually improve your gaming experience.


Every PC is different, and we wanted to help folks understand the different settings in SWTOR and how they each affect performance including FPS. SWTOR is a demanding game and the PC is a complex machine. It's not always possible to have a single "fix" for various issues and our hope is for this guide to act as a reference to help diagnose your specific issues. Thank you for taking the time to read it.
01.30.2012 03:52 PM
JovethGonzalez Customer Service -> Horrid FPS
Hey everyone, the post is now up. Please keep in mind that a variety of factors are at play with any issue, including this one. As Avi mentions in his post, we are always looking at ways to improve optimization. Thanks for your patience, and we hope that you benefit in some way from this post, whether it's in improving performance or at least understanding our goals and methods.
01.30.2012 03:30 PM
JovethGonzalez Customer Service -> A Note on General Performance Issues
Hi everyone,

As promised, we wanted to address some of the hot topics in our community right now: FPS (frames per second) and other performance issues. We’ve spent a lot of time reading the forum threads on these topics, and the client team has analyzed many, many performance logs. They’ve also met over the past few weeks to discuss how to best address these topics, and now we want to open up the conversation with you.

Avi Mintz, the Associate Project Manager for the client engineer team, has digested some information together into the post below. Over to Avi:


Hi everyone!

As Joveth mentioned above, my name is Avi Mintz and I’m the Associate Project Manager for the client engineering team.

Developing an MMORPG of this scale and detail means we must support a wide spectrum of performance-impacting scenarios, varied hardware compatibility issues and other unique challenges. Input from our community goes a long way to bolster our investigation efforts and narrow down elusive resolutions to these problems.

To that end, we’re hoping that we can start an open dialogue with you, the community; some of you have called out for this, others have taken the time to publish write-ups, and we are looking forward to collaborating with you to make this game a fantastic journey and a memorable experience for all involved.

Please remember, we read the forums and identify actionable items as often as possible, as well as receiving reports from the Community team on a regular basis. Although we can’t always respond with the frequency or immediacy that you might like, whenever an issue is raised to us, a developer is alerted and assigned to the issue. We prioritize to ensure that the identified issues that affect the largest number of players are dealt with first, but we are always working on whatever we have outstanding.

In this post, I’ll get a little more detailed into our client preferences and suggest some settings changes that may help you. In the future, we’ll update you on our optimization plans as we address known issues. Now that you know a little bit more about our processes, let’s get started.


Game settings and what they mean for performance

Any given PC can bottleneck in a few different locations (processing power, available memory, graphics processing power, etc.). While changing graphics settings can have an impact on any or all of these, finding a ‘sweet spot’ for your system might take a bit of experimentation. Such experimentation is probably best approached by turning everything to ‘Low’, and then turning various features up selectively and noting the effect. We’ve broken down some of the less straightforward options for you here to give you some insight into the workings of our rendering options.

Min-spec shaders
  • The min-spec shader option allows faster rendering, at a reduced quality. This option also turns shadows and bloom off.
Shadows
  • Our shadow options are High / Low / None, where:
  1. The ‘High’ option renders full shadows
  2. The ‘Medium’ option renders only ‘blob’ shadow discs under characters.
  3. The ‘None’ option removes even the ‘blob’ shadows.
As you might expect, your choice of shadow setting can heavily impact frame-rate. High shadows will be, comparatively, much more taxing on your system.
Textures
  • Our texture options are High / Low. We are planning an additional setting for character textures, closer to the quality seen in cinematic scenes, which is under development right now.
Anti-Aliasing
  • Our anti-aliasing options are High / Low / Off. Depending on your system, these options represent different levels of jagged edge smoothing.
  • Anti-aliasing is one of our more system-taxing features, and we do not recommend using it when running a video card with less than 1GB of memory. Keep in mind that the ‘performance cost’ is greater at higher resolutions.
  • Note: anti-aliasing is temporarily disabled for AMD 6900 series cards, due to severe graphical artifacts. We are working with AMD to resolve this bug, and we will re-enable the option for the 6900 series as soon as possible.
Resolution and Window mode
  • Window mode options are Fullscreen / Fullscreen (windowed) / Windowed, where:
  1. ‘Fullscreen’ is what we refer to as ‘Fullscreen exclusive mode’. This option gives you the best frame-rate of the three, but it comes with a trade-off of having to reinitialize the display if you tab away from the game and back.
  2. ‘Fullscreen (windowed)’ is really just a borderless window that stretches to fill your screen. You lose out on the slight performance gain of ‘Fullscreen’, but you can now tab back to the program seamlessly.
  3. ‘Windowed’ is as straightforward as you might expect. If you feel that you’ve gotten the best frame-rate out of this setting, keep in mind that it all comes back to how much resolution you are prepared to sacrifice.

Minimum spec, recommended spec and performance

Error Code 7

Error code 7 is our way of reporting a game initialization failure – essentially, the game failed to run. There has been some speculation about this message being a ‘gate’ blocking players based on their system, but that is not quite accurate. Here are some situations that will result in an error code 7:
  • Missing technology that would cause an unplayable scenario. To be more specific, we require SSE3, introduced in late 2004.
  • Missing PlatformInfo.dll file (part of the SWTOR client).
  • Failure to create a Direct3D device – usually caused by an absent or outdated graphics card driver.
Note that this factor is not related to system processing capabilities, but rather fundamental system architecture (e.g. a 2011 netbook CPU might be able to run SWTOR while a 2004 desktop CPU might not).

If you’re receiving error code 7, but your system should be up to the task of running SWTOR, please contact us through Customer Service with the email tagline ’Error Code 7‘. We have introduced additional logging in patch 1.1.0 that can help us diagnose and pinpoint the source of failure.

Low FPS in the fleets, warzones and Ilum

We’re very aware of the frame-rate degradation that even top-notch systems experience in these gameplay scenarios. We’ve taken measures to control the overall impact that character-heavy scenarios can have on system performance, but there is always more we can do. We are constantly investigating and optimizing, and we are in the process of making changes to the fleets that have hopefully yielded some improvement.

Some of you have pointed out that your GPU is not being fully utilized when in these types of situations; we have found that character-heavy situations like these are usually limited by the CPU, not by rendering, so this makes sense.

Other changes you can make that will help improve performance:
  • We’ve read that some mobile graphics cards might not appropriately set their performance profile when running SWTOR. You can correct this by going to your graphics control panel and manually setting up a profile.
  • Disabling Windows Aero can also improve performance slightly.
  • And, of course, shutting down background programs can only help.
Client crashes

Our data says that, when measured as an average across all players, crashes during SWTOR gameplay are relatively rare. That being said, there might be some users that have the perfect storm of hardware, settings or activities that provoke repeated crashes in a way that we can practically diagnose and fix. If you experience consistent crashes, or if you know of a consistently reproducible one, please take a visit to this thread and post your information there – we’re always looking for more issues like this to fix, and increasing SWTOR stability will always be a top priority for our team.

We recently messaged that we fixed a frame-rate degradation problem that occurred when shadows were on ‘High’; this fix also greatly increased stability on 32-bit systems.

System failures

If your system consistently shuts down unexpectedly, please go to this thread and post your information. Some of you have already done this, and your posts have been extremely helpful. We’ve analyzed all the information you’ve provided so far, and this is what we can say…
  • SWTOR has the capacity to heavily utilize your system. If you are running the game with high graphics settings, this is especially true. System flaws or inadequacies that might not be evident when idling or playing other games could possibly be exposed when you are running SWTOR, especially in moments that put extra pressure on your system (PVP, Operations, etc.) To name a few things you should look out for:
  1. Ensure that your power supply is not failing and that it supplies enough juice to power your system.
  2. For temperature considerations, it’s also worth checking that the power supply fan is working properly. Also ensure that your PC case is properly ventilated and your airflow is unobstructed.
  3. Ensure that your PC is clean and your system is not clogged with dust and dirt.
  4. We recommend taking appropriate precautions (monitoring and cooling) if you are overclocking your hardware. Our advice is to dial things back to the manufacturer’s recommended settings until your system failures are resolved.
  • Blue Screens are displayed when Windows encounters a critical error. Errors of this nature are usually hardware or driver related.
  1. We’ve provided some information here in the CS forums about ways to narrow down and identify the root cause of a given error. Windows tends to log this information, and those logs are a good point to begin an investigation.
For every visit you’ve made to the Forums to post constructively or inform us of an issue – thank you. Your DXDiags help us (even if you do forget to use spoiler tags sometimes!!) and we hope you’ll continue to work with us to make SWTOR great.
01.30.2012 03:25 PM
StephenReid Server Names P - S -> Requiem presents the White Crystal. Prophecy of the Five server
Hello everyone, I wanted to clarify a little on our actions here. Here's the biggest question I wanted to address:

Quote:
Originally Posted by Part_Time_Hero
in otherwords was it intentional ? or something anyone could have stubled upon which was not how bioware intended it to be found?
Unfortunately the actions of the player in question were intentional and deliberate. As well as the item being removed, further action was taken on this player's account. This was not an 'easy exploit', and not something the average player might 'stumble upon'.

Beyond that, we will not be commenting further - either on the player's method of obtaining the crystal or actions on their account.

Right now, it is not possible to legitimately obtain a White Lightsaber Crystal in the game through any gameplay method. In the future, it will be possible to legitimately obtain. When that day comes, we'll let you know so you can go about obtaining the crystal for your characters.

Again, we apologize for not commenting sooner as our investigation was ongoing.
01.30.2012 03:15 PM
AllisonBerryman Server Names P - S -> Requiem presents the White Crystal. Prophecy of the Five server
We've done some investigating and discovered that CatchDeathwalker did not obtain the white crystal through legitimate means in the game. Right now, we're removing the crystal from his possession, and we're going to have some more information for you as soon as possible about this situation (but don't worry, we won't post any spoilers!).

We apologize for not responding to this thread sooner, but we needed to investigate the issue before commenting.
01.30.2012 02:13 PM
StephenReid General Discussion -> Lack of communication is unprofessional
Hey everyone; I appreciate everyone's views on this topic and I can understand the feelings being expressed here.

Our Live team took the decision to roll out today's 1.1.0c patch during Friday night/Saturday morning with the knowledge that it would affect a higher than usual number of players. Unfortunately, we had to make changes that required server downtime. The Live team felt those changes were urgently required and that was why the maintenance was scheduled. Generally speaking, we try and ensure all required maintenance happens during our weekly maintenance period, but this was one situation where we had to move forward quickly; to not do so could have led to severe performance issues across the service as a whole.

I want to address a couple of other points from the OP:

Quote:
Originally Posted by Demorgoth
1: You post a warning less than two hours before the servers are brought down. Ok, if this is an emergency, tell us it's an emergency. Don't call it 'maintenance' when you decide to pull down all the servers on a Friday night with less than 2 hours notice.
This is a little inaccurate. I'm not sure where your timing comes from, but our original post regarding the downtime was posted at 5:10PM CST (Austin time). At that point, we were unsure of the start time for the maintenance so posted without it. The post was updated with the exact timing of the maintenance at 8:54PM CST, which would give just over five hours notice of the exact timing.

Five hours is not a generous window of notice, and for that we apologize. In this instance, we updated with the precise timing as soon as we could, but we'll strive to improve.

Quote:
Originally Posted by Demorgoth
2: The post is highly ambiguous. If you're pulling the servers down on a Friday, put Friday in the title. If you're pulling the servers down today, in 2 hours, put that in the title to get the word out. The title gives the overwealing impression that the Patch + Maintenance are on Jan 31st.
Overall, this is a fair point. Generally speaking, every Friday we post details of our upcoming maintenance period to give plenty of advance notice. Because of the timing of this patch, we thought it might be easier to roll both notices into one. We didn't feel the ambiguity was too extreme, as the upcoming patch was detailed up front, but I can see how it might have confused some. We'll improve.

As stated, the patch was deemed necessary and urgent enough to be rolled out on a Friday night/Saturday morning (Austin time). We didn't take this lightly, and don't expect or wish it to be a regular occurrence.

To those of you in Europe, I want you to know that we'll be discussing maintenance windows and how we can improve their timing this coming week. We may not have an update immediately (and not before the scheduled maintenance on January 31st) but we have been paying attention to your opinions.

Thanks again for the feedback - it helps us know where to improve.
01.28.2012 11:41 PM
StephenReid General Discussion -> Read-Only Forums - Stop It
Quote:
Originally Posted by DunsparrowSolo
Every other MMO continues to allow forum posts while servers are under maintenance, unless the forums themselves are under maintenance. You always shut down forum posts shortly before the server announcements that the servers will be coming down in 15 minutes.

The only logical explanation for this is that they want to stifle speech and complaints on their forums. This is certainly within their rights. Its certainly within my rights to complain about it, talk about why it sucks and get them to change this absurd policy.
Understandable conclusion, but incorrect.

No conspiracy here - and we're not trying to stifle anything. If anyone has complaints, they'll just wait a little longer to complain.

The truth is that the Forums put quite a lot of strain on our servers, and when a downtime starts, many people hit the Forums at once. (Many of whom may not have seen the Forums, Community Blog or tweets previously to know about the downtime in advance.) In the past, we've seen excessive strain on the web servers as a result, and we've had performance issues.

To alleviate that, the decision was made to temporarily put the Forums into a 'read only' mode at the beginning of maintenance periods, to ensure they stay up and can be read (so those folk coming to the Forums who may not have known about the downtime get that information).

Is this acceptable? No, not in the long term. We have teams working on improving things to ensure this doesn't continue to occur; ultimately we want the Forums to remain online and to allow you to post during maintenance periods.

Regarding maintenance periods themselves, we'll be giving some more details on those a little more in the coming week, I hope.
01.28.2012 10:57 PM
StephenReid General Discussion -> [Updated] Corellian Run - restored
Hello everyone, Corellian Run is now restored to service and is ready for play.

Thanks for your patience while we resolved things!
01.28.2012 10:27 PM
StephenReid General Discussion -> [Updated] Corellian Run - restored
Quote:
Originally Posted by Tribus
I had just gotten the +10 All Stats Datacron about 5 min before it went down.

Maybe Bioware didn't want our group to have it...but we got it anyway despite your silly "server down" technique.
Curses! You figured us out...

On a more serious note we seem close to stability and restoral now. Hang tight.
01.28.2012 10:23 PM
StephenReid Customer Service -> Corellian Run Offline
Hello all,

As you've obviously noticed, Corellian Run is offline right now.

Our Live team are working to restore service as soon as possible. For more updates, please check this thread in General Discussion..
01.28.2012 10:15 PM
StephenReid General Discussion -> [Updated] Corellian Run - restored
UPDATE: 10:24PM CST - Service has been restored and Corellian Run is now available for play. Enjoy!

Original post:

Hello everyone! The North American East Coast server, Corellian Run, is currently offline. We have no ETA for a restoral of service at this time.

Our Live team is working to restore service as soon as possible. Please keep checking this thread for further updates.
01.28.2012 10:13 PM
JovethGonzalez Customer Service -> Horrid FPS
Quote:
Originally Posted by JovethGonzalez
Hi folks, I apologize for the delay in updates on this issue, but as I mentioned before, we needed time to gather data and put all of our information together in one digestible format.

We just finished editing a document that we hope to be able to publish as a forum post here in the CS forums as early as tomorrow.

I can tell you that it's going to be a guide on optimization performance (which includes FPS) for your PCs.

Thank you all for sharing your experiences here and for your patience as we work to continually improve your gaming experience.
Hi folks, just as an update to this, I did say as early as tomorrow, but it's looking more like Monday. The post is in its final stages of editing and we should be able to post soon.

Thank you
01.27.2012 10:15 PM
CourtneyWoods General Discussion -> Upcoming Patch + Scheduled Maintenance: January 31st, 2012
Hi everyone!

We wanted to let you know that we will be performing scheduled maintenance for eight hours on January 31st, 2012 from 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) until 10AM CST (8AM PST/11AM EST/4PM GMT/5PM CET). All game servers and swtor.com will be offline during this period. This maintenance is expected to take no more than eight hours, but could be extended.

For our new players, this weekly maintenance is done in order to make general improvements and to check performance of the game so that we can continue to provide a consistent, quality experience. Quite often (but not always) after a maintenance period there will a patch to download. After the maintenance, please login via the launcher to download the latest patch. If your launcher was open during the maintenance, you must close and reopen it for a fresh login.

Scheduled Maintenance

Date: Tuesday, January 31st, 2012

Time: 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) until 10AM CST (8AM PST/11AM EST/4PM GMT/5PM CET)

All game servers and swtor.com will be offline during this period. This maintenance is expected to take no more than eight hours.

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.
01.27.2012 05:10 PM
JovethGonzalez General Discussion -> Why oh why can I hurt other players if I am not PvP flagged?
Apologies for the delay, but I was waiting to make sure that it was on internal radar and being worked on before I posted.


Quote:
Originally Posted by _Darkstar
OMG thank you so much for replying

We do appreciate it.
01.27.2012 04:21 PM
JovethGonzalez General Discussion -> Why oh why can I hurt other players if I am not PvP flagged?
Hi everyone,

I wanted to let you all know that the development team is aware of this issue and is currently investigating different solutions for it. Your feedback is important and we want everyone to be able to have an enjoyable experience. We'll definitely keep you posted with the latest information on this.

Thank you
01.27.2012 04:18 PM
AllisonBerryman Customer Service -> Accident looting and bad customer service from Bioware
Everyone – thanks for your patience while we looked into this issue. We’re going to be getting in touch with Fierze directly about his report. In the future, please do report incidents of accidental looting to us via the In-Game Customer Service Portal and we will assist you if we are able, specifically regarding loot for Operations and Hard Mode Flashpoints due to the difficult nature of these encounters. If you looted something accidentally, please contact us. Please also bear in mind that we get a large number of requests of this nature, and as such we ask for your patience when you submit a request.
01.27.2012 04:07 PM
JamesBaldwin Customer Service -> Information Request: Network Latency Issues
Quote:
Originally Posted by Ruio
I keep spiking ever since the maintenance in the late afternoon...

I'll post a tracert ina few, but I practically can't play the game anymore.
Please keep in mind that the in game latency meter is not a measure of network latency but a measure of game latency. This latency check measures many things from the client to server and is processed by the server code itself not by the network stack on the server.

While high network latency can negatively impact your play experience, a high in game latency measure is not necessarily indicative of a network issue.
01.26.2012 10:01 PM
JovethGonzalez Customer Service -> Horrid FPS
Hi folks, I apologize for the delay in updates on this issue, but as I mentioned before, we needed time to gather data and put all of our information together in one digestible format.

We just finished editing a document that we hope to be able to publish as a forum post here in the CS forums as early as tomorrow.

I can tell you that it's going to be a guide on optimization performance (which includes FPS) for your PCs.

Thank you all for sharing your experiences here and for your patience as we work to continually improve your gaming experience.
01.26.2012 08:28 PM
JovethGonzalez Customer Service -> Update and Information Request: Error Code 9000
Thanks to those of you that volunteered for us to contact you by phone! Jennifer and her team received a lot of good data that they are currently going through in order to get to the bottom of this issue. Thank you all for your patience in this matter, and for supporting us as we investigate.
01.26.2012 08:07 PM
JovethGonzalez Customer Service -> System Locks Up
Quote:
Originally Posted by Sylin


FWIW, Joveth, personal updates like yours (as opposed to cut-n-paste comments from faceless CS droids) go a long way in letting us know BioWare cares.

Waiting patiently on a fix so I can enjoy SWTOR on my new gaming rig!
Thank you! With our forums being so large, it's difficult to be able to go to each thread with a response, in addition to our daily in-office work here at BioWare, but we try! Hopefully we'll resolve this issue soon for you folks!
01.26.2012 08:06 PM
JamesBaldwin Customer Service -> Information Request: Network Latency Issues
Quote:
Originally Posted by NCPest
Ping statistics for 159.153.92.28:
Packets: Sent = 831, Received = 783, Lost = 48
Approximate round trip times in milli-seconds:
Minimum = 32ms, Maximum = 102ms, Average = 34ms
This packet loss is terrible but your latency looks very good. When you're having these problems, are you seeing packet loss to any other locations or sites? A good way to check is to open several command shells and ping to various locations en route to our network. For instance, in one window ping your in home router, then your ISP default gateway, then our IP address. You shouldn't be seeing any packet loss to your network.

A tool that does this for you, but without all the hassle is WinMTR (available on sourceforge.net).
01.26.2012 05:59 PM
JamesBaldwin Customer Service -> Information Request: Network Latency Issues
Quote:
Originally Posted by BoneEater
Code:
Routenverfolgung zu 159.153.72.252 über maximal 30 Abschnitte

  1     *        *        *     Zeitüberschreitung der Anforderung.
  2     *        *        *     Zeitüberschreitung der Anforderung.
  3     *        *        *     Zeitüberschreitung der Anforderung.
  4     *        *        *     Zeitüberschreitung der Anforderung.
  5     *        *        *     Zeitüberschreitung der Anforderung.
  6     *        *        *     Zeitüberschreitung der Anforderung.
  7     *        *        *     Zeitüberschreitung der Anforderung.
  8     *        *        *     Zeitüberschreitung der Anforderung.
  9     *        *     User-PC [**********]  meldet: Zielhost nicht erreichbar.
Yeah, pretty damn weird, dunno if that is even helping or if it was just some random launcher problem, but I had to do exactly the same thing as if the game kicked me out due to the insane latency spikes. I had to reconnect my internet connection even though it showed me I was connected perfectly fine. Don't ask me why
This definitely looks like a local network problem. I would have expect you to see, at the very least, a connection for your in home router and default gateway for your ISP.

For everyone else whose posted so far, thanks! Make sure to post both a normal (if available) and problem traceroute. I've started doing some checking into some of the routes for issues but will need more data points from more players (hopefully following a similar route) to firmly identify the issue.

A few of you are showing latency just due to the sheer distance to the server you're playing on. EU players on a West Coast server are rarely going to see latency less than 150ms (and I'm probably being generous with that RTT as it is). I don't suggest playing on a different server and the game should be playable at those ping times (the Aussies playing on the West Coast servers have similar ping times) however you are opening yourself to be impacted by a larger number of variables.

I highly suggest, if possible (and I know it always isn't, looking at you Oz), that you try not to cross an ocean to hit a server.
01.26.2012 05:52 PM
JovethGonzalez Customer Service -> Manual Patching - BioWare, Listen to your customers
Quote:
Originally Posted by truedark
Sorry, had to fix that. Was driving me nuts.
Thanks for catching that! Edited
01.26.2012 05:40 PM
JovethGonzalez Customer Service -> Manual Patching - BioWare, Listen to your customers
Quote:
Originally Posted by FalconEvo

As you have posted directly in the thread created by me. Are you happy to allow me to continue my work providing manual patching functionality 'until' the issue is fixed by your development team? Im sure I have the backing of the community in relation to this request.
Hi FalconEvo, we appreciate the effort that you are putting into this, but we cannot officially endorse any hosting of files that has to do with installing the game outside of our official site.
01.26.2012 05:38 PM
JovethGonzalez Customer Service -> Manual Patching - BioWare, Listen to your customers
Hi everyone,

I just wanted to let you all know that yes, we do have a whole team working on the launcher, as Stephen mentioned on Twitter.

We actually are investigating different possibilities for allowing you to manually patch and we are working on providing the most beneficial solution.

We take this feedback very seriously, and we will update you when we have more information.

Rest assured that we are working diligently to resolve this.

Thank you
01.26.2012 05:20 PM
RandyBegel Bounty Hunter -> Mako, Torian, and too much affection for the former.
Quote:
Originally Posted by Rhinzual
So, like I stated in that Torian the Terminator thread, I'm not even at Taris or even Dromund Kas' second visit a la Act 2 on my Powertech and am sitting on 9060 affection with Mako, not knowing that having more affection with her than Torian (who I don't even have yet) could lock me out of the romance. Now, she grew on me as a character and all and I do not see myself liking Torian in the slightest and since we simply can't kill unwanted companions off for good, I must ask, am I screwed?

If not, then do I just level my Underworld Trading alt up enough to then stuff Torian's face with Rank 6 Companion Gifts, or do I just reroll my whole character? Of course, after reading how Mercs with Concussive Missile have it way easier than Powertechs against those two guards, the idea to reroll in already in my mind.
I have good news for you. You don't need to reroll your character to romance Mako; you're on the right track.

The circumstance you were told about doesn't happen based on having certain levels of affection with one companion or another. It only happens if you are not yet in a romance and even then, you have the ultimate choice over encouraging the situation or saying "no, mine!"

Hope that takes a load off your mind.
01.26.2012 04:32 PM
JovethGonzalez Customer Service -> System Locks Up
Hi folks, please see my reply for the other thread that we unstickied.
Bottom line: There is no conspiracy. We simply received enough data for an analysis. We are definitely aware of these issues and please continue to submit your data in this thread. We'll keep everyone updated as soon as we have more information.
Thank you for your help!
01.26.2012 04:19 PM
AllisonBerryman Customer Service -> Accident looting and bad customer service from Bioware
Hello Fierze (and others)! Thank you for posting about your concern. We're looking into this report of accidental looting, and will provide more information on this issue as soon as we're able. Thank you for your patience as we investigate.
01.26.2012 02:51 PM
DavidBass General Discussion -> No "Founder" Status?
Hi Crash,

You are still in the first 30 days of your account, so you have not yet been charged for a subscription. Once you are charged for your next 30 days, within a week you'll receive an email letting you know that your Founder's medal is waiting for you.

Hope that helps!
01.26.2012 02:10 PM
CameronWinston Marauder -> Huge bug with Ataru Form
Hello everyone -

Thanks to you, we have identified the issue causing this problem and are currently working on a fix. We'll roll out the fix in a future content patch - watch the Public Test Server for an update.

Thanks for your feedback!

- Cameron
01.26.2012 01:45 PM
JovethGonzalez Customer Service -> Update and Information Request: Error Code 9000
Hi folks! Thanks so much for your cooperation in this.

If you can repeatedly get error code 9000, we'd like to schedule a phone call with you in order to troubleshoot this issue within the next few hours.

Please send me a PM if you are repeatedly getting error code 9000 and will be available to assist us via phone within the next few hours by logging into the game.
01.26.2012 10:51 AM
GeorgZoeller Flashpoints, Operations, and Heroic Missions -> Rakata weapons still useless in 1.1
Hi,

This issue will be fixed in an upcoming patch. (Not 1.1.1)

Items already acquired by players will be upgraded automatically to the fixed versions when that happens.
01.26.2012 10:19 AM
AmberGreen Public Test Server -> Public Test Server Downtime - 1/25
The Public Test Server is available and ready for play, and the 1.1.1 Public Test Server Patch Notes have been updated to reflect the recent patch. Thank you for helping to test Star Wars™: The Old Republic™!
01.25.2012 07:52 PM
GeorgZoeller General Discussion -> Delays are gone!
Quote:
Originally Posted by RealAeiouy
The speeder issue has NOTHING to do with ability delay
Correct.

The speeder issue is a separate problem (the cast bar is client anticipated and therefore not reflecting the state of the server) that will be handled as a separate fix in the near future.
01.25.2012 07:08 PM
JamesBaldwin Customer Service -> Information Request: Network Latency Issues
My name is James Baldwin, and I am a network engineer here at BioWare. We are continuing to look into reports regarding ongoing latency and lag issues within the game. While not all in-game lag issues are caused by network latency, we have experienced several network events in the past weeks which have negatively impacted play experience for some. We are continuing to work with our vendors to investigate ongoing issues as well as identifying end user ISPs who may be experiencing high latency or packet loss.

To help us more quickly identify these issues I am beginning this thread to better organize our network latency investigation.

If you believe you are experiencing issues due to network latency, please provide the following in this thread:
  • Time of day you feel latency is worst (if it is restricted to a particular time of day, please include your timezone)
  • Your traceroute output at the time you are experiencing the issue using the 'code' tag (see below for details)
  • Your traceroute output when you are not experiencing the issue as a comparison
To help us get maximum benefit from this thread to help you, please avoid other comments that are not reports on this issue. Thanks.

If you have output from another tool, e.g. winmtr, feel free to include this after you have included output from Microsoft's tracert.

Getting your traceroute output

You can access traceroute through a Command Prompt. Click the Start Menu and type "cmd" or "command". When the shell opens and you are presented a prompt, type one of the following:

If you play on an East Coast server: tracert 159.153.92.28
If you play on a West Coast server: tracert 159.153.68.252
If you play on a European server: tracert 159.153.72.252

When providing the traceroute output, if you are worried about providing information regarding your public IP address, remove any lines up to and include your public IP by replacing them with ***.

Please note: if you are experiencing less than 70ms of network latency and 0% packet loss, you are most likely not experiencing network-induced lag in the game.

Here's what we're looking for as an example:

Time of day: 9PM-10PM Pacific

Code:
Tracing route to 159.153.92.28 over a maximum of 30 hops

  1     1 ms     1 ms     1 ms  ***
  2     1 ms     1 ms     1 ms  aus-brdr-01.twtelecom.net [207.114.255.13]
  3    68 ms    39 ms    40 ms  ash1-pr1-xe-0-3-0-0.us.twtelecom.net [66.192.240.218]
  4    42 ms    42 ms    42 ms  64.125.199.186.t00673-01.above.net [64.125.199.186]
  5    42 ms    43 ms    42 ms  159.153.92.28

Trace complete.
Thank you in advance for your help!
01.25.2012 06:44 PM
AmberGreen Public Test Server -> Public Test Server Downtime - 1/25
**UPDATE 7:55PM CST: The Public Test Server is available and ready for play, and the 1.1.1 Public Test Server Patch Notes have been updated to reflect the recent patch. Thank you for helping to test Star Wars™: The Old Republic™!**


Please be advised that the Public Test Server will be unavailable at 6:30PM CST (4:30PM PST/ 7:30PM CST/ 12:30AM GMT/ 1:30AM CET) as we deploy a new patch. We expect the server to be available again at 8:30PM CST (6:30PM PST/ 9:30PM CST/ 2:30AM GMT/ 3:30AM CET).

Please watch this thread for updates as they become available. Thank you for your patience!
01.25.2012 06:27 PM
JovethGonzalez Customer Service -> PC consistently or even periodically resets itself during SWTOR
Hi folks,

I wanted to clear up a few wild conspiracy theories here.

To be clear: we unstickied this thread (and kept others) in an effort to organize the front page of the CS forums.

We had originally requested the data for analysis (this thread used to be called Information Request: PC consistently....) and received a lot of data from you folks.

We currently have enough data to analyze, but feel free to continue to post your information here, as our developers are continuing to monitor this thread. We will update as soon as we have any new information for you folks.

Thank you,
01.25.2012 05:51 PM
AllisonBerryman General Discussion -> Major lag spikes
Hello everyone, thank you for your reports. We are investigating them and will provide updates as they become available.
01.25.2012 04:01 PM
CameronWinston Marauder -> Huge bug with Ataru Form
Hey guys -

Thanks for this feedback. We will investigate this issue.

-Cameron
01.25.2012 01:54 PM
JovethGonzalez Customer Service -> [1.1.0b] Lots of disconnects and sound disappearing after 1.1.0b + jumpy latency
Hi folks,

We're very sorry to hear about the issues that you are currently experiencing. However, thanks to your posts, we are now aware of them and we are actively working on a solution. We will keep you posted as soon as we have an update for you.

Thank you for your patience!
01.25.2012 01:46 PM
GeorgZoeller General Discussion -> Delays are gone!
Quote:
Originally Posted by Kjetl
Georg,

Please look into Force in Balance, as even after today's patch, it requires 3-5 button presses to trigger in pvp.
That is because, as stated above, the fix for that is on the Public Test Server in patch 1.1.1 and we're currently at version 1.1.0b on the Live servers
01.24.2012 06:24 PM
GeorgZoeller General Discussion -> Can we have workbench on out ships?
Quote:
Originally Posted by Kyromoo
So, if the workbenches are completely unneeded....WHY did we have one added to the supplies area of the fleet in a patch?
To confuse you?

Okay, maybe not just that. Maybe we have plans for those benches...
01.24.2012 05:09 PM
GeorgZoeller General Discussion -> Delays are gone!
As you guys have noticed (and probably read in the patch notes), one major part of our series of ability delay improvements was patched onto the live servers with the maintenance last night (patch 1.1.0b). We decided that the improvements seen with this fix were significant enough for us to roll this patch out as quickly as possible instead of waiting for the next scheduled patch.

Your feedback from the servers so far indicates that this change has had dramatic, positive impact on combat gameplay.

That said, we're not done improving combat responsiveness!
  • As mentioned in my blog a few days ago, there are some additional fixes currently on our public test server as part of patch 1.1.1, which will roll out as soon as we're satisfied with that patch.
  • We've heard your mixed feedback regarding the new cooldown animation that was part of patch 1.1, and we have improvements to the readability of that UI coming down the pipe.
  • We're looking into improving the accuracy of cast bars. Their behavior should already be significantly improved with today's patch, but we believe there is still room to improve.
  • We're also working on improvements to the responsiveness of individual ability animations, including faction specific timing differences and issues where shortening an ability activation time does not properly shorten it's animation.
Again, thank you for your constructive feedback on this issue, it has been vital to us in identifying and resolving this situation.

Regards

Georg
01.24.2012 01:38 PM
JovethGonzalez Customer Service -> Intermittent Flickering Since Patch
Hey folks! This issue should have been resolved with the latest patch:

Miscellaneous Bug Fixes
  • Fixed an issue that could cause graphical inconsistencies, which most often manifested as random screen "flickering."

Please let us know if you are still experiencing this issue in this thread.
01.24.2012 12:46 PM
GeorgZoeller General Discussion -> Ability Delay -- Character Responsiveness (This will make or break SW:TOR)
Quote:
Originally Posted by Lakaiiiiiii
Vanish - again never once had to button mash or had it not trigger instantly
The fix for that is in patch 1.1.1, which is currently on PTS.
01.24.2012 11:13 AM
GeorgZoeller General Discussion -> Concerns about legacy
We believe that our Legacy System design strikes a great balance between players that like to play multiple characters and players that rather focus on one main character in endgame.

We know you're anxious to hear more, and don't worry, we'll talk about it in the future before patch 1.2 goes live.
01.24.2012 10:40 AM
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