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Developer Tracker

Star Wars: The Old Republic > English > Developer Tracker

Let's Talk Win Trading... | 03.18.2019, 01:31 PM
Quote: Originally Posted by snave View Post
I understand that naming and shaming individuals isn't a likely course of action for you but would it be possible for you to give us a post detailing some of the numbers involved here? So for example X people got X punishment, Y got Y and so on?

This is exactly the format I had in mind . After running this plan past several members of the team, I believe I can get very close to this. Full disclosure, for privacy reasons there may be some cases where I have to be less specific than I’d like to be. I've already started on the first report for season 11, look for it as a new thread next week.

Quote: Originally Posted by TrixxieTriss View Post

So (EA’s) Respawn’s game - Apex Legends just perma bans people cheating. Why can’t Bioware do the same.

What I would like to know is why can’t Bioware (another EA studio) have the same no tolerance policy to cheaters?

Thanks for sharing this! I did see that Apex report, and it’s a great read.

To clarify, we do issue permanent bans on players who cheat. We’ve been catching and banning cheaters since the launch of the game. There’s a range of ways that players cheat, and some methods are easier to detect than others. For the most obvious ways (botting, hacking, use of external software), we have systems that can automatically detect it, and because it often stands out clearly, we are much more comfortable handing out permanent bans in those cases, and we do.

Conspiring with others to fix matches is a method of cheating that is more difficult to prove conclusively, but we are making strides with the tools we have at our disposal and the different ways we’re able to look for it. We know this particular area is one in which we need the most help, and I want to thank those who send us reports and explanations of this happening. These reports, combined with the improvements we continue to make, have allowed us to increase (albeit more slowly) our confidence levels in these cases. As our confidence grows in our methods, as we increase the frequency and thoroughness of our investigations, and as we better communicate exactly the behavior we won’t tolerate, we will be more comfortable taking increased action against win traders throughout this season and beyond.

Until next time...

Please tell us the exact day/time that guild perks rotate | 03.18.2019, 12:59 PM
Originally Posted by UlaVii View Post
Dear producers, please can you give us the precise day and time that guild perks rotate? It would help those of us that plan how our guild uses them since we tend to use a combination of the previous cycle and the next cycle.

They have changed at two different times on Tuesdays and more recently on Monday evenings. I'm not asking for a multi-week schedule, just a "they rotate every two weeks on Mondays at 19:00 GMT" or something along those lines.

Thank you.
The perks rotate every other Tuesday at the strike of Midnight (so when Monday crosses from 11:59 - 12 Tuesday). That midnight timer is set as Austin local time in CST. I am verifying but I believe that means instead of midnight, it will now be 1AM since we are now in CDT. For reference, 1AM CDT is 6AM GMT.

Still digging on the details but what is above is correct from everything I know currently.



Guild Heraldry in NOT on PTS yet | 03.18.2019, 08:59 AM
As the subject says, Heraldry is not yet available on PTS. It will be updated/added in a future build. Our target for it is likely next week. Look for more updates on that front soon. In the meantime, please help us test preview window and give us your feedback!


Preview Window Available on PTS! | 03.18.2019, 08:57 AM
Hey folks,

The updated preview window is now available on PTS! Quite literally, we rebuilt it from the ground up so we would love your help in testing it as much as possible. If you find any bugs, please report them in the PTS Bug Reports Forum.

Separately, let's talk about feedback. Since the preview window already existed in game and this is a refactor of it, we want to get your overall thoughts. Here are some questions to keep in mind:
  • When you preview something, is it doing what you expect?
  • If you preview and then unpreview something, is it doing what you expect?
  • What are your thoughts on the new paperdoll?
  • Is there functionality you feel like is missing?
  • What are you enjoying most about the new preview window? What do you want to see us improve further?
Thanks everyone, we will see you on PTS!


PS - Guild Heraldry is not functioning on PTS currently. It will be updated in a future build.

Hutt Ball type maps pops 2 out of 3 maps constantly | 03.15.2019, 08:52 AM
Hey everyone,

There has been some good discussion in thise topic about both how you believe our map selection works right now in matchmaking, and thoughts on where we can improve it. I want to add some clarity to the former, and then we can talk about the latter.

How does map selection work?
This is pretty simple on the surface. When a player (or players) queues for an unranked Warzone the matchmaker does two things (I am ONLY talking about map selection here, not about what the matchmaker does to work towards even teams).
  1. Looking at what matches are currently active and the number of players in the queue, the matchmaker decides whether it will pop an Arena or a Warzone.
  2. The matchmaker then rolls in that game type pool for which map it will pop. All maps have the exact same weighting.

This means that Huttball and 3-pt control both have the highest odds of being selected since they each have 3 maps respectively (Novare could be argued that it is separate from Yavin/Alderaan though). But ultimately each individual map has the exact same chance of rolling here.

How can we improve this experience?
There have been a lot of great ideas in this thread, and definitely keep the ideas coming. This is a topic we have talked about a lot internally (allowing players to select exactly which Warzone they want to play, for example). There are some challenges with that level of granularity (queue times mostly). We have talked about adding exclusions as well, so a player could pick 2-3 Warzones they don’t want and then they fall into the rest of the pool. These changes are fairly large in what it would take to implement and so they would need to happen as a part of other large systemic changes. This in no way means we won’t ever do it, just that it would need to be in a large update and it isn’t currently planned on the schedule.

With that said, there are possibly some smaller fixes the team can do in the interim which they are discussing. We may be able to tweak the individual pop values on each map in the PvP queue which would give more weighting towards game type, then map, for example. I don’t have any specifics right now but the team is in active discussion on this topic and I will pass on more info as I have it.

Question for you all to give us your feedback on...
Matchmaking weighting could effectively work one of two ways.
  • We can give even weighting to individual maps. As in, every single map has the same chance to pop so you see more map diversity. This is how it works today.
  • We can give equal weighting to each game type. As in, you will see less map diversity overall, but you are more likely to see each map type more often. AKA you will see Voidstar as much as you see Huttball.

Let us know your thoughts! Thanks everyone, keep the feedback coming.


'Heralds of Victory' Game Update! | 03.14.2019, 02:05 PM
Quote: Originally Posted by Lyriel View Post
We know at least some Guild Heraldry is going to be tied to Guild Level (because that is what they said when they originally announced Guild Leveling and mentioned heraldry). Naturally, this announcement skipped right past that. Doesn't even mention it. Cynic that I am, I imagine the answer is because they know their plan to implement it won't be universally popular.

Here's my question: Will the only interesting or meaningful display options be available solely for guilds at 64+? It seems likely. Why else the hype around the guilds that made it to 64 in the minimum amount of time, and the step to increase the Guild XP ratio?

To be fair, guild levels seem to be intended as another alternative form of advancement. It makes sense they would place an incentive for those guilds to keep working toward. However, as the head of a small guild that has managed to wrestle exactly four guild levels out of Conquest over the same amount of time (and that's with a ton of work on the weeks where it's even theoretically possible given our member numbers and interests), I have to say I'll be disappointed if this is the case. The claim in the article is that guilds have 'flourished' - but that's mostly true only for some (e.g., very large) guilds, to whom the system already clearly caters. Lord knows the Conquest system revamp didn't do my guild any favors.

Please note: I'm not saying there shouldn't be rewards for those larger guilds, or that those rewards shouldn't be great. I am only asking that they not be the exclusive beneficiaries of all the nice ones. All that will do is further cement the feeling that BioWare only cares about the large guilds. They keep saying it's not true... but they are already straining my credulity big time.
I can add some clarity to your concerns. The icons and backgrounds that make up Guild Heraldry will not have a Guild level restriction at launch. They’ll all be available from the get-go to Guilds of any size! Since this was just an announcement article, I am planning to go more in-depth on the finer details like this in the blog about Guild Heraldry coming before launch.

Maintenance: March 14th, 2019 *UPDATE* | 03.14.2019, 07:53 AM
All servers are live once again! Thanks all.


Let's Discuss Ranked PvP Ideas... | 03.13.2019, 05:18 PM

Hey All,

First off, thank you all for your participation in the broader PvP thread talking about win trading. I appreciate all of the feedback that was given and hope that I was able to shed some light on the topic. The goal of this new thread is to specifically focus on gathering ideas for potential systemic changes to Ranked PvP systems.

To start, I’d like to share the high-level goals for any ideas gathered in this thread:

  • Change rating distribution to better encourage prolonged, honest play throughout the season
  • Reduce or eliminate mechanics that incentivize exploitative behavior
  • Make matchmaking feel more balanced

There have been a lot of specific ideas posted on the forums and discussed internally about how we could improve our current rating system, our matchmaking system, and to better deter exploitative behavior throughout. Please know that I have gathered (and continue to look for) as many of those ideas as I can find, and have been sharing them with the broader team in order to build some sense of how viable they each may be.

Before we dig too deep into any of these ideas, I need to clearly set expectations. These are early steps in an effort to build a broad consensus towards as many of these ideas as make sense to potentially pursue. Depending on what we discuss here, follow up conversations will need to be had with our dev team to figure out exactly how much time each of the ideas would take to implement. With that information we'd need to find them a place on our schedule. Fair warning, this is not necessarily a short process.

With all of that in mind, here are some of the specific ideas that we feel would best work towards the goals stated above:

  • Reduce both the rating gained from a win and removed from a loss
  • Adding minimum requirements for games played to achieve each rank
  • Adding a rating decay over time
  • Adjusting the matchmaking system to better prevent large class imbalances between teams

We understand that there are obvious sensitivities to changing the rules of the game in a season that is already underway. For that reason, and the logistical hurdles mentioned above, I cannot promise that any of these changes will go live in season 11. It is possible that some ideas may be easier to implement than we expect or that obtaining one may lessen the need for another, but I want to be as transparent as possible regarding timelines.

I realize that some of you may have previously put forth suggestions that are not captured in the list above. If anyone has a proposal that you feel is not covered by any of the above ideas, please share it in this thread (or link to where you have explained it elsewhere), and we can all discuss the pros and cons. I’m looking forward to digging in here. Thanks for making it through this mountain of text!

Until next time…

World Firsts and Guild XP Changes | 03.13.2019, 10:59 AM
Originally Posted by _Zardas_ View Post
Why is their no guild from the Leviathan (french server) ? I know for sure that at least two guilds reached lvl64 already
To be clear this is not a list of all Guilds that have crossed level 64, just the Guilds that did it during that specific week. The first week where it was possible. There have been quite a number of Guilds on all servers who have crossed this threshold since then!


World Firsts and Guild XP Changes | 03.13.2019, 10:35 AM
Hey folks,

When we introduced Guild Leveling, the point at which a Guild will have completed all functionality unlocks within the system is when they hit level 64, at this point they are eligible for highest Guild Perks. This only became possible after February 19th (based on weekly XP caps). We wanted to spend some time and recognize all of the Guilds who reached level 64 during that week as it meant those Guilds have capped XP literally every week since Guild Leveling launched! Here is the list, in order by server...
  • Stroke my Wookie of Darth Malgus
  • Stroke my Wookíe of Darth Malgus
  • Wardens Of The Republic of Darth Malgus
  • Untempered Dread of Darth Malgus
  • Fallen Exsilium of Darth Malgus
  • S T A R of Darth Malgus
  • Exsilium of Darth Malgus
  • Black Nova of Darth Malgus
  • The Sanctuary of Star Forge
  • The Courageous of Star Forge
  • The Dark Sanctuary of Star Forge
  • Je'daii Reborn of Star Forge
  • Unchained Wrath of Star Forge
  • New Galactic Empire of Star Forge
  • Hellbent of Star Forge
  • Revån's Råpture of Star Forge
  • You Aint Sith of Star Forge
  • Rèvan's Lègacy of Star Forge
  • Knights of Old Enclave of Star Forge
  • The Second Sith Empire of Star Forge
  • The Steel Court of Satele Shan
  • The Eternal Ordér of Satele Shan
  • The Eternal Order of Satele Shan
  • Galaxy Knights of Satele Shan
  • Crimson Order of Satele Shan
  • Harbingers of Valhalla of Satele Shan
  • Dark Galaxy Knights of Satele Shan
  • The Àncient Sith Empire of Satele Shan
  • Resolute of Star Forge
  • Koosai of Tulak Hord
  • The Big Jedi Theory of Tulak Hord

A big congratulations to Stroke My Wookie of Darth Malgus who was the first Guild in the world to hit level 64 on February 19th!

One other thing we wanted to talk about is the rate at which Guilds are earning XP and leveling. We have been actively monitoring our leveling data week over week since the system was implemented and in general, we feel Guilds need to be leveling a bit faster. There are plenty of Guilds hitting the cap every week, but we really think small Guilds especially can use a little push to help them get more XP. To help accomplish this we are going to increase the rate of Guild XP earned by 50% in 5.10.2! Currently 1 Conquest Point = 2 Guild XP. After 5.10.2 1 Conquest Point will = 3 Guild XP.

Thanks everyone, be sure to help test these changes and more when 5.10.2 comes to PTS and congrats again to all of the Guilds who have been crushing it!


'Heralds of Victory' Game Update! | 03.12.2019, 11:44 AM
Hello everyone!

It is my pleasure to announce Game Update 5.10.2 ‘Heralds of Victory’. It will be on PTS later this month and it will go live in April. The main feature of this update is the addition of a a new guild system called Guild Heraldry, which will allow guilds to create their own personal emblems. Additionally, the Preview Window has gotten completely revamped. For more specifics, the announcement article can be found here:

Next week, there will be an article going more in-depth about the changes to the Preview Window and another back-end update accompanying it.

Subscription service is down | 03.12.2019, 06:35 AM
The issue is now resolved. Thanks all!

Subscription service is down | 03.12.2019, 05:57 AM
Quote: Originally Posted by OwenBrooks View Post
This is now listed in the known issues sticky

issues presently with subscriptions, cartel coins and code redemption
This is correct. There is currently a web issue the team is looking into which is preventing subscriptions, CC purchases, and code redemptions. I will provide updates as I have them. Thanks!


Why does Lana have FOUR different face models? | 03.11.2019, 12:54 PM
I don't recall a new face being added between KOTFE and KOTET, but it's possible someone went in and touched up the textures a bit and I've just forgotten. As others have mentioned, the transition from the first to the second was to show the passage of time - Lana is the first character you see when you're pulled out of carbonite, so having her very visibly different helps to convey that a lot has happened.

As for the final face, y'all already know it's to make her customizable, but I'll give a bit more detail there: KOTFE/KOTET Lana wasn't constructed the way our Player characters and most NPCs are made. She was a totally custom model like Arcann, Vaylin, Valkorion, etc. Customizable characters have different technical requirements and limitations, so in order to make her customizable, a new version of her head had to be made; those technical differences are the main reasons she looks a bit different in that version.

No male Jedi companion.. | 03.11.2019, 12:47 PM
I agree, this is a pretty odd oversight of the core game. I'm not sure when we'll add another romanceable companion (want to finish getting old story companions back before we add any new story ones) but I will keep this desire in mind when we get there

Does Any One Else Have To Constantly Recall Their Companion On The Star Fortress? | 03.11.2019, 12:43 PM
We've seen this one too I can't give an ETA on a fix yet, but keep an eye on the patch notes!

Maintenance: March 14th, 2019 *UPDATE* | 03.11.2019, 12:12 PM
Hey folks,

Quick update on timing. We need a bit more time to finalize the patch and to verify all of the fixes that we have listed above. We are going to be moving the maintenance to Thursday, same time window.

Thanks everyone. I will work on getting all messaging updated to reflect the change.


Maintenance: March 14th, 2019 *UPDATE* | 03.11.2019, 10:18 AM
Quote: Originally Posted by Setokai View Post
Any chance the problem of companions not attacking a target over 30 meters away being addressed in that patch?
This will not be fixed in this patch. We definitely understand this is a big issue, on our side it is also a pretty large undertaking to resolve. We have people actively working on the fix but I would not expect it super soon. I do not believe it is in 5.10.2 (our next major patch) but it is in the works to hopefully come thereafter.

I will provide more details as I get them.


Maintenance: March 14th, 2019 *UPDATE* | 03.08.2019, 05:46 PM
Patch notes will be published on the web end of day Monday most likely, but I wanted to give you a heads up on what is changing!
  • Companions will no longer show up more than once in the Companions and Contacts list after using the autocomplete functions when beginning KOTFE, KOTET, or Jedi Under Siege. Players who were already in this state have had the duplicates removed.
  • Sith Warriors who have Vette as an active Companion will no longer experience intermittent game freezing.
  • Companions whose influence level disappeared have been restored to their correct Influence level.
  • Issues with some companions becoming unsummonable have been corrected.
  • The World Bosses on Ossus will now really award proper kill credit for “Flesh and Steel” and “Masterwork Data Crystal” Missions.

Maintenance: March 14th, 2019 *UPDATE* | 03.08.2019, 05:30 PM
Hey everyone!

We will be taking the servers offline on Thursday, March 14th in order to apply Game Update 5.10.1a. The website will also be unavailable during this time.

DATE: 14 March 2019
TIME: 6:00AM - 9:00AM PDT (1300 - 1600 GMT)
VERSION: 5.10.1a

Patch Notes will be available on Wednesday, here.

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

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