Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Developer Tracker

Star Wars: The Old Republic > English > Developer Tracker


CourtneyWoods
Maintenance: April 19th, 2012 | 04.18.2012, 03:12 PM
We will be deploying a patch and performing an unscheduled maintenance this Thursday, April 19th, 2012. Patch notes will be made available shortly after the servers come back up.

The servers will be down for four hours on Thursday, April 19th, 2012 from 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/5PM AEST) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST). All game servers will be offline during this period. This maintenance is expected to take no more than four hours, but could be extended.

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.

Maintenance

Date: Thursday, April 19th, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/5PM AEST) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST).

All game servers will be offline during this period. This game 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™.


CourtneyWoods
Character Transfers Now Available for Asia Pacific Territories | 04.17.2012, 03:44 PM
Today we are excited to announce that from now until April 24, 2012, 2:01PM AEST, 4:01PM NZST, 12:01PM HKT, 12:01PM SGT, qualifying players in the Asia Pacific territories who purchased Star Wars™: The Old Republic™ prior to the game’s official launch in their region will be able to transfer their characters, for free, to a locally-hosted server!

Read More


CourtneyWoods
[Updated] Take Part in the next Weekend Pass | 04.17.2012, 11:41 AM
This weekend, BioWare and LucasArts will be holding another Weekend Pass Free Trial, allowing people who are curious about Star Wars™: The Old Republic™ the opportunity to begin their own personal Star Wars™ saga free* of charge! This Weekend Pass Free Trial will begin on Thursday, April 19th at 12:01AM CDT / 5:01AM GDT and run until Monday, April 23rd at 2:00AM CDT / 7:00AM GDT.

Read More

Update: We just wanted everyone to know that the Weekend Pass has officially started! Welcome to all of our new players!


CourtneyWoods
Welcome to the new Star Wars™: The Old Republic™ website! | 04.17.2012, 06:26 AM
We are excited to unveil the brand new Star Wars™: The Old Republic™ website! We’ve completely rebuilt the website from the ground-up, with the intention of providing you with the latest game updates in an easy to navigate way. In addition to all of the latest news and information that is released, we’re also going to give you much more information about in-game content. Right now, you can check out our updated Flashpoints page on the Holonet, which includes information for each of the seventeen Flashpoints currently in the game.

Read More


APeckenpaugh
No free respec for Combat Medics??? | 04.16.2012, 08:59 PM
Quote: Originally Posted by HotLeadSingerGuy View Post
Then explain why Shadows got a re-skill lol.
The "you get a free respec" system is automated. It happens when skill tree structure changes. We don't do it by hand. If Shadows got a free respec, then there's a bug in the system and we'll investigate. Thanks for pointing that out.

Quote: Originally Posted by Chuck_Diesel View Post
Wow, that was so unwarranted. RuQu is one of the most mature, concise posters on the SWTOR forums. A conversation about free respecs is perhaps not the most critical discussion in the world, but I really don't understand where this condescending response is coming from.
Sorry you feel that way. I wasn't trying to be mean. I answered RuQu's real questions and had some fun with his "not real" question:

Quote: Originally Posted by RuQu View Post
Perhaps you felt there was no point refunding Commando skill points because you realize that there is no point playing a Commando in 1.2?
Maybe "/facepalm" would have been more appropriate?


DanielErickson
On Warzone Scoring and Rewards | 04.16.2012, 11:06 AM
Hey folks,

Some follow up news from observations of play and feedback over the weekend. In the next couple of days we will be deploying a small patch that will address the following issues:
  • As discussed, minimum medals to gain rewards will go from 3 to 1 to better reward those who are backfilled.
  • Warzones will once again be shutting down when population imbalance is detected. This was an unfortunate bug where a feature of Ranked Warzones (in full team play it is not desirable to let one team end the game prematurely by quitting out) was incorrectly implemented globally.
  • Completion of Warzones will gain a large increase in the percentage of rewards it represents, so while scoring is still the primary driver, you will cease to see games that give no rewards if players have a minimum of 1 medal earned.
  • We are extending the time we wait for a full team of eight to better make sure Warzones pop with complete teams.

A huge thank you to everyone who played this weekend and provided valuable feedback and analysis.


DanielErickson
On Warzone Scoring and Rewards | 04.13.2012, 06:08 PM
Hey folks,

There's been a lot of discussion about the changes to the Warzone rewards system in Game Update 1.2 and the type of play style that it encourages. I wanted to help out a bit and point out a major change not all players may have noticed and share some of our plans.

First of all, rest assured we are keeping a close watch on the results of our reward changes to Warzones in 1.2 and we will continue to pull constant metrics to make sure they are going in the right direction as players get used to the new rules.

To refresh everyone's memories, one of the most important aspects of the new changes is that your team's performance inside the Warzone has a direct impact on a portion of the rewards you are given at the end of the Warzone. Even if your team is losing, the closer you can make the game the better your rewards will be - so don't give up hope! Giving up and letting the other team 'win faster' is now the worst possible route you can take to rewards.

Secondly, one of the things we have already identified to fix is to reduce the minimum amount of medals a player must receive to gain any reward at all. Currently that value is three (3), and we are going to reduce that to only needing one (1) medal to gain rewards. This should make sure we cover that all important backfill player while still protecting against the freeloaders.

As we move forward, we will continue to meet and discuss other possible changes based on the feedback here on the Forums as well as the data coming in from the live servers. As always, we appreciate your comments and want to hear from you.


EricMusco
patch 1.2.0a | 04.13.2012, 08:04 AM
If you are having issues logging into your character, we are aware of the issue and are looking into it now. We will give you an update as soon as we have more information! Thank you for your patience.


APeckenpaugh
Death Field | 04.12.2012, 09:59 PM
Quote: Originally Posted by DarthVoi View Post
Why is Death Field still only healing me for 1% of my life regardless of how many targets I hit?
If it's what I think it is, there's a known issue that healing flytext overlaps, so when all three heals go off at once, you just see one (even though there are two more behind it). You can confirm this by checking how much health you actually gain by comparing your current health before and after using Death Field.


APeckenpaugh
Nerfs for...more fun? | 04.12.2012, 09:37 PM
Quote: Originally Posted by NeverRose View Post
With all respect, even if you cut Grav Round damage by half, people would still spam it due to numerous buffs it provides.
That is correct. However, I'll repeat, the reduction in Grav Round damage was made to address how much damage Grav Round contributes to your total rotation - not to address how many times you press the Grav Round button. Players have run off with the idea that we're trying to eliminate Grav Round spamming, which is not the case. My goal has been to eliminate how effective Grav Round spamming is if it's all you do.

An effective Gunnery rotation still utilizes Grav Round as both a "build up" ability and a "resource dump" ability. That hasn't changed, nor was it my goal to change that. What has changed is that competitive DPS now comes from utilizing all of your key rotational abilities instead of leaning so very heavily on just Grav Round. I hope that's more clear now.


APeckenpaugh
No free respec for Combat Medics??? | 04.12.2012, 09:04 PM
Quote: Originally Posted by RuQu View Post
However, many of us have played other games in this industry and it is fairly common practice to give a free respec when you gut someone's class. The idea being that if someone isn't happy with the changes to (Combat Medic for instance) they can then choose a different path (ie Gunnery), with no penalties.

You guys hit the Commando/Merc ACs with some pretty massive nerfs across the entire class, it should have been expected that a significant number of both Gunnery and Combat Medic Commandos would be planning to reroll.
I know that as an individual, it's easy to rationalize this line of thinking, but understand that we cannot make everyone happy.

If we made judgement calls for who to give respecs to, and a class did not receive a free respec after a change, we'd be accused of "neglecting" that class (just like in this thread!). If we made judgement calls for who to give respecs to, and a class did receive a free respec after a change, we'd be accused of admitting the spec got "gutted," to use your words. And why wouldn't players think that - we just handed them free tickets to go elsewhere, right?

The only fair, honest, and logical way to give free respecs is to base them on technical necessity.

Quote: Originally Posted by RuQu View Post
Perhaps you felt there was no point refunding Commando skill points because you realize that there is no point playing a Commando in 1.2?
Or, Commando skill points weren't refunded for the reasons I've already given and elaborated on.

Also, devs get standard-issue troll resistance when they join the biz, just FYI.


APeckenpaugh
Commando get's In Combat Rez? Amazing! (Thanks Bioware) | 04.12.2012, 05:51 PM
Quote: Originally Posted by Naviss View Post
snip
Glad this is an addition that you like.

We ultimately felt that "no in-combat res" was a bad way to differentiate class utility. And like you said, there was so little talk about it, I was curious if anyone noticed.

Unfortunately, there may be a lot of level 50 Commandos running around not knowing that their trainer has something new to give them if they'd only give her a visit. Spread the word.


APeckenpaugh
No free respec for Combat Medics??? | 04.12.2012, 04:58 PM
Free respecs are only given when the structure of the skill tree changes, such that if you were to log in and NOT receive a free respec, your character would be broken.

For example, if you used to have 3/3 in a skill box, and we changed that skill so that it now required another skill that you didn't have, or we changed it so that it only had 2 points and you now had 3/2, you'd have a broken character. And that would be bad.

We don't give out free respecs based on an arbitrary judgement call as to how many changes were made; we give them out so your characters will continue to work. Hope that makes sense.


APeckenpaugh
Nerfs for...more fun? | 04.12.2012, 04:54 PM
For clarity, the purpose of the change was to address the issue that Grav Round, on its own, was responsible for too much of your overall DPS. In other words, using totally made up numbers, if all you did was mindlessly spam Grav Round, you could still achieve something like 85% (again, totally made up) of your total damage dealing potential.

Not only was it bad, it wasn't fun (for the target or the caster). When things are bad, not fun, and yet they're still effective, they become high profile candidates for tweaking.

What we did was lower Grav Round's damage and increase Demo Round's damage. I don't know what the net result is off the top of my head, but we feel it's much, much closer to a "rebalance" than an outright "nerf."

And in case you're worried, if it turns out to be more of a nerf than a rebalance (which we don't want to be the case), then we'll fix it. But even then that'll probably be in ways that don't directly affect the damage dealt by Grav Round.


APeckenpaugh
Inquisitors/Consulars... we all OK being the only pair to lose our level 46 ability? | 04.12.2012, 04:48 PM
What would you put in its place? We might not replace it with anything (or at least not any time soon), but I'd still like to hear suggestions.


APeckenpaugh
First "tick" of Plasma Cell bugged? | 04.12.2012, 04:43 PM
We're going to look into this. Thanks for the heads-up.


APeckenpaugh
DFA hitting for 500? | 04.12.2012, 02:45 PM
DFA's total damage was not changed in patch 1.2, but it ticks more frequently and deals less damage per tick. The overall damage and DPS dealt by DFA has not changed.

The only balance adjustments made to DFA are the ones you see in the patch notes (starts faster and has a smaller radius).


DavidBass
A few 1.2 bug/issues | 04.12.2012, 01:07 PM
Quote: Originally Posted by Lysico View Post
1. In warzones, you can not move the scoreboard. It used to be middle of map, not it is off set to the right. It is one of the UI items that can't be moved.
Each of the scoreboards are customizable. Make sure your dropdown in the Interface Editor is set to "Warzone" or "All" in order to see and move the PvP scorecards.


DavidBass
Missing UI Features | 04.12.2012, 11:13 AM
Quote: Originally Posted by QuelessQuest View Post
With the updated UI customization I was expecting:
  • Movable Pop-up Windows
  • Resizable Pop-up Windows
  • Resizable Main Map

Am I missing how to do this? The window frustration when opening a character sheet, inventory, etc. was what bugged me the most about the UI and that apparently hasn't changed.

And now that I have everything else scaled the way I want it, I still can't do anything about the large overhead map.

It's a start, but not done, and a little late.
While you can't resize the windows yet (and that is feedback I'll pass to the team!), you can indeed move them around. Open the UI Editor and check "Enable Movable Secondary Window."


AmberGreen
Known In-Game Issues: Updated September 4th, 2014 | 04.12.2012, 11:00 AM
Hello everyone! We appreciate you joining us to play Star Wars™: The Old Republic™, and we hope you enjoy the game. As MMORPGs are large and complex projects, inevitably we do discover issues that may affect gameplay. We're working constantly to fix anything that will affect the player experience, but for now this is our current list of high priority in-game known issues. Please note that this is not intended to be a comprehensive list of all bugs that the developers are working on. Also, we encourage you to report any issues that you do not see on this list via the in-game /bug feature.

We have made a change to the formatting of the Known Issues, which you can read about here.

General
  • A number of Achievements do not grant as intended.
  • A number of Codex entries do not grant as intended.
  • Nar Shaddaa Nightlife Achievements may be missing for some players.
  • Robes clip through vehicles and creature mounts.
  • Personal and Guild Conquest Rewards are not granting if the related Mission is present in the player's Mission Log. Workaround: Abandon the Personal Conquest Mission prior to reaching the Conquest Point cap, and drop the Guild Conquest Mission prior to the end of the Conquest Event.
Galactic Starfighter
  • When in Galactic Starfighter, all audio can completely turn off if you’re running the game on Windows XP.
Missions + NPCs
  • Vector and Lord Scourge appear to be wearing clothes when their gear is removed, and his skin doesn't appear correctly when wearing revealing gear.
Star Wars: The Old Republic > English > Developer Tracker