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Developer Tracker

Star Wars: The Old Republic > English > Developer Tracker


DavidStaats
6.1.4 Conquest Feedback | 09.22.2020, 01:51 PM
Hi all!

Welcome to 6.1.4 Conquests on PTS! As I mentioned in my original thread, there are a handful of changes you can expect to see with Conquests and 6.1.4. I would like to take a minute and provide some additional insight into our balancing approach as well as what’s coming up!

Point Balance
While looking over our 6.1.2 Conquest values we realized there was opportunity to improve the experience. Simply put, there was too large a discrepancy in value for Objectives which were complicated or required larger time commitments when comparatively speaking to objectives which could be done with relative ease in a short amount of time. This was emphasizing and placing too much value on easier objectives, while simultaneously deemphasizing and devaluing more challenging content.

More so, it was making equally challenging content values unequal as well based on time to complete differences. Let’s take two Daily Areas as an example here: CZ-198 and Yavin 4. Both of these activities have the same intention however also come with different times to complete, with the CZ-198 being the shorter of the two. After completing each area a player would net the same amount of Conquest Points, making CZ-198 the more lucrative activity over Yavin 4.

This became the basis for our balance pass as we looked at Objectives in terms of their time to complete, their complexity (and thus their fail chance), the type of activity they are, their potential queue times, and their repeatability.

But how does this translate? Given the example of CZ-198 and Yavin 4 Daily Areas above, let’s look at these and how their points have been adjusted for 6.1.4. For any given area, we can assume that the following Objectives will be completed in a run: Defeat Enemies, Defeat Enemies 2, Complete Mission, and Complete Weekly. As always, these values are subject to change and displayed without any additional bonuses.

CZ-198 Daily Area
CZ-198: Defeat Enemies is now worth 750 points (down from 2,000)
CZ-198: Defeat Enemies 2 is now worth 1,650 points (down from 3,000)
CZ-198: Mission Complete is now worth 1,550 points (down from 2,000)
CZ-198: Weekly Mission is now worth 5,850 points (up from 4,000)

Total prior to 6.1.4: 11,000 Conquest points
Total with 6.1.4: 9,800 Conquest Points

Yavin 4 Daily Area
Yavin 4: Defeat Enemies is now worth 750 points (down from 2,000)
Yavin 4: Defeat Enemies 2 is now worth 1,650 points (down from 3,000)
Yavin 4: Mission Complete is now worth 1,550 points (down from 2,000)
Yavin 4: Weekly Mission is now worth 10,700 points (up from 4,000)

Total prior to 6.1.4: 11,000 Conquest points
Total with 6.1.4: 14,650 Conquest points

As you can see both Yavin 4 and CZ-198 now offer Conquest rewards more aligned with the time spent to accomplish them.


New Values
Our balancing pass affected every Conquest Objective, and as such posting each and every change here would result in an incredibly long list (there are a lot of objectives). Rather, I will list numerous examples within each category of Objectives. As always, these values are subject to change and displayed without any additional bonuses.

Advancement, Companions, and Strongholds
  • Companion: Benefactor is now worth 550 points (down from 3,000)
  • Advancement: Amplifiers is now worth 550 points (down from 1,750)
  • Stronghold: Decorator is now worth 550 points (down from 2,000)
  • Renown: Rank Up is now worth 3,400 points (up from 600)
  • Advancement: Gain a Level is now worth 3,400 (up from 2,000)
  • Companion: Influencer is now worth 4,850 points (up from 2,000)

Daily Areas
  • All Daily Area Weekly Missions are now worth between 5,580 - 22,250 (up from 4,000)

Exploration
  • <Planet> Defeat Enemy is now worth 750 points (down from 2,000)
  • <Planet> Mission Complete is now worth 1,550 points (down from 2,000)
  • <Planet> Defeat Enemy 2 is now worth 1650 points (down from 3,000)
  • Repeatable World Boss related Objectives are now worth 2,750 points (up from 850)
  • Weekly World Boss related Objectives are now worth 10,700 points (up from 5,800)

Missions
  • Missions: Bonus Missions is now worth 750 points (down from 2,000)
  • Missions: Heroic is now worth 850 points (down from 4,000)
  • Missions: Story Time is now worth 2,200 points (up from 600)
  • Missions: Taskmaster is now worth 7,750 points (up from 3,000)

Warzones
  • Unranked: Medalist is now worth 1,800 points (up from 850)
  • Solo Ranked: Medalist is now worth 2,400 points (up from 1,100)
  • Team Ranked: Medalist is now worth 3,400 points (up from 2,100)
  • Unranked: Victorious is now worth 2,200 points (up from 1,750)
  • Solo Ranked: Victorious is now worth 3,100 points (up from 2,000)
  • Team Ranked: Victorious is now worth 4,150 points (up from 3,000)

Starfighter
  • Starfighter: Conquer the Skies is now worth 2,200 points (up from 600)
  • Starfighter: Dominate the Stars is now worth 3,750 points (up from 3,000)
  • Starfighter: Achiever is now worth 45,600 points (up from 4,000)

Operations
  • Operation: Story is now worth 5,250 points (up from 3,000)
  • Operation: Veteran is now worth 8,550 points (up from 4,000)
  • Operation: Master is now worth 13,100 points (up from 7,500)
  • Operation: Rally - Part 1 is now worth 9,250 points (up from 2,925)
  • Operation: Rally - Part 2 is now worth 33,350 points (up from 10,000)
  • Operation: Completion is now worth 100,000 points (up from 13,500)


Conquest Planet Related Activities
As a way to create some additional variety in our Conquest and to streamline the number of Conquest Objectives available to all players, we have now assigned certain Conquest Objectives to the planet being an invadable option. We have built this in preparation for our upcoming effort to remove planets from their Conquests as Chris mentioned a while back. This means that in the future, these Objectives will add an entirely new level of Objective variety to Conquests.

This will affect the following new and existing Objectives:
  • NEW <Planet>: Heroic Missions
    • Starting (Tython, Ord Mantell, Korriban, and Hutta) and Core (Coruscant and Dromund Kaas) planets will always remain available to all players.
      • For Level 51+ players Alderaan, Balmorra, Belsavis, Corellia, Hoth, Ilum, Makeb, Nar Shaddaa, Taris, Tatooine, and Voss Heroic Missions will appear only when the planet in question is an invadable planet for that specific Conquest.
  • <Planet> Defeat Enemies
    • Starting (Tython, Ord Mantell, Korriban, and Hutta), Core (Coruscant and Dromund Kaas), and planets which include Daily Areas will always be available for all players (depending on the bracket).
    • Alderaan, Balmorra, Belsavis, Nar Shaddaa, Taris, Tatooine, Hoth, and Quesh will be available at all times for Level 10-50 players.
      • For Level 51+ players Defeat Enemies will appear only when the planet in question is an invadable planet for that specific Conquest, OR if there is an event related to those planets (such as Rakghoul Resurgence).[/INDENT]Corellia, Ilum, Voss, Mek-Sha, Dantooine will be available at all times for Level 10-70 players (depending on the bracket).
    • For Level 71+ players Defeat Enemies for these planets will appear only when the planet in question is an invadable planet for that specific Conquest, OR if there is an event related to those planets (such as Relics of the Gree/Pirate Incursion/Rakghoul Resurgence).
  • All Bonus Series Missions will now only appear when the planet in question is an invadable planet for that specific Conquest.


We encourage everyone to hop in and test out these changes! We are looking for the following feedback:
  • How do the new values feel? Do you feel that larger and more complex objectives have a more accurate point representation of their time and effort, and do those new values make those objectives more appealing to attempt?
  • Are there Objectives you feel are too rewarding? Not rewarding enough?
  • As a solo player who wants to partake in the story, do you feel like you are able to more actively participate in Conquest?
  • As a player who enjoys Operation/Warzone/Uprisings or other group play, do you feel like you are able to more actively participate in Conquest and that your time investment is more accurately reflected?
  • How do you feel about the Objectives for Feast of Prosperity? Did they encourage you to partake in the event? Did you enjoy earning Conquest through Event participation?
  • Any other thoughts or feedback you may have!

We hope you enjoy the updates, and look forward to your feedback!


DanielSteed
New Augments in 6.1.4 - Feedback | 09.22.2020, 01:47 PM
Hello everyone!

Following Chris Schmidt's announcement of new Augments, they are now available for testing on PTS. This will be a new tier of Augments that can be crafted by Cybertechs.

- How do the augments perform?
- How does the inflow of materials from PvE and PvP feel?
- Are Cybertechs happy with the CM-1337 material?
- Do the schematics take too long?

Let us know your thoughts!


DanielSteed
Feast of Prosperity Event - Feedback | 09.22.2020, 01:46 PM
Hello everyone!

The Feast of Prosperity event features new Daily Missions, Weekly Missions, and mini-game activities that you'll be able to participate in on PTS. You'll also have access to an introductory Mission, where you’ll meet Gaboorga the Abundant and Duuba the Magnanimous, the founders of the Feast, and learn a little more about them and their ambitions. When the event reaches the live servers, a new Story Mission will unlock every week, but on PTS, you'll just get a peek at the introductory story mission. We encourage you to check out the dailies, weeklies, and mini-games and provide your feedback.

Once you’re fully logged in to the PTS, head on over to the Fleet to pick up the starting Mission for the Feast of Prosperity! Just speak to the Festival Crier near the Cartel Bazaar elevator on the outer ring. The Daily Missions and minigames will only unlock once this introductory Mission is completed. Below you can find the type of feedback that the team is looking for. The rewards are not currently set up for the event, so don't be alarmed if you don't see any.

Cooking Minigame

- Did you enjoy the cooking minigame Missions?
- Were you able to understand the objectives? If not, what was unclear?
- Did the difficulty of challenge dishes feel appropriate?
- Did you prefer the timed challenge dish (Ultimate Galactic Sampler) or the untimed challenge dish (Spicy Nexu Supreme) mission?
- Would you like to see both types of challenge mission in the live version?
- Did you have difficulty interacting with any of the ingredients? If so, which ones?
- What did you enjoy the most? The least?

Cantina Rush Minigame

- Did you enjoy the cooking minigame Missions?
- Do you think it needs to be harder in the hard mode?
- What did you enjoy the most? The least?

Prep Work Daily Missions

- Did any of these missions take too long to complete?
- Did you have any difficulty completing world boss missions while in a group?
- Were the objectives for all prep work missions clear?

Let us know your thoughts!


EricMusco
Battling Toxicity Feedback | 09.22.2020, 12:47 PM
Hey all,

Coming in 6.1.4 are a number of anti-toxicity measures that Chris outlined in his post here. Please use this thread to share your feedback on them, especially if you try any of them on PTS!
  • What is your feedback on backfilling in Solo Ranked now prioritizing the same role as the one that left along with increasing the penalties for leaving?
  • What is your feedback on the removal of vote kick from Ranked PvP?
  • What is your feedback on Ranked PvP now requiring iLvl 306 in order to queue?
  • What is your feedback on the addition of Legacy ignore?
Hop on the PTS and share your thoughts with us!

-eric


CommunityTeam
PTS Known Issues | 09.22.2020, 11:21 AM
Hi,

Below the list of the known issues you may experience while testing the Feast of Prosperity event on PTS.
  • The conversations with Duuba and Gaboorga for the introductory mission will play, but will not look as intended.
  • The daily "Cooking: Jellied Glowshroom Stew" Mission may become blocked. If it does, use the kitchen door to exit and reset the mission.
  • Interacting with the door to enter the "Cantina Rush" (Normal) Mission may not move players inside the phase as intended. If it does, abandon the mission and pick it up again from the terminal.
  • "Cantina Rush" (Normal and Hard) Mission may not complete correctly when players have served enough tables. Use the door to exit the phase.
  • In cooking Missions, ingredients may sometimes despawn or respawn suddenly. This won't affect gameplay.
  • The following Achievements are showing up for level bracket 10-49 when it shouldn't be:
    • Mek-Sha: Defeat Enemies
    • Dantooine: Defeat Enemies
    • Ilum: Defeat Enemies
Note: By design for PTS, the rewards are not implemented for the Feast of Prosperity event.


CommunityTeam
Je'daii Warrior's Chestpiece arm shield plates are visible when using stealth | 09.22.2020, 02:25 AM
Hi TheFenux,

Thank you for the report concerning the Je'daii Warrior's Chestpiece arm shield plates.

Our team is currently tracking this bug. For now, there is no information. I'll update you here when I know more.


CommunityTeam
Cartel coins not showing up. | 09.21.2020, 10:03 AM
Hi Devekowy,

As mentioned in this thread: Cartel Points Don´t Show, our team is currently looking into it.

For now, there is no additional information. Do not hesitate to follow the thread above as I will update players there.


CommunityTeam
Character Transfers not working | 09.21.2020, 06:50 AM
Hi iTomCpps,

Thanks for your report. The issue with the character transfer should be fixed now.


CommunityTeam
Cartel Points Don´t Show | 09.21.2020, 05:47 AM
Hi all,

Thanks for the different reports concerning the Cartel Coins bug.

Our team is currently investigating that. I'll update you when I know more.


CommunityTeam
ANOTHER Maelstrom Prison bug! | 09.21.2020, 04:13 AM
Hi AndrewAlberts,

Thanks for the report concerning the Maelstrom Prison Flashpoint - Story Mode.

As mentioned in the following thread: Level Sync Broken in Maelstrom Prison, our team is currently tracking this bug.

For now, there is no additional information. I'll update players in the thread above when I have more information.


ChrisSchmidt
New Augments | 09.18.2020, 08:27 AM
Hi friends,

With Game Update 6.1.4 we are introducing a new tier of augments to the game, with materials added to our prestige game modes.

For a little background, we try to strike a balance between the right time to introduce new power to chase into the game and respecting your time invested in getting to the current maximum level of gear. We also want to refresh interest in our prestige modes by adding a very clear incentive while we work on the next batch of new content.

We have a few goals here. First, in PvE, it has been several months since Dxun Master Mode released. Top-end guilds have cleared the content and achieved the timed run achievements. Guilds still progressing in Dxun could use a slight boost to help get over the hill of that next boss, and a slight power bump should help. We don’t want progression to stagnate, and we would also like to make it worth people’s time to farm older Master Modes in order to gear up the next batch of recruits for the most current content.

In PvP, we want to continue to foster more high quality matches in Ranked, especially Group Ranked. So far this year we’ve boosted rewards to that end, but haven’t seen as much movement there as we would like. So, in addition to boosting conquest rewards for Ranked (as indicated in David’s post), we are introducing an additional exclusive reward which is required to build the new augments.

To be clear, these augments will require BOTH the PvE material (only available in Master Mode Operations) AND the PvP material (only available in Ranked) to craft. We acknowledge that many players prefer one mode over the other, however we have a robust trading economy that rewards those who make these scarce materials available either via the Galactic Trade Network or simply trade chat.

Basics

The new Augments will require materials from Master Mode Operations, Ranked PvP Missions and Boxes, and the Cybertech Crew Skill to assemble the new materials. They will be Item Level 300, and named “Superior _____ Augment 77”, depending on the augment. Crafting is split between Armormech, Synthweaving, and Armstech (like existing augments), and those schematics will be available from the Crew Skill Trainer for 35,000 credits.

Details
  • Master Mode bosses will drop a new material: OEM-37
    • Most bosses drop 1 in 8-person, 2 in 16-person
    • Final bosses drop 3 in 8-person and 6 in 16-person
    • Dxun bosses will drop 2 in 8-person and 4 in 16-person
    • Apex Vanguard in Dxun will drop 6 in 8-person and 12 in 16-person
  • Ranked PvP Missions and Boxes will drop a new material: RPM -13
    • 50% chance in weekly group ranked box
      • 5 on Weekly Group Ranked Quest
    • 10% chance in daily group ranked box
      • 1 on Daily Group Ranked Quest
    • 25% chance in weekly solo ranked box
      • 0 in Weekly Solo Ranked Quest
    • 5% chance in daily solo ranked box
      • 0 in Daily Solo Ranked Quest
  • Cybertechs will craft a new material: CM-1337
    • This schematic can be purchased from the Crew Skill Trainer for 15,140 credits
  • The 300 Augments ingredients are:
    • 5 Artifact Combo Materials
    • 3 Artifact Secondary Combo Materials
    • 5 Solid Resource Matrix
    • 1 CM-1337
    • 5 Processed Isotope Stabilizer
  • CM-1337 ingredients are:
    • 15 OEM-37
    • 25 RPM-13
    • 5 Legendary Embers

These will be available in the upcoming PTS to try out, so don’t hesitate to pop in and let us know what you think!

-Chris


ChrisSchmidt
Toxicity | 09.18.2020, 08:24 AM
Hi friends,

As I mentioned in my previous post, I want to chat a bit about toxicity and what actions we’re taking to reduce friction points in the game that can lead to toxic behavior.

In general, our philosophy in regards to toxicity and harassment is there is no room for it in our service. But it’s not quite as simple as ‘find the toxic people and remove them’, because there is no one-size-fits-all solution. Often times folks are just having a bad day, and some friction point in the game rules or mechanics can exacerbate this and lead to a negative or harmful social experience.

So we have to take a bit of a holistic approach to toxicity, and remain committed to improving the game and the service over time across several avenues.

Reporting

As a member of the Fair Play Alliance, EA is committed to providing a safe space to play where all are welcome. As part of this, toxicity and harassment actions that the Customer Service team apply to folks violating the Terms of Service are being escalated to more severe actioning.

Backfill and Decline/Deserter Improvements

We’re always trying to improve our matchmaker, especially the backfill mechanism in Solo Ranked PvP matches. Players have manipulated the system in order to gain an advantage or to try and mis-match teams missing certain roles, typically by declining matches as a particular role.

In Game Update 6.1.4 we’ve improved the backfill system so that if a tank or healer declines a match, it will backfill with the same role if one is available. In addition, we are increasing penalties on players declining multiple matches for Ranked PvP.

Vote Kick

Vote kick was a feature implemented years ago with the best intentions, giving players the power to remove a toxic member of their group. However, we’ve seen behavior change over time towards vote kick being abused not to remove harmful players, but harass or troll legitimate ones.

In Game Update 6.1.4 we are removing vote kick from Ranked PvP, which is where we see the greatest abuse of this feature. If we see continued abuse we will remove it from other game modes. I would like to add that some of the original intent for Vote Kick (AFK players, etc) has been mitigated over the years by increased detection methods and data logging. However, we will continue to closely monitor for the behavior Vote Kick was intended to curb, and continue to invest in more advanced detection methods.

Gear Requirements in Ranked PvP

In an effort to welcome more new players into Ranked PvP, we implemented our Bolster system which would scale player’s power to the equivalent of iLevel 306. As a barrier to entry we also require a Valor Rank 25 in order to queue for Ranked PvP. We would like to find a balance between keeping the queues populated with players and giving a high quality game experience in that game mode. We believe this barrier to entry has been too low.

In Game Update 6.1.4 we are adding a gear requirement of iLevel 306, in addition to Valor Rank 25, in order to be able to queue for Solo Ranked PvP.

Legacy Ignore

Currently the game supports character-based ignore lists, but not Legacy-wide ignore, meaning harassers could just create another character and persist in ruining the experience for another player.

In Game Update 6.1.4 we are updating the Ignore list to ignore an entire Legacy. If you add a player to this list, it will apply to every character they create in their Legacy. It will behave very similarly to the current Ignore list, with the addition of not allowing an Ignored Legacy into your Personal Stronghold.

Future

As we look forward, we have lots more opportunities we’re pursuing, including improving our in-game reporting tools and automated detection methods. We’ll share more about what additional changes are coming as we get closer to these showing up in-game.


All of the game-side improvements coming in 6.1.4 will be available to check out in the upcoming PTS. We’re eager to hear your feedback and look forward to you all trying them out!

-Chris


ChrisDurel
DPS Guard Changes | 09.16.2020, 10:12 AM
Hi all,

I wanted to communicate some changes we are making to guard for 6.1.4 that are going to be live on PTS soon. We’ve heard your feedback about Guarding in PVP and we are hoping to address some of those concerns with this change.

We’ve added a 50% damage penalty to DPS disciplines while they are guarding allies. The full text of the new DPS guard is:
Spoiler

All this means is that while you guard allies as a DPS discipline, you do less damage while you are guarding that ally. It’s worth noting that this only applies to the DPS disciplines, Tank disciplines do not suffer this penalty and can freely guard as usual with no penalty.

The purpose of this change is to discourage the use of guard in every situation in PVP. While we feel like guarding is a useful skill and important to the advanced classes that have access to it, it has become clear that it is being abused in PVP by guarding and guard switching with no penalty. This makes PVP unbalanced towards the disciplines that have access to guard.

With this change, we are hoping that guard is used more thoughtfully in PVP while still retaining its usefulness in certain situations. We’d love to hear your feedback on this change, specifically if you think it helps the PVP experience overall, if the penalty feels fair, and after you get your hands on it if there’s any noticeable difference to guarding and team composition in PVP.

Thanks!


DavidStaats
6.1.4 Conquest Updates | 09.16.2020, 08:45 AM
Hi all!

I wanted to take a moment and give some insight into the upcoming Conquest system updates you can expect to see with 6.1.4. As always, the following information is subject to change. Let’s dive in!

Point Rebalance
One of the biggest changes coming with 6.1.4 and Conquests is an across the board point rebalance. We are taking a deeper look at Objective time and effort, ensuring that those objectives which might take a longer time to complete or have a higher complexity in order to complete will feel as equally rewarding as some of the less time intensive objectives.

We took a thorough look at every Conquest objective and balanced their final points through emphasizing objective time to complete, complexity, and repeatability. The result is an abundance of Conquest points for some of the most complex and/or time intensive objectives, lesser points for marginal time and effort objectives, and an even scale for those objectives in the middle.

Below is just a small example of some of the point changes this has resulted in.

All values displayed are base values without any additional bonuses or multipliers and subject to change.
Changes will be listed as <Conquest Objective> new 6.1.4 value (relative to previous value), similar to patch notes.
  • Items: Credits for Junk is now worth 550 points (down from 1,750).
  • Advancement: Hail a Taxi is now worth 550 points (down from 1,750).
  • Starfighter: <Ship> Eternal is now worth 2,200 points (up from 600).
  • Chapters: Any are now worth 4,850 points (up from 3,000).
  • Operation: Master is now worth 13,100 points (up from 7,500).
  • Iokath: Weekly Mission is now worth 22,250 points (up from 4,000).
  • Team Ranked: Total Domination is now worth 100,000 points (up from 13,500).

Objective Level Bracket Updates
We continue to review the Objectives available for each bracket to ensure players of all levels have a meaningful and enjoyable Conquest experience, while also challenging players in the appropriate manner.

With that, we have made additional adjustments to some Conquest Objectives and the Level Bracket they appear in. This includes the following:

Subject to change.
Changes will be listed as <Conquest Objective> new 6.1.4 bracket (relative to previous brackets), similar to patch notes.
  • Advancement: Legacy is now in the 10-49 bracket (in addition to 50-70 and 71+).
  • World Boss (Coruscant/Dromund Kaas - Corellia) is now in the 10-49 bracket (in addition to 50-70 and 71+).
  • Items: Credits for Junk is now only in the 10-49 bracket (it is no longer in the 50-70 and 71+ brackets)

New Conquest Objectives
We want to continue offering additional avenues for players to participate in Conquests without feeling like they have to choose Conquests over an activity that they want to participate in. For instance, a player who spends their time playing through Knights of the Fallen Empire or Knights of the Eternal Throne may be sacrificing a decent chunk of Conquest participation in order to enjoy their epic stories.

Our goal continues to be allowing you to play how you want while feeling like you are able to meaningfully contribute to your Conquest goals. As such, we have added new Conquest Objectives you can expect to see on a regular cadence, ranging from Defeating Skytroopers and completing Heroic Planetary Missions, to Uprisings and conquering Star Fortresses!

Events and Conquest
Events are a good break from the day to day of saving (or taking over!) the Galaxy, and we want to continue supporting that notion through Conquests. We are further expanding on the relationship between Conquest and events through the addition of new Conquest Objectives, tweaking the repeatability of others, and making point adjustments to others still.

Using the Relics of the Gree event as an example, the following changes are coming to further support the Event.:

Subject to change.
Changes will be listed as <Conquest Objective> new 6.1.4 value (relative to previous value), similar to patch notes.
  • Relics of the Gree: Critical Missions is now Infinitely repeatable and worth 1,650 points (previously was Daily only worth 4,000)
  • Relics of the Gree: Defeat Surgok'k is now worth 5,800 points (up from 4,000).
  • Relics of the Gree: Defeat Gravak'k is now worth 5,800 points (up from 4,000).
  • Relics of the Gree: The Gray Secant is now worth 10,700 points (up from 9,750).
  • Relics of the Gree: The Gray Secant Pinnacle is now worth 2,700 points (up from 1,100).
  • NEW Relics of the Gree: Defeat Droids is a Weekly Conquest Objective worth 10,700.
  • NEW Relics of the Gree: Defeat Droids 2 is an Infinitely repeatable Objective worth 2,750.

These new additions are not only exclusive to our rotational events, however! In addition, we are branching out and adding Conquest Objectives for our Seasonal events as well! Be on the lookout for new and exciting ways to participate in both Seasonal and rotational Events through Conquest as they come around!

Introduction To Conquest
There is little doubt that over the years Conquests have changed substantially from what they were originally. As we continue to iterate, we find it important to give players context as to what this system has become and what it can offer you! With that in mind, we have made some tweaks to the Introduction To Conquest Mission, including revisiting the rewards, the Mission text, and auto-granting the Mission to players as soon as they reach Level 10 and are eligible to participate in the Conquest System!

For those who are already past Level 10 and have not already completed the Mission, this can still be obtained from the Mission Terminal on the Republic and Imperial Fleets respectively.

Shorter UI Popup Notification
Finally, we have made an adjustment and lowered the duration of the UI Popup for Conquest Objectives!

We will be putting these changes onto the Public Test Server soon, so be on the lookout! We are excited about these updates to Conquest, and can’t wait to get them out to you all with PTS and finally 6.1.4. We look forward to your feedback!


CommunityTeam
Purchase of the The Predacious Weapon Lockbox (season 6) temporarily disabled. | 09.10.2020, 01:20 PM
Hi folks,

We have received a number of reports that there are two weapons missing from the Predacious Weapon Lockbox (Season 6). To make sure this bug doesn't impact more players, we are disabling the purchase of this box until it can be fixed in a future update.

Players who try to purchase this box will encounter the following error message: "You do not meet the requirements to purchase this item."

Thank you for your patience.


CommunityTeam
Character rename bug | 09.10.2020, 03:15 AM
Hi sleepingwell,

Thank you for your report concerning the character rename bug.

Our team is currently investigating this bug. I'll update you when I have more information.


CommunityTeam
7 Mek-Sha holo sign decorations bugged after 6.1.3 patch | 09.09.2020, 02:15 PM
Hi sugarnails,

Thanks for the report concerning the Mek-Sha holo sign bug.

Our team is currently investigating this bug. I'll update you when I have more information.


EricMusco
Rakghoul Relic Change | 09.09.2020, 01:59 PM
Hey folks,

It is intended that if you are not wearing a relic that you lose it's on-use effect as noted, which includes the Antiviral Kit. However, we definitely understand this has gearing implications and so we are looking at ways to make the experience of the Antiviral Kit be less detrimental to your character's power where possible. We will share any updates as we have them and thank you for the feedback.

-eric


DanielSteed
Cartel Market Additions: Game Update 6.1.3 | 09.09.2020, 01:15 PM
Hey everyone!

The Winter Outlaw Armor Set, Fork-lift Walker Mount, and more have been added to the Cartel Market! To see everything added with this update, you can check out this article.


DanielSteed
Game Update 6.1.3 is live! | 09.09.2020, 10:49 AM
Hey everyone!

Game Update 6.1.3 is now live. Highlights of this update include additional Ranked Replica rewards, the return of Double XP, and more! A full breakdown of what this update consists of can be found here.

Star Wars: The Old Republic > English > Developer Tracker