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Game Update 6.1.1 Conquest Changes

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Game Update 6.1.1 Conquest Changes
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DanielSteed's Avatar


DanielSteed
03.02.2020 , 06:41 PM | #1 Click here to go to the next staff post in this thread. Next  
Hello everyone!

With the upcoming Game Update 6.1.1, we will be changing how some aspects of Personal Conquests work. Our main goal for these changes is to make Personal Conquests relevant to any character, not just an activity for players at max level. Our second goal was to add some quality of life improvements that help players in the right direction through clearer menu navigation.

More Objectives

We feel the current Personal Conquest system has too high of a reliance on the automatic conversion of EXP to Conquest points. While this is helpful to allow players to experience content of their choosing, players who wanted to focus on their Conquest objectives found themselves lacking enough objectives to meaningfully contribute during a session.

If players were opting to farm the same enemies over and over again to meet their Personal Conquest goal, what does that really say? As we took a step back, we saw this as more of a systemic issue that we wanted to address. Starting with Game Update 6.1.1, the Conquest system will only take base EXP and convert it to Conquest points. Any Experience Boosts will no longer grant additional Conquest points. To counteract this Conquest point deficit, we are adjusting the objectives in a few ways – adding more objectives to various game systems, increasing the repeatability of some objectives, and making them more relevant to your character’s level.

More Repeatable Objectives

Players have expressed frustration with the repeatability of Conquest Objectives, particularly Weekly objectives. Weekly objectives feel frustrating because they can be completed only once on a single character, forcing players to choose which character gets the lucrative amount of Conquest points. We know the preferred solution for players would be to allow conquest completion per character, but unfortunately this is a much larger technical change that cannot be quickly addressed. In the meantime, to address this issue we will be adding more repeatable and Daily objectives to allow greater flexibility in how Personal Conquests can be completed.

Level Relevant Objectives

The way we plan on making Personal Conquests more accessible to all characters, not just ones at end-game content, is by breaking up Conquest objectives into three level ranges: levels 1 – 49, levels 50 – 70, and levels 71+. This way a level 50 character won’t be asked to kill enemies on Ossus or complete a Master Mode Flashpoint. In a couple of days we'll post an update in this thread with a full breakdown of a specific Conquest's Objectives.

Level Relevant Rewards

Currently Personal Conquest rewards are mostly relevant at level 75. As part of creating separate level ranges, we wanted to ensure that the rewards players receive from a Personal Conquest are immediately impactful, no matter your character level. In order to achieve this, we have changed the rewards granted to players, depending on their level range. Players will notice that the rewards at level 71+ are not changing.

Levels 1 - 49
  • Mission EXP boosts
    • These will be a new type of boost. These will offer bonus experience from Missions only and they'll be stackable with other boosts. They will also have a shorter duration of 30 minutes per boost.
  • Companion Gifts
  • Credit Certificate (15k)
  • Gathering Lockbox

Levels 50 - 70
  • Mission EXP boosts
  • Companion Gifts
  • Credit Certificate (20k)
  • Gathering Lockbox
  • Heroic Box (Level Dependent Gear)

Levels 71+
  • Credit Certificate (25k)
  • Gathering Lockbox
  • Solid Resource Matrices
  • Tech Fragments
  • Small Conquest Equipment Crate

These rewards are locked in once the Conquest begins. For example, if a character starts the Conquest at level 45 and reaches level 50 half-way through the week, they will still get rewards for the level 1 - 49 range. The following Conquest will then update to the next tier of rewards. There are no plans to change Guild Invasion rewards.

Better Navigation within Conquests

In order to make progressing towards your Conquest goal simpler, we are introducing a system that will allow you to move from the Personal Conquest window right to your objective. This means if a Conquest objective requires you to complete a specific mission, you'll be able to receive the Mission and travel to the Mission location right from the Personal Conquest window! We can bring you to the specific Flashpoint or Operation required, open up the crafting window for crafting related objectives, or grant you the Mission needed to complete objectives. This will help players get right into the action and prevent issues of not knowing where to go for an objective.

When will these Conquest changes be coming to PTS?

Currently, the changes being implemented with Game Update 6.1.1 will not be making it to PTS. Our upcoming PTS build will instead be focusing on Game Update 6.1.2, which will consist of Master Mode Dxun, new Set Bonuses, and Class changes. Given the nature of these changes, the team would like the hands-on testing focused on these.

With that in mind, what do you think of these quality of life changes? Do you feel like your experience completing Conquests will be improved? Also, are there any activities or content that aren’t properly represented in Conquest objectives currently?

Everything listed above is subject to change based on internal testing as well as player feedback in this thread. We will post an additional update in a couple of days to give an example of what a Conquest’s entire objective list would look like.
Daniel Steed | Community Coordinator
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TheRandomno's Avatar


TheRandomno
03.02.2020 , 06:57 PM | #2
Quote: Originally Posted by DanielSteed View Post
Any Experience Boosts will no longer grant additional Conquest points.
Did they ever?

orangenkaiser's Avatar


orangenkaiser
03.02.2020 , 07:01 PM | #3
I'm sure this is a pipe dream, but a QoL feature for conquest I'd like to see added one day is a character specific tracker for points earned on the character I'm on instead of having to cycle through multiple windows and tabs. Ideally, like an "Optional" (so people who don't care about conquest don't have to worry about it) tracker in the Missions list that lets people know they have x/50,000 conquest points. Or something like that.
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go_rogue
03.02.2020 , 07:03 PM | #4
Quote: Originally Posted by TheRandomno View Post
Did they ever?
Yes, do they, currently. It's more noticeable when running flashpoints like Athiss. If you're not running any XP boost, the champion mobs near the end grant 288 conquest points. If you're running XP boosts, legacy XP boosts for flashpoints, and DvL gear, you cap it at 625 conquest points. So RIP using my DvL gear to get more conquest points more rapidly. But, if the changes are going to be much more alt friendly...

My only thing I want to stay as a personal reward are the Solid Resource Matrices. Those of us who are max level on a lot of toons but are leveling a new toon, it's handy to still get the Solid Resource Matrices to craft our augments. Also, you Daniel, you said Solid Resource Matrix. Does that mean 1? Or are we still getting 2 from personal rewards?

Laserlionlion's Avatar


Laserlionlion
03.02.2020 , 07:03 PM | #5
I like the Idea of splitting up the Quests for lower level Characters but please don't kill the world bosses out of the Conquest for lower level players. It is a fun way to bring the guild together both high and low level characters can participate in it. Balance wise you should consider fixing the Operation Trash Mob Farming.

MasterBalthazar's Avatar


MasterBalthazar
03.02.2020 , 07:40 PM | #6
I think I like most of that except loosing out on the solid resource to sell on the GTN for characters under 70. It's been great leveling characters while knocking out their personal conq goals to get something worth like a half mil credits. 🥺

Lowarro's Avatar


Lowarro
03.02.2020 , 07:42 PM | #7
Quote: Originally Posted by DanielSteed View Post
...

Level Relevant Rewards

Currently Personal Conquest rewards are mostly relevant at level 75. As part of creating separate level ranges, we wanted to ensure that the rewards players receive from a Personal Conquest are immediately impactful, no matter your character level. In order to achieve this, we have changed the rewards granted to players, depending on their level range. Players will notice that the rewards at level 71+ are not changing.

...
This concerns me. Removing the Tech Fragments and Conquest Materials from the rewards below 70 punishes those who run conquest on alts. Tech fragments are legacy wide in in heavy demand for end game gear. Conquest materials (also legacy wide) are already very rare, in high demand for crafting and have no other source. I fear this change will have the opposite of the desired affect: It will discourage people from playing and going for conquest on characters 70 and below.
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Quote: Originally Posted by EricMusco View Post
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KendraP's Avatar


KendraP
03.02.2020 , 09:02 PM | #8
First thought and hopefully typo: why the reference to a solid resource "MATRIX"? I sincerely hope this was intended to be "MATRICES" and was typo'd.

Second thought, and Kendra's stubborn pessimism kicking in, how is this a bigger priority than any of the other issues I have raised that should be simplier to fix than overhauling an entire system (amplifiers, randomness in mods/enh, crafting is a total disaster, etc)?

Third thought, and the first one I actually had upon reading the intent: "I better hurry up and get my last couple toons to max level on SF". Removing endgame mats and frags from the levelling toons simply means I probably will not be bothered with them.

Moving on from the broader, big picture thoughts and into the details:

This paragraph
Quote: Originally Posted by DanielSteed View Post
More Repeatable Objectives

Players have expressed frustration with the repeatability of Conquest Objectives, particularly Weekly objectives. Weekly objectives feel frustrating because they can be completed only once on a single character, forcing players to choose which character gets the lucrative amount of Conquest points. We know the preferred solution for players would be to allow conquest completion per character, but unfortunately this is a much larger technical change that cannot be quickly addressed. In the meantime, to address this issue we will be adding more repeatable and Daily objectives to allow greater flexibility in how Personal Conquests can be completed.


Is basically the answer to the question you pose here:

Quote: Originally Posted by DanielSteed View Post

If players were opting to farm the same enemies over and over again to meet their Personal Conquest goal, what does that really say?


But I will elaborate. It is obvious that conquest is intended as a motivational tool to keep people around. It is, for instance, one of a very few reasons I'm still around. (the biggest one being a lack of time or desire to learn to play a different game - with all due humility, I'm rather good at what I do here, and I have it set up pretty good for myself. Why would I want to recreate the wheel?) That said, please don't get cozy as I am NOT, at current a satisfied customer, but that bitter old grandpa sitting on his porch yelling at the kids to get off his lawn (or in my case, out of the giant red circles we've all known about for nearly a decade).

Er, sorry for the tangent... back on topic. Speaking for myself, the biggest issue has been not with the weekly objectives, but with the LEGACY ones. I do not know how to make this clearer. If I could do a full sm gf op on every one of my alts daily, well, I would much rather do that than incessantly kill mobs in KP. But I only get credit for it once a day on one toon. So what happens with the rest? I find something spammable and repeatable to do with the rest of my time. So again, the issue is less weekly and more LEGACY objectives, as it has been literally since you introduced this concept, supposedly in an effort to help small guilds compete (in reality, fyi, it had the exact opposite effect as big guilds have more LEGACIES in them than my small guild, which is dependant on my and my friends' small legion of alts).

Oh and tangent number two, this is only annoying again because I figured out how to game your new group finder system. Could you please seperate the one off bosses into their own category to spare me 5 minutes of headache yelling at group to select the right roles (which seems to be bugged, as when they claim they changed it, it doesnt seem to update)?

Ok, back on topic again, with another random big picture thought: how is it technically easier for you to overhaul an entire system, adding new tiers, new menus, new quick travels, etc, than it is to move objectives around within an existing system? Literally make all or most of the daily per legacy objectives simply daily per character and there goes most of my problems. My small guild has absolutely zero chance of competiting with the big boys anyway, so what does it matter?

On the level split information: interesting idea...
"Mission xp boost"... so class mission? FP missions? Ops? Everything except repeated enemy killing? I'm confused.

I resent the change of credit certificate values. 25k is absolutely nothing as it is, and credits are easily shared across legacy. I mean, you need FOUR of these to, for instance, remove ONE mod from a piece of gear. And I have no way of getting bis mods other than random happenstance which seems to always wind up IN a useless armor piece for me anyway. Seriously, take a pry bar to that piggy bank rather than nerfing credit influx (again). Also again, your inability to prevent last years' credit exploits was not my fault, nor did I partake of them. So, please stop punishing me.

Next, and as mentioned above, I do not like that you are seemingly halving an already rare item. I also do not like removing this from underlevelled toons, especially considering that even if I get that toon to 75, he still gets the underlevelled reward. This is nonsense. If my toon reaches max level before reaching personal cap, give him the max level reward. But more nonsensical is that you are cutting the rate at which the already too rare mat is being granted.

Tangent 3: Seriously, have you no idea what you've done with all your credit sinks? Is it a (tinfoil hat moment) plot to get more CM money or some kind of insider deal with a credit spammer? Amplifiers, upped repair costs, the frankly absurd cost to pull item mods, ridiculous crafting scheme, I could go on for literal hours. And while I'm on the subject (er, I guess tangent 4) amplifiers are still dumb. Back to tangent 3, though, I have spent 297 million credits since 6.0 dropped and have exactly one spec in (almost) BiS everything (except the amplifiers, because after 15 million credits, I got just accepted that I was going to be 2.5% less armor pen that the hypothetical best. Back to tangent 4 - these amplifiers are almost dumb beyond my ability to comprehend, and the fact you refuse to address them is infuriating. They do make a difference, are a min/max tool, and are being used as a giant credit sink and screw you to loyal players like myself.

Ok, ok, back on topic again... where was I? Levelling split...
I need more details before I can decide. My immediate conclusion is, I wont be bothered with the characters I don't have at max level before this drops (I grant you, there are only like 4 out of nearly 40).

The navigation sounds nice... if you could please avoid breaking something totally unrelated in the process. Oh and on the subject of broken things, could we please change the description of ops to be 70+? You know, since those are the only players who can actually enter them anyway?

to conclude: I deeply wish I could be excited, as your stated intentions are good. Your consistent misinterpretation of the issues (see also weekly vs legacy as one of a cornucopia of examples) coupled with the fact that every major system change breaks something else, and my pessimism is in high gear. I frankly feel there are other issues you could be addressing that are more important and seem like they should be easier to fix (touched on in my many tangents.

Oh and PS, nice to know you've caught on to Mr Musco's "post before you leave for the day and deal with any fallout later" routine.

TLDR: do we get 1 matrix or 2? Weekly vs legacy issue (see above). What are these "mission boosts"? I conclude I'm going to simply ignore the rest of the toons i haven't levelled, and I feel there are bigger issues you are ignoring to create this practically guaranteed to include some game breaking bug change.

Dyhanna's Avatar


Dyhanna
03.02.2020 , 09:06 PM | #9
Quote: Originally Posted by Lowarro View Post
This concerns me. Removing the Tech Fragments and Conquest Materials from the rewards below 70 punishes those who run conquest on alts. Tech fragments are legacy wide in in heavy demand for end game gear. Conquest materials (also legacy wide) are already very rare, in high demand for crafting and have no other source. I fear this change will have the opposite of the desired affect: It will discourage people from playing and going for conquest on characters 70 and below.
Agreed. Many of us run conquest on alts and if we have high level characters as well, we should not be penalized.
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Dyhanna's Avatar


Dyhanna
03.02.2020 , 09:09 PM | #10
Quote: Originally Posted by Laserlionlion View Post
I like the Idea of splitting up the Quests for lower level Characters but please don't kill the world bosses out of the Conquest for lower level players. It is a fun way to bring the guild together both high and low level characters can participate in it. Balance wise you should consider fixing the Operation Trash Mob Farming.
Agreed.

Also, I don't like the idea of negating the boosts. It's hard enough to make conquest on multiple toons with a boost. Removing the boost bonus could be a problem.
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