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Alderaan Round 2 Changes and Feedback

STAR WARS: The Old Republic > English > Public Test Server
Alderaan Round 2 Changes and Feedback
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EricMusco's Avatar


EricMusco
01.15.2020 , 10:33 AM | #1 Click here to go to the next staff post in this thread. Next  
Hey folks,

Our plan right now is to bring PTS by the end of the week (assuming everything stays on track). Here are the changes you will see to the Alderaan Stronghold based on your feedback:
  • A variety of bug fixes throughout including issues such as expansion doors not opening after purchase.
  • Made a number of changes throughout the Stronghold to hook quantity and placement.
  • Hooks have been added to the Ancient Ruins area outside.
  • Taxis will now be Thrantas!
    • Known issues: The map for the Alderaan Stronghold and the taxis are not functioning properly.
Please use this thread to share your thought on the new updates to the Alderaan Stronghold. Thanks all.

-eric
Eric Musco | Community Manager
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DanielSteed's Avatar


DanielSteed
01.17.2020 , 11:23 AM | #2 Click here to go to the next staff post in this thread. Next  
Hey everyone,

The PTS is now up and ready for more testing. Let us know your thoughts!
Daniel Steed | Community Coordinator
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casirabit's Avatar


casirabit
01.17.2020 , 11:27 AM | #3
Thanks Will do.
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Ogreov's Avatar


Ogreov
01.17.2020 , 12:24 PM | #4
The doors in the western lodging opens the doors in the wrong manner blocking access to the room inside >.>

*edit* It is also affecting the doors that slide open in the Northern Lodging.

DarthYun's Avatar


DarthYun
01.17.2020 , 12:27 PM | #5
Still can't mount inside.

We can ride freaking tanks in a Coruscant appartment.


TANKS IN AN APPARTMENT

but we can't ride a small speeder in a huge palace? come on bro.

EDIT: Holy moly still can't mount in the insect boyos cave pls bioware fix
pre nerf Bane of Baneful Banthas
Pre Nerf Bane of Izax
Pre Nerf Revanchist
Deposer of the Fortress
Conqueror of the Dread Masters
2014 Revanchist
World First Tyth
World First Repside Sisters pre 248 gear
Server First EC timed
pre nerf ravenchist
post buff raven
pre German world first repside Nahut (0 deaths)
World 1st Izax repside without memes
World 1st Izax 15.5m (also without memes but with meme people)
world 2nd original roster Gods Timed (no kicks)
World 2nd timed without exploits (knightmera poweru)
world first main repside team gods timed nim impside timed run timed (nightmare power)
World 1st Collicoid Queen 8m HM (no graba jerba)
World 1st Collicoid Queer 16m HM (no enrage 5 stack ez timed)

Sarova's Avatar


Sarova
01.17.2020 , 12:58 PM | #6
Quote: Originally Posted by EricMusco View Post
Hey folks,
Please use this thread to share your thought on the new updates to the Alderaan Stronghold. Thanks all.
I am out. I will not be spending any money on this stronghold because of:
https://imgur.com/a/fgq49Xl
How is mounting in this stronghold not being allowed? Did you not read the feedback from the first PTS of it? Lack of mounting, especially inside the Noble Estate interior was the most fed back annoyance after the first PTS run. Not being able to mount up in a stronghold hinders both exploration and decorating.
Between this rubbish and the sorcerer survivability nerf, I'm on the verge of unsubbing again.

ETA: the ruined building needs a flooring/floor covering hook: https://imgur.com/a/ZJYkMvs
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Option to Switch off Vendor Icons In Strongholds
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raxantano's Avatar


raxantano
01.17.2020 , 02:31 PM | #7
Quote: Originally Posted by Sarova View Post
I am out. I will not be spending any money on this stronghold because of:
https://imgur.com/a/fgq49Xl
How is mounting in this stronghold not being allowed? Did you not read the feedback from the first PTS of it? Lack of mounting, especially inside the Noble Estate interior was the most fed back annoyance after the first PTS run. Not being able to mount up in a stronghold hinders both exploration and decorating.
Between this rubbish and the sorcerer survivability nerf, I'm on the verge of unsubbing again.
May I ask what this nerf is about? I have been out of the loop.

TonyTricicolo's Avatar


TonyTricicolo
01.17.2020 , 02:39 PM | #8
Here we go, here we go. ROUND 2!
Once again these are just my initial thoughts and will be updated along the way!

THRANTAS flying in the sky!!! (No nest though)
Killik terminal removed. Cave open.
No stupid F'ing droids with floating treasure chest icons.
Ornamental lighting fixtures added to face of building.
Lots of new wall hooks added to face of building.
Stained glass window looks cleaner. There are less god rays.
System message letting me know what room I'm in is still there.
No balcony.
No second floor.
Dais has been removed from throne room.
Still no door to throne room.
Ancient ruins has more hooks.
Can no longer use decorations to bypass broken wall to get behind ruins.
Insta death is quicker when trying to reach starship hooks.
Large window in North lodge fixed.
Door connecting between North and West lodgings is glitched. Can not go through it.
No doors to main rooms in lodgings.
Fake door inside West lodge has been removed.

Overall, it went from a C+ to a B. What's stopping it from being an A?

No cinematic intro.
No Epic Alderaanian music.
Unable to ride a thranta akin to the speeder bikes in strongholds so I can marvel at the view.
Not enough hooks in valley.
Hooks don't extend to shoreline.
Can't mount inside.
No balcony to castle.
No second floor to castle.
No doors to throne and lodging rooms.
System message room announcements.
Lack of floor hooks in lodging hallways.
Lack of hooks in general in the mountain retreat area in front of ruins.
Poor starship hook placement below ancient ruins.
The ancient ruins itself. It's just so Meh! At least put a roof on it or add a secret basement with a real room in it.



*1/18/20
I'm trying to like the stronghold. I really am. So far it has the potential to be the best stronghold to date but there are some things I just can't get around.

ANIMATION TERMINAL
The path that leads to the animation terminal need more hooks. The scaffolding needs a large hook. The view to the East is wasted on the campsite. Remove the fire and adjacent logs. Add Centerpiece hooks that can be broken down. If people want to make a campsite they can, just don't force it.

KILLIK CAVE
I commend the work and detail put into the animation sequence. Good Job! However, once done it can never be reverted. It dramatically changes the whole landscape. On top of that it counts as an expansion room. So it ties with decoration hook count. If you want to fully decorate you kinda have to unlock it.
The cave itself, although pretty to look at, is another example of a forced theme. Provide ample hooks and let people make the cave what they want.

LONELY WATERFALL
What a missed opportunity. Right now it's just pretty eye candy. Turn it into an explorable cave that leads to the unused open area to the East.

EASTERN OPEN AREA
Plenty of space here fellas, Please add some hooks. The section is barren.
In my opinion, this is where the ancient dilapidated ruins should have been placed.
I made a lil video in the last thread on how to get there.
https://youtu.be/UfdixwjHnLE

CASTLE
Guys c'mon! You can't trick us! The facade is staggeringly huge. Stop with deception. It doesn't make any sense to have such a big *** bldg without additional floors. It breaks immersion. From the outside you say "oh wow" then when get inside you're like "huh?"

ANCIENT RUINS
Where do I start? How about what a waste of space!!! That building should not be a focal point. It has grand stairs and a potential gorgeous view. The Costanza in me is screaming "SERENITY NOW!!" Turn the ruins into a real building with four walls, huge wide windows, and a roof. Make a basement that has a back door that leads to a path to the starship hooks down below.

MINOR NITPICKS
Open areas should not give us exhaustion zones and insta death. Let us explore our stronghold.
Arrival Terminals should be at Thranta Nests. Magically appearing on the bridge breaks immersion.
Room announcements needs to go away.
Turn on ability to mount in killik cave and noble estate interior.
Remove that fake door on the outside of the Western lodge.
THE ONE AND ONLY TONY NOVA
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DrakeVenku's Avatar


DrakeVenku
01.17.2020 , 03:25 PM | #9
Quote:
No second floor.
Well that thing with the Ruin is the the Second floor.

So i think i found a bug. In the Western Lodging on the lower left side the door just opens in the Opposite position. So you can't enter the room. Or you have too loses a lot of weight XD


Here is the picture of that Bug
https://cdn.discordapp.com/attachmen..._02_043045.jpg
Verd ori'shya beskar'gam - Ein Krieger ist mehr als seine Rüstung.

BenKatarn's Avatar


BenKatarn
01.17.2020 , 03:29 PM | #10
Personal observations / wishes:
  • While the stronghold is impressive, it unfortunately suffers from the same issue the Manaan Retreat did, i.e. it looks a lot bigger on the outside than it is on the inside. With an impressive front like that, you would think that this stronghold features more than just one floor. Alas, it does not, which makes me think that the great hall is a bit overkill when there is no second floor. There should at least be some more rooms on a second floor in the estate interior, with a staircase that splits up left and right to allow access to a balcony, separated by the stained glass window, similiar to the Senate interior on Coruscant.
  • The stronghold needs a bit more incidental music. I believe that the Manaan one does occasionally play music while the other strongholds remain silent, but I really think the overall atmosphere could benefit from some more sound.
  • Personally, I would appreciate it if the stronghold in general was free of icicles. Them being everywhere gives off the impression that the castle isn't being taken care of. I could be wrong, but I don't think I've seen any icicles hang off rooftops, windows etc in Organa Castle or House Organa.
  • The platform in the throne room should be large enough to support a large hook, otherwise it won't be possible to place decorations such as Throne of Enlightenment or Dark Eternal Throne.
  • Separate arrival points for the northern and western lodgings would be nice, same with the mountain overlook. In general, I think that this stronghold is big enough to justify quick travel points.
  • While it may just be me, I'd rather be able to explore more of the exterior behind the estate, to the northwest (waterfall, little lake etc) than the Killik Grounds. This comes into play particularly when you're trying to decorate what's outside the western lodging's window, as you have no means of getting there. A little glass door on the side allowing you access into that little "garden" would be the icing on the cake.
  • Sadly, jumping off the balcony results in an immediate death because of death zones.
  • Being able to determine the Killik population inside the hive is a nice touch, but I think I will never actually unlock that section on live servers. I prefer my family's estate to be Killik-free.
  • I would appreciate it if the estate entrance had a proper door that opens upon approach, rather than just an entrance that is always open.
  • I can't help but notice that a lot of rooms, particularly the bigger ones like the great hall and the connecting hallways, have little to no hooks for light sources. Instead, the stronghold features a lot of "pre-installed" lights, which cannot be turned off like in the overlook section of the Rishi stronghold.
  • None of the rooms in the estate interior proper feel like they could serve as a master bedroom.

Bugs:
  • Arrival points (as usual) don't work.
  • The door connecting the Western to the Nothern lodging keeps bugging out, closing the wrong way.
  • Entering the corridor connecting the throne room to the balcony overlook while edit mode is active can cause hooks to disappear.
  • The doors that open automatically don't have any sounds.
  • It's still not possible to mount up inside any of the buildings.
  • The OP post mentions that taxis currently do not function properly. I have so far not spotted any taxi points at all, so I'm assuming the thranta nests are not present in this build.
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