Archive for the ‘Star Wars Galaxies’ Category

Proper space may be coming to SWTOR

April 25, 2012

Trailer for SWG Jump to Lightspeed

This forum post indicates that real space combat is in the future for Star Wars the Old Republic:

http://www.swtor.com/community/showthread.php?t=429947

The current “rail shooter” system is a joke, at least to anyone who played Star Wars Galaxies. There the game launched with no space component at all, which led some to question how you could have Star Wars without space? It wasn’t until the Jump to Lightspeed expansion that you could fly in space, but it was worth the wait.

We can only hope that the SWTOR counterpart is as good! (Sadly there probably won’t be asteroid mining, which was one of the more interesting, as well as lucrative, elements of space in SWG.)

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Rakghoul Plague and vendor gone

April 24, 2012

As announced, the Rakghoul Plague has disappeared from Tatooine. The wreck of the Stardream cruiser remains, but has now been filled with Sand People, rather than infected survivors.

The Rakghoul vendor is also gone, and that has caused a bit of a stir, at least on PvP servers. It seems that in the final hours before the game closed for the patch, members of one faction or the other surrounded the vendor on some servers. That made it impossible for those from the opposite faction to cash in their hard-earned (and now useless) DNA samples.

Obviously we didn’t have this problem on PvE servers, Imperials and Republicans were working the ruins of the ship side by side (and sometimes helping each other out with hard conflicts, like Captain Magnus).

PvP enthusiasts are arguing this is the essence of playing on their servers. Others, who missed the end of the event for any reason, wish the Jawa vendor could have remained after the event ended, and there are calls to place him on the Fleet stations (and a weak statement he “may” return). I don’t know if the DNA samples can be sold on the Galactic Trade Network, but they ought to be, with a vendor handy to cash in the DNA.

The Rakghoul Plague event in SWTOR can be compared to the annual holiday events in Star Wars the Old Republic. Empire Day/Remembrance Day, held around the 4th of July, is the nearest in the calendar (I had always hoped for an Alderaan Spring Festival but that never happened). In SWG, PvE and PvE were mixed on all the servers, if you wanted to play PvP you opted to be Special Forces. In both Empire/Remembrance Day and Wookiee Life Day, you got many more tokens if you turned on Special Forces.

I always did, which was usually safe, as many others did the same thing, and there was usually an unofficial truce.  Occasionally someone of the opposite faction would hang out in the area, attacking unwary players who had gone for Special Forces for the event. You got killed, but that was the game. You could keep going without the Special Forces bonus. And you could do the holiday events without combat if you preferred. It’s too bad SWTOR lacks both of these options.

SWTOR up again – Rakghoul Plague gone?

April 24, 2012

Star Wars the Old Republic is up and running after today’s patch. Waiting for the 22 MB download. Nothing in the patch notes about the Rakghoul Plague, but it was supposed to end today, and there was nothing in the patch notes when it arrived.

Here are the Patch Notes for today:

1.2.1 Patch Notes

4/24/2012

Classes and Combat

Jedi Knight

Sentinel
        • Zen (with Ataru Form) now correctly reduces the global cooldown of Cyclone Slash.

Smuggler

General
        • Charged Burst’s damage has been increased by approximately 5%.
Gunslinger
        • Damage for Aimed Shot, Speed Shot, and Quickdraw has been increased by approximately 5%.
Sharpshooter
          • Trickshot’s damage has been increased by approximately 5%.

Imperial Agent

General
        • Snipe’s damage has been increased by approximately 5%.
Sniper
        • Damage for Ambush, Series of Shots, and Takedown has been increased by approximately 5%.
Marksmanship
        • Followthrough’s damage has been increased by approximately 5%.

Trooper

Commando
Gunnery
        • Havoc Rounds now applies the correct healing increase to Kolto Bomb. It previously applied a smaller increase than intended.

Companion Characters

General

    • Companion quickslots now update correctly when a new companion is summoned, correcting an issue that could cause the previous companion’s abilities to continue displaying on the new companion’s hotbar.
    • Earpieces and implants now properly apply their stat bonuses when equipped on companions.

Flashpoints and Operations

Flashpoints

Lost Island
        • Resolved an issue that could cause Doctor Lorrick’s lab door to become stuck while closed when the fight was not active.
        • Players now appear on Project Sav’Rak’s platform after the encounter. This addresses an issue that could prevent players from completing the Flashpoint if all group members exited the area before using the bridge controls.

Operations

Explosive Conflict
      • The range of Stormcaller’s Electric Discharge and Firebrand’s Missile Barrage has been increased to 35 meters.
      • A total of 4 mines must now be successfully defused in order to complete the minefield encounter.
      • Chests in Hard Mode no longer drop Black Hole gear.

Items

General

    • The cost for PvP consumables has been reduced to 10 commendations.
    • Corrected an issue that prevented item rolling prompts from appearing for Custom (orange) items.
    • The cost for Rated War Hero PvP gear has been reduced. This does not impact the time required to obtain base War Hero gear.

Legacy

  • The Rocket Boost ability can now be used inside and isn’t restricted by areas that do not permit vehicles. It cannot be used in combat or in Warzones.

PvP

Warzones

Alderaan Civil War
        • Players can no longer be knocked off of speeders while traveling to the battlefield.
Voidstar
      • Players no longer earn defender credit for defending a previously destroyed objective.

Space Combat

  • Corrected an issue that could cause Space Combat audio to fade out or pan inappropriately from the left to right speaker.
  • Drexel Sweep: Corrected an issue that caused the first several enemies ships to disappear upon loading into this mission.
  • Makem Te Assault: An issue that could cause the Smuggler player ship to clip through enemies at the beginning of this mission has been corrected.

UI

General

      • Helmets now work correctly when unifying colors on the character sheet.
      • An issue that caused stackable items to display incorrect stack numbers when replaced on the hotbar with another stackable item has been corrected.
      • The dialog for setting keybindings is now canceled properly if the player presses the “X” button to close it.
      • Corrected an issue that prevented the mail window from opening after refreshing the UI with the mail window open.
      • The World Map will now properly update as missions complete and/or progress.
      • Corrected an issue that sometimes prevented “new mail” notifications from functioning.

Character Creation

      • During character creation, Legacy Cyborg appearance options are now labeled.
      • The display of selected options in character creation has been improved.

Groups and Targeting

      • Group frames now appear correctly when the option “Use Operation Frames as Group Frames” is toggled off.

Guilds

      • Corrected an issue that could cause insufficient Guild Bank funds for repairs or respecs to appear even if sufficient credits were available.
      • Players will no longer become “stuck” and unable to receive a guild invite if they were sent an invite just before entering a cinematic or while the loading screen is present.

Social

    • Corrected an issue that prevented players from adding offline players to their friends list.
    • Players now correctly see a red phase gate (and are appropriately blocked from entering) if they are not permitted to join a group member’s class phase.
    • Chat tabs now preserve the selected font size if they are detached from the main chat window.
    • The list in /who now automatically updates when the window is opened with the /who command.

Miscellaneous Bug Fixes

  • An issue that prevented players from logging out of the game if the ESC button was used to close the logout window has been addressed.
  • Corrected a sound issue that caused a loud, unintended sound on the Republic and Imperial Fleets (and potentially other areas with many characters present).
  • Corrected some issues with French and German in-game text/dialogue.
  • Corrected an issue that could cause characters in cinematics to appear grey in color.
  • Objects that can be interacted with will no longer stop glowing if players get too far away from them and then return..

When do we start smuggling?

April 20, 2012

I like playing a Smuggler in SWTOR, but where’s the smuggling? All the way to level 50, and with the rare exception all I’ve been is a freelance merc for the Republic.

It’s been fun, but I wish there was more to do in the game than shooting baddies.

Once again, that was a nice thing about Star Wars Galaxies, especially its holiday events, there was non-violent stuff to do. Especially now that we have the Rakghoul Plague event in SWTOR, it would be nice if one of the Dailies was solely humanitarian. I mean, even the Daily where you get Light points for vaccinating Tuskens against the Plague then has you shoot (often the same) Tuskens to recover their wrappings to make vaccine.

I started SWG as a Medic, and went on to be a Physician and Combat Medic (other alts were crafters and entertainers). I dreamed of becoming a Jedi, especially when the Village was introduced. But with the NGE I could become  a Jedi at once and I did.

After a while I realized since all classes had to be balanced, post-NGE Jedi were no more powerful than any other combat class, they just had light sabers. Towards the end I planned to respec to Smuggler to be like Han Solo. I already had a YT-1300.

Never happened, so when SWTOR replaced SWG, I went Smuggler, also because one kind of Smuggler is a healer, and I enjoyed being a healer in SWG. Of course, SWG Smugglers didn’t smuggle either, but there were vague promises about a coming update.

Please BioWare, take advantage of an update, or (even better) a beyond level 50 expansion, to let Smugglers smuggle.

There’s a thread on the Smuggler forum her:

http://www.swtor.com/community/showthread.php?t=113837


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