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Everything posted by Balandar
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Yeah, looking forward to this one. Getting tired of huttball. Just wonder how long it will take them to get these implemented.
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From SWTOR.com: Last week we asked for your questions and this week we have some answers! We had planned on answering 10 questions but in the end, got 15 answered by various members of the team. Please note in some cases we’ve combined multiple questions into one, and we have edited some questions for clarity. We have now opened an official thread for next week’s Q&A, which will stay open until 2pm CST on February 14th (8pm GMT/9pm CET). We welcome your questions in that thread and hope you enjoy the answers below. If you want to discuss any of the answers given, please use this Forum thread! (For those of you wondering where the Dev Tracker Summary blog is, we decided to move it out to Mondays going forward. Look for it then!) Alkapwn: Could you elaborate about what specific benefits the Legacy will offer? I know that I am not alone in the fact of putting off making an alt (and hence losing out on gameplay) because I wish to know what kind of character creation options will be available. All we have to go on now is "The legacy system will unlock new character creation options, including new species." Does this mean species that have been unavailable for that specific class, or that have been unavailable to play in the game as a whole? Daniel Erickson: Game Update 1.2 will bring you the first big step in the Legacy System but it’s important to understand that the Legacy System will continue to grow, bringing new options to new characters (alts) and some fun options for elder game players as well. Legacy is definitely not just for new characters! The species that will be unlocked in Game Update 1.2 are species currently in the game that will become available to classes and factions where you haven’t seen them before. New species are in consideration for the future but we don’t have any details to share right now. Look for more specific details in the near future as we head toward Game Update 1.2. Jeunedorsk: What will happen in the future for PvP (Ilum, new Warzones ?) Daniel Erickson: We’ve been pleasantly surprised at how popular PvP is in The Old Republic and we’ve been doubling down on our efforts to bring exciting new content and systems to the PvP community. Right now there’s a new Warzone planned for Game Update 1.2 which we’re already testing internally and really enjoying. We can say it’s enabled for same faction vs. same faction play, so if you’ve been playing a lot of Huttball, expect some variety soon! Also coming in 1.2 is the pre-season of our Warzone ranking system, bringing better matchmaking which means better PvP. In the future expect a ton more PvP news as we expand and polish what has proven to be one of the most popular aspects of The Old Republic. We’ve got big plans. AeonKwiz: Are you planning on adding Social Gear for Medium and Heavy Armor characters? Daniel Erickson: Yes! Expect to see the first new gear coming in Game Update 1.2 and some dramatic changes to the social gear system just around the corner afterward. MrGerbz: What kind of measures will you take to improve the community, population, and faction balance of each server? Daniel Erickson: Faction balance is always a concern and something we watch carefully across all servers. It’s also something you can never fully account for programmatically as it is different on each server. We have many servers where the differences are small enough to be negligible and then others where either the Empire or the Republic has a huge numbers advantage. The Legacy System will take some first steps towards incentivizing players to look at what the other side has to offer and we will continue watching the most extreme servers to see if additional steps are needed. Shotgun-clavy: When are character transfers going to become available? And are server transfers a real possibility? Daniel Erickson: Character transfers between servers are definitely going to be available in the future and we’ll announce details as soon as we have firm dates. DarthNhiilus: Are you going to implement housing and guild features (like guild banks, guild ships)? Daniel Erickson: Guild banks are coming in Game Update 1.2 and like PvP, guild features are a priority for the development team with a strike team focused on nothing but top guild concerns and requests. Guild capital ships are a huge undertaking, though, so expect to see more quality of life style guild features roll out before you and your allies start building your destroyer.... Seltron: What is the preferred method for providing feedback to the development team, and why (e.g. In-game tickets, forums, support@swtor.com)? Stephen Reid: Every method of feedback you mention will ultimately make its way to the development team; we get feedback from everywhere (including off-site sources such as Twitter, Facebook, fansites, podcasts and the like). In-game metrics are also always being gathered and analyzed, so that essentially ‘passive feedback’ is given by players every time they log in. With that said, the Forums are always a good starting place for feedback; everything is read (even if we don’t always immediately respond to threads) and the Community team regularly reports out player concerns and thoughts. As always, the more constructive your feedback is, the better for the development team. Venomlash: I was excited as anyone about the Magenta Adegan crystals, but I'm not a huge fan of magenta. Will there be more rare items of this nature? Daniel Erickson: Absolutely. In the near future expect to see not just rare items but limited availability items, more treasure hunts and some big surprises for the community to discover and work together to figure out. Buddytonto: When you made the blog post about the balancing act of what to fix, what to balance, and when; got me thinking about how the items are prioritized, as it didn't really explain that? Daniel Erickson: How we prioritize bugs is a complicated question and one that can be maddening from a player point of view. The answer is as complicated as the question but I can give a high level view. First comes anything that blocks the critical path of a class story for any reason. If you can’t progress, your game comes to a screeching halt so that always takes precedence. Next is the question: how many people are being affected and what is the damage being done? Half the population being slightly irritated loses in priority to ten percent of the population having their game crippled, for example. The last consideration, and the most opaque to players, is how hard the bug is to fix. There are fixes that look complicated and are nothing more than a database entry that went rogue. There are fixes that look easy and take months of untangling code. What we can promise is that we never ignore bugs or decide something is good enough as-is. Aurozia: Will there be a dual specialization system in the future? Will there be a possibility of changing advance classes as well? Daniel Erickson: We have no plans for switching advanced classes - which we see as fundamentally different class designs- but dual spec is in the works and coming soon. NommNomm: Are you still planning on giving us an option to make our chest item colors match the rest of our armor? Daniel Erickson: The new and vastly improved ‘Hue to Chest’ system launches with Game Update 1.2 and there are more customization and quality of life improvements along those lines hot on its heels. USLeatherneck: Will Bioware implement Target of Target (including a visible cast bar above the portraits) in the new UI? Gabe Amatangelo: Yes. Target of Target on primary target and party frames will be part of Game Update 1.2. Primary target already has a visible casting bar on live right now. In Game Update 1.2 target of target frames will have visible casting bars as well. Additionally, there will be various customization features in all of those frames (e.g. repositioning). Annexes: In the EU our keyboards are a little different than in the US, and I´m wondering if you guys are going to make the "bug report" shortcut key unbindable? Daniel Erickson: Yes! This will be addressed in a weekly patch in the very near future. Simoon: Will you be adding the option to choose what Warzone you enter a queue for? Gabe Amatangelo: Not until we introduce cross server queuing. If we were to allow players to choose their Warzone before they could queue across servers, then it would negatively affect how often every player would see a Warzone – and for every player that loves a certain Warzone there is another player that hates it. The population would end up divided by their Warzone choice, negatively affecting the time it would take for a specific Warzone to become available for anyone. With cross server queuing we will still have a preference to match players of the same server, but those players who choose specific preferences such as these will likely end up in a match with players in the larger Wargroup. Many people asked: How are you planning on expanding the endgame experience? Gabe Amatangelo: We are going to continue to introduce new Flashpoints, Warzones, and Operations on a regular basis. The story line will continue with all of the above as well as in solo-able missions. We will continue to evolve Crew Skills and crafting. We’ll be introducing the Legacy System soon, as Daniel mentioned. Additionally, we have exciting PvP features planned, the first of which includes pre-season Ranked Warzones in Game Update 1.2. Thanks for all of your questions, and thanks to Daniel and Gabe for answering them. If you’d like to put forward a question for next week’s Q&A, please visit this Forums thread!
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The Primal Destroyer - Belsavis World Boss (Spoiler)
Balandar replied to Balandar's topic in Vigilance- News
Hey Mao-mao, how's the view? -
On Thursday evening, Vigilance, hunted down a few world bosses. Here is the The Primal Destroyer on Belsavis. (That's me in the middle doing my force lightning thang)
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This has been out for awhile, but I never saw it before now!
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Guild Meeting Notes and Screenshots (Spoilers)
Balandar replied to Balandar's topic in Vigilance- News
Looks like that pasty white type 4 body type of his is furiously pooping -
Khabe posted the following Guild Meeting Notes: New Lord Promotion We are pleased to announce that Isandra's application for Officer position (Lord) has been accepted. As of today she is now an Officer of guild Vigilance. Congratulations! Master and Lord Applications We are still open to receiving new Master and Lord applications. If you are interested in contributing to the guild in a significant way please check-out the sticky post in the General Forums. Note that Master positions are for folks who would like to dedicate themselves to a very focused task (e.g. lore-master, bank-master, flashpoint-master, etc.). The possible tasks for Master positions have not been identified, it is up to the applicant to sell his/her vision. New Viscount and Overseer Positions Folks have been asking for ways to move up the ranks in the guild, so here it is! We have introduced two new ranks; Viscount and Overseer. The Viscount position will be given to member of the guild who have reached level 50 and/or have part of the guild for a significant period of time. This is a symbol of the loyalty and dedication that these members have given to the guild. The Overseer position is a temporary one. It is given to members who have performed well or contributed in a significant way to the improvement of guild life. It is a symbol of their accomplishments in the past while. Invite Policy Reminder This is simply a reminder to members that everyone has invite priveleges. That being said, if you do invite some (whether a player or an alt) you MUST notify an officer of the guild so that he/she may set the appropriate guild member note. Any new players that are not family or personnal acquaintances must also fill out a formal application through our website. Failure to do so will not only result in these individuals not being promoted to the rank of Apprentice, it will also mean their removal from the roster. Wednesday Social Group (by Robnar) Robnar is setting up a social group for fun, leveling and flashpoints every Wednesday evening. It's an opportunity for folks to get together and play the game with friends. If you are interested in forming deeper bonds with other guildmates and wish to indulge in the more social aspects of MMO, please contact Robnar for more information. Screenshots Here are a few screenshots from the first guild meeting. The meeting was held in the Nexus Room Cantina Feb. 1st 2012. Afterwards a couple of world bosses were killed.
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RSS Feeds for Vigilance and Cantina Regulars have been added. You can find the RSS Feed Links on the guild sites and below. Vigilance Cantina Regulars
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Balandar - Biochem (400), Bioanalysis (400), Slicing (400). May drop slicing in future for synthweaving. Xiam - Cybertech (200ish), Scavenging (270+), Underworld Trading (270+). Arruna (Gatherer only) - Diplomacy (300ish), Treasure Hunting (0), Archaeology (0).
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What if George Lucas remade SWTOR?
Balandar replied to robinj's topic in Vigilance- General Discussion
I've watched them in 1080p. If you have an HDTV, I would get them. Way better than 480p on a 1080p TV. I can't stand watching regular non HDTV shows on an HDTV. Drives me batty. -
Nice find. Reposting topic here. NOTE: Please refer to the FAQ before asking any questions. I welcome any questions, but if your question is answered in the FAQ section I will merely refer you back there. If your question is in the FAQ, but the answer still doesn't clear it up for you, mention that and I will address it. UPDATE: LoneStranger has made a flowchart that really crystallizes reverse engineering for those of you who learn visually. This is really, really great. Find it here: http://www.lonestranger.net/swtor/re/SWTOR_RE_GUIDE.png Known Issues The Two Paths Linear Reverse Engineering Prefix Reverse Engineering Critical Crafting What Can I Reverse Engineer? Random Chance and Maximizing Success Pros and Cons of Armor and Weapon Crafting Frequently Asked Questions A Plea from the Author Special Thanks Known Issues (Bugs) Reverse Engineering button: The RE button can spontaneously disappear and we don't know why. Using a keybind (defaulted to I and/or B) to bring up your inventory should resolve the issue. Interacting with a GTN or Bank Kiosk, or a vendor, should also resolve it. If this doesn't work, press Ctrl+U once to turn off the UI and again to turn it back on. Shotguns and Vibroknives: These items do not appear to have RE discoverable schematics. My opinion is that this is an omission or bug, as it doesn't seem right for one pair of advanced classes to not be able to upgrade their offhands. Redoubt's Alacrity T2 Prefix: See [FT.Pre] for an explanation of the prefix system and you'll notice we don't know what the T2 Prefix for +Defense and +Alacrity is. This is because no one has reported finding it despite a lot of effort dedicated specifically to doing so. Again, I believe this to be either an omission or a bug, and not working as intended. Artificers and Armstechs can reverse engineer Custom guns and melee weapons, respectively. Custom items are not meant to be reverse engineered, and the result is a lost Custom and a small amount of materials. This can only happen when the Barrel or hilt mod is in the item, removing that mod will make the item un-RE-able. Cybertechs can reverse engineer shields and focuses, but when attempting to do so, recieve no materials and the item is destroyed with an error message saying "There is no reverse engineering information for this item." This is a bug, as Artifice is the craft for reverse engineering shields and focuses. Back To Top The Two Paths Reverse Engineering can follow 2 possible paths. Which path the item you are trying to RE follows depends on whether or not it is equippable. If an item can be equipped directly to your character (Weapons and Armor) it will follow the prefix path. If it cannot be equipped directly (Mods, Stims, Etc.) it will follow the linear path. The linear path is the simpler of the two, so we'll cover that first. Back To Top Linear Reverse Engineering Reverse engineering non-equippable items is fairly straight forward. You start with a base item which is learned from a trainer or schematic and when you Reverse Engineer it, you have the potential of discovering a schematic for an improved version of the item. Once you find the improved schematic, you are done with the base item and can begin reverse engineering the improved item for a chance to improve it further. Finding an improved item increases it's quality to the next tier. A Premium item will become a Prototype, and a Prototype will become an Artifact. Based upon current collective experience, one an item following the linear path becomes Artifact, there are no further improvements possible. Back To Top Prefix Reverse Engineering Buckle in, this is where things get crazy. Rather than following a linear progression, equippable items follow a complex branching system which allows for a huge variety of improved items. I'll try to start out simple and go into more detail, but this is a complex enough system that it requires a thorough explaination. Let's start with the terms we'll be using: Base Item - A base item is an item learned directly from the trainer or a schematic, as opposed to via reverse engineering. Any item learned from a trainer or schematic is a base item. Base items will never be learned via reverse engineering. Prefix - A prefix is a word appended to the beginning of an item name. These words differ based on the stats added to the item upon improvement. More on that later. Tier 1 Prefix - This refers to the three prefixes that can be aquired by reverse engineering a base item. Specifically, these are Redoubt, Overkill, and Critical. Tier 2 Prefix - This refers to the 15* prefixes that can be aquired by reverse engineering a Tier 1 Prefix item. The Tier 2 Prefixes are as follows*: Anti-Armor, Commander, Endowment, Exactitude, Expert, Fervor, General, Hawkeye, Leadership, Rampart, Supremacy, Tempest, Vehemance, and Veracity. *Note: You may notice that I say there are 15 Tier 2 Prefixes, but only list 14. This is because to date, no one has found the 15th. Based on how the system works, this 15th prefix should exist, but there have been no reports of it ever being found. I believe this to be a bug. A note about these terms: This guide's first version was written during Early Access, and these are the terms I came up with to describe the theory then. As a result, these are the terms people are using in this thread. I have been told, however, that others in the community are using other terms. This is to be expected. To maintain the internal consistency of this thread and avoid confusion, I've chosen to keep these terms. So you may hear different terms (For example, one person told me he felt the proper phraseology was Base = Tier 1, Tier 1 Prefix = Tier 2, and Tier 2 Prefix = Tier 3). If enough people ask me to change the terms used in the guide I will, but for now I think what we have here works well and is more discriptive than other propositions. Ok, now that you're familiar with the terms, lets delve into the system itself and what they really mean. Every item starts as a Base item, learned from a trainer or schematic. If you learn this schematic and craft the item, you can then reverse engineer it. Unlike the linear progression path, this system branches off down separate paths. This means you can find 3 improved versions of every Base item by reverse engineering that item. These improved items carry the Tier 1 Prefixes of Redoubt, Overkill, and Critical. When you improve upon an equippable item by creating a Tier 1 Prefix schematic, a new stat is added. What this stat is, is dependent on which Tier 1 Prefix you discovered. Redoubt adds defense, Overkill adds power and, predictably, Critical adds critical. Tier 2 Prefix items are a little bit more complex. They are discovered by reverse engineering Tier 1 Prefix items. Each Tier 1 Prefix item (of which there are 3 for each Base item) can be reverse engineered into 5 Tier 2 Prefix items, for a total of 15 Tier 2 Prefixes. The process, therefore, is to reverse engineer base items until you have 3 Tier 1 Prefix schematics. From there, you would reverse engineer each Tier 1 Prefix version of the item until you have 5 Tier 2 Prefix versions for each Tier 1 Prefix*. *Note: Again, remember that it is believed that only 4 schematics are findable by reverse engineering Redoubt items. This is thought to be a bug. When an item improves from Tier 1 Prefix to a Tier 2 Prefix, the same thing happens as going from Base to Tier 1 Prefix. A second new stat is added. While the original stats present on the Base item retain the same values throughout the improvement process, the stat gained from the Tier 1 Prefix (Critical, Defense, or Power) will improve when this happens. The end result is a better item with a total of 2 additional stats in comparison to the Base item. Five stats are possible to be added onto Tier 2 Prefix items, as follows: Accuracy, Alacrity, Presence, Surge, and Shield. These stats, in conjunction with which Tier 1 Prefix stat they were added to, determine what the new prefix will be. Here is a list and a couple charts to help you understand how this works: Redoubt (+Defense) -Anti-Armor (+Defense, +Surge) -Exactitude (+Defense, +Accuracy) -General's (+Defense, +Presence) -Veracity (+Defense, +Shield) - ??? (+Defense, +Alacrity) (This is the missing Tier 2 Prefix) Critical (+Critical) -Endowment (+Critical, +Surge) -Fervor (+Critical, +Accuracy) -Leadership (+Critical, +Presence) -Supremacy (+Critical, +Alacrity) -Tempest (+Critical, +Shield) Overkill (+Power) -Commander (+Power, +Presence) - Expert (+Power, +Surge) - Hawkeye (+Power, +Accuracy) -Rampart (+Power, +Shield) -Vehemence (+Power, +Alacrity) Chart: http://imgboot.com/thumbs-large/Slaign/prefix.jpg Flowchart of an actual item, courtesy of Echelar: http://oi42.tinypic.com/23r1rgm.jpg LoneStranger's excellent reverse engineering mega-chart: http://www.lonestranger.net/swtor/re/SWTOR_RE_GUIDE.png Another effect can occur when an item is improved, in that an item can progress to a higher quality. This will always happen if the Base item is Premium or Prototype, however current collective experience implies that crafters cannot improve items above Artifact. It is important to note that the quality of the item has no direct bearing on it's Tier. A Base item can be of any quality. A Base item of Premium quality will improve into a Prototype when it becomes a Tier 1 Prefix item. A Base item of Prototype quality will improve into an Artifact when it becomes a Tier 1 Prefix item. Tier 2 Prefix items are always Artifacts. If the Base item is Premium, the Tier 1 Prefix item is a Prototype, and the Tier 2 Prefix item is Artifact. If the Base item is a Prototype, the Tier 1 Prefix item is an Artifact, and the Tier 2 Prefix item is also an Artifact. There have been no reports of improving upon Artifact quality base items as of yet, but this may be due to expense. If it is possible, my conjecture is that because we have never seen an item improve beyond Artifact, the Tier 1 and 2 Prefix items would also be Artifacts. Also note that any time an item improves in quality, it also improves in rating. This means it acquires more armor if it's a piece of armor, or damage if it's a weapon. Custom items have no innate stats, and so cannot be improved via reverse engineering. Back To Top Critical Crafting The basic premise of critical crafting is this: You have a small chance upon crafting an item to "Critically craft" said item. This has differing effects based on whether the item is non-equippable and thus follows the linear path, or equippable and thus follows the prefix path. I'll start with the linear path, as it's easier to understand. Consumable items like Stims and Medkits make duplicate items when critically crafted, giving you two for the price of one. If it's possible for grenades to be critically crafted, I assume they do this as well. Modifications apparently cannot be critically crafted, sorry Cybertechs. For equippable items, the basic rule is simple: Critically crafting an equippable item gives it an open Item Mod slot for a mod of the type "Augment." Augments are found via slicing missions. The prefix system, as usual, is where things get complicated. Let's go over the basics one more time: The recipe for a base item is learned from a schematic or trainer, upon being Reverse Engineered, it teaches a Tier 1 Prefix schematic, and when you RE that, it teaches a Tier 2 Prefix schematic. No matter whether the item is a base item, A tier 1 Prefix, or a Tier 2 Prefix, the effect is the same. It gains an Augment slot. There is no effective difference. However, how the game displays the fact that the item has been critically crafted changes based on tier. Base items (learned from schematics or trainers) gain the suffix [Exceptional] when critically crafted. Tier 1 Prefix items (learned from RE'ing a base item) gain the suffix [Advanced] when critically crafted. Tier 2 Prefix items (learned from RE'ing a Tier 1 Prefix item) already have a suffix when they are not critically crafted. This suffix is [superior] and while it looks like a critical craft tag, it is not. It merely indicates that the item is a Tier 2 Prefix item. When one of these items is critically crafted, the [superior] suffix is replaced with [Mastercraft]. Can Custom (Orange) items be critically crafted? While research is currently ongoing in this department, the answer seems to be yes. We have 100% confirmation that at least the weapons that weapon crafters can make which are pre-filled with mods can be critically crafted to gain an augment slot. While it would be logical to assume then that the empty orange schematics created by armor crafters are also eligible for a crit, this hasn't been the experience of people testing it out. For now, it seems Custom armor is not eligible for a crit. I will update if someone proves this false. Back To Top What can I reverse engineer? You can reverse engineer almost anything you craft. You may also be able to reverse engineer world drops that fall in line with what your crafting skill can make, though this is not always true and results only in materials, not schematics. Exceptions: Cybertechs cannot reverse engineer grenades or ship upgrades, and no profession can reverse engineer the Custom items they make. (Except in the case of a bug.) Back To Top Random Chance and Maximizing Success If you peruse this thread, you will find a lot of posts about how common or rare it is to gain a schematic from reverse engineering. Many times, this will take the form of "I've RE'd X number of Y item and never gotten a schematic! I think it's broken." While it's possible it is broken (It seems as though vibroknives and shotguns cannot be reverse engineered for improved versions.) most of these cases are just cases of bad luck. The chance of learning a schematic is random, and as such you may have terrible luck or you may have extraordinary luck, or anywhere in between. As with any luck based system, people have come up with all sorts of theories on how to maximize success. Chances are these all boil down to superstition and perception, but I figured I'd list the most common and plausible theories for those who want to employ them. Most plausible is the theory that the higher your skill is above that it takes to craft the item you are reverse engineering, the better your chances of discovering a schematic. This theory says it's always best to wait until the schematic is grey or green to begin reverse engineering efforts. Related to that theory, people claim reverse engineering success becomes less common as the level of the items you are reverse engineering becomes higher. Proponents of this theory believe that reverse engineering a level 50 Premium item is less likely to yield a schematic than reverse engineering a level 9 Premium item. While this wont help you get that specific schematic you are going for, it may help explain why you feel like you never get schematics as quickly anymore. Some people claim that being consistent with what you are reverse engineering is important. They say that reverse engineering different items all at once reduces the chance of finding a schematic. They claim that in order to maximize your chance of success, you should focus on crafting and reverse engineering one item at a time. The theory is that reverse engineering the same item repeatedly raises the chances of success each time. Back To Top Pros and Cons of Armor and Weapon Crafting A lot of people feel crafting weapons and armor is useless, because why do it when Custom armor can be modded and one would never have to buy new armor or weapons, just mods? I'd like to point out two things here. First, "Useless" does not mean "Not necessary." Just because you can achieve the same results via another path does not mean one path or the other is useless. Secondly, crafters are the source of most Custom items in the game. That said, here's a list of Pros and Cons to armor and weapon crafting as I see them: Pros: It's cheaper to craft basic armor than it is to mod out every slot. For every moddable item you use, you must keep 3-5 slots upgraded. With regular armor, that's 1-2. Custom gear has no stats, and requires mods. Crafted gear of a certain quality has the same stat value as a Custom item filled with that quality mods. This means for a Custom item, you must buy or craft 3-5 purple mods in order to equal the power of a single crafted purple. Contrary to popular belief, crafted purples have just as much variety in stats as moddable armor, or at least nearly so. If you truly understand reverse engineering, every equippable item you can make has 19 variations, 1 base quality, 3 improved, and 15 vastly improved. While it's true you could raid for gear, it will take longer to outfit yourself. Even if raid gear is better, you will be able to craft gear to take up those slots you haven't yet filled. It's also likely that raids will also drop schematics to allow you to craft comparable gear. While it's true you could also keep up with Custom gear, see my first point about the extra effort required. Armor crafters make the bulk of the Custom gear in the game. If you want a certain look, or to be able to often change your look, or to sell Custom items to appearance conscious players, you will want to be able to craft armor. Crafters can critically craft armor to gain an extra mod slot that isn't available from any other source. Being able to craft armor allows you to easily and relatively cheaply outfit your companions in excellent gear. Custom gear seems to cost more to repair. Reverse engineering is fun (Highly subjective.) Cons: Using standard armor rather than Custom armor removes your ability to look however you want. Finding Custom schematics is rare. Discovering all the varieties of a schematic can be time and credit consuming. If you are lucky, you will be able to find the variation you want quickly. If you are unlucky, it can fast become a time and money sink. Crafting takes a lot of time. Fortunately, you can do other things while doing it. You won't feel the immediate satisfaction of always having a neat toy to use during combat like you will with Biochem. Biochem feels more useful in the short term, because it can actively save your life. Once you equip an item, you tend to forget about it. Also, Biochem is easier and more relevant while leveling, because you only need to keep up with stims rather than upgrading all your gear. Reverse engineering is frustrating (Highly subjective.) Back To Top Frequently Asked Questions 1. Can I reverse engineer my Artifact to gain a better schematic? In some situations, yes, in others, no. If your item follows the linear path (mods, stims, etc.) there are no further improvements available through reverse engineering after reaching the Artifact level. If your item follows the prefix path, and becomes an Artifact when it gains a Tier 1 Prefix, you can reverse engineer that Tier 1 Prefix item until you gain all 5 of it's Tier 2 Prefixes. (Reverse engineer the base item for the other two Tier 1 Prefixes and reverse engineer those for 5 more Tier 2 Prefixes each. Redoubt is currently bugged and only has 4 Tier 2 Prefixes.) 2. Can I reverse engineer dropped or quest items? Sometimes, a dropped or quest item will be possible to reverse engineer. Other times, it won't. I can't give a hard and fast rule for this, you'll simply have to check. Either way, all you will get is materials. There have been no reports of receiving schematics from reverse engineering dropped or quested items. 3. How do I gain a specific Tier 2 Prefix? Check the chart in the guide and reverse engineer the Tier 1 Prefix that leads to the Tier 2 Prefix you want. If you don't get lucky and get the one you want, keep going until you do. It's a matter of time and luck. 4. Can I get all of the Tier 2 Prefixes for one item? Yes. Except for the currently bugged Alacrity Redoubt Tier 2. 5. Can Custom items be critically crafted. Pre-modded weapons can. No armor or empty Custom has been shown to be critically crafted, so it seems as if they cannot be. This may be a bug, or it may be intended. We don't know. 6. Can high level items be Reverse Engineered all the way to Tier 2? We've seen level 49 Trainer schematics and level 50 dropped schematics both reach Tier 2. I don't believe we've seen items learned as Artifacts reach any tier, but this may be due to cost prohibition. 7. Can X item be reverse engineered for schematics? I haven't seen a schematic and I've RE'd dozens! Probably. The only known items which follow the prefix path and do not result in reverse engineered schematics are vibrokives and shotguns. 8. Can I reverse engineer X to learn it's schematic? No. Reverse Engineering teaches a schematic for an item better than what you reverse engineer, and only for items you can already craft. You cannot, for example, reverse engineer commendation mods to learn how to make them or better versions of them. 9. Will reverse engineering a Tier 1 Prefix item of Artifact quality cause the Tier 2 Prefix item that results to be of a higher rating? No. Rating only changes when color quality changes, and Tier 1 Artifacts reverse engineer into Tier 2 Artifacts. Both are Artifact quality. 10. How do I know if my prefix is Tier 1 or Tier 2? Tier 1 Prefixes are Redoubt, Overkill, and Critical. Tier 2 Prefixes are any other prefix, and the item will have a [superior] tag. (Or [Mastercraft] if it's been critically crafted.) 11. Can I reverse engineer a Custom item for a better schematic? No. 12. What happens when I discover a prefix that adds a stat an item already has? The amount of the stat in question goes up substantially. In other words, if reverse engineering an item for the Redoubt prefix would normally give +6 defense, but the item already has 6 defense on it, it will end up with 12 defense. 13. How do I discover Custom items? You can discover Custom items via Underworld Trading missions or buying the schematics from other players. You cannot discover Custom items via reverse engineering.
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Game Update 1.1 – Rise of the Rakghouls A mysterious outbreak of rakghouls threatens the worlds of the Tion Hegemony, a strategically important sector of the galaxy that has remained neutral to both Republic and Imperial advances. Now Republic and Imperial forces race to the besieged world of Kaon to eliminate the threat, desperate to secure the allegiance of the Tion Hegemony for themselves… Welcome to Game Update 1.1 of Star Wars™: The Old Republic – Rise of the Rakghouls. In this episode your high-level characters will be introduced to the Tion Hegemony, journeying to the world of Kaon for the first time in Flashpoint: Kaon Under Siege. You can also expect to see new and dangerous foes inhabiting Operation: Karagga’s Palace, challenging you further in various difficulty modes. Beyond these major content additions, changes have been made throughout the game, including a number of changes to Open World PvP on the planet of Ilum. Read on for the full patch notes, and we look forward to hearing your feedback about the new content on the Forums. General Anti-aliasing is now available and can be enabled in the preferences menu. Classes and Combat General Healing caused by crowd control abilities no longer generates threat. Tooltips for abilities modified by skill points now display correct damage values. The cooldown indicator on hotbars no longer causes all ability icons to appear grayed out (unusable). Now, when an ability is on cooldown, it will not be grayed out if its activation conditions (like resource costs or range) are met. Using character rotation keys no longer breaks a character out of cover. Guard This ability now transfers to a new friendly target without requiring deactivation on the previous target. Activating this ability while targeting a guarded or invalid target will still toggle the Guard ability off. A distinct visual effect is now present on characters using Guard on another character, and another effect is now present on the guarded character if they leave Guard’s range. Taunt A new visual effect has been added to the user and the target of the Taunt ability for the duration of its effect. Jedi Knight General Force Leap: This ability no longer functions on Portable Holo Dancers. Guardian Enure: This ability’s cooldown has been reduced to 1.5 minutes. Force Push: Now finishes the cooldown on Force Leap. Bug Fixes Force Stasis: This ability is now correctly an instant ability when both Stasis Mastery and the 2-piece PvP set bonus are present. Plasma Brand: This ability’s tooltip now properly reflects the damage it does. Its damage has not been adjusted. Sith Warrior General Intercede: This ability no longer functions on Portable Holo Dancers. Shatter: This ability’s tooltip now correctly reflects its damage; damage from this ability has not been adjusted. Juggernaut Endure Pain: This ability’s cooldown has been reduced to 1.5 minutes. Force Push: Now finishes the cooldown on Force Charge. Bug Fixes Force Choke: This ability is now correctly an instant ability when both Force Grip and the 2-piece PvP set bonus are present. Jedi Consular General Project: This ability no longer shakes the screen of onlookers. Shadow Battle Readiness: Now allows Combat Technique to trigger once every 3 seconds. Combat Technique: Healing received through Combat Technique has been increased, scales properly at higher levels, and can only be triggered once every 4.5 seconds. Slow Time: This ability’s damage has been increased by 15% and it now slows the movement speed of all affected targets. Sith Inquisitor Assassin Dark Charge: Healing received through Dark Charge has been increased, scales properly at higher levels, and can only be triggered once every 4.5 seconds. Overcharge Saber: Now allows Dark Charge to trigger once every 3 seconds. Wither: Damage has been increased by 15% and it now slows the movement speed of all affected targets. Smuggler General Flash Grenade: This ability now has a 60-second cooldown. Scoundrel Sawbones Accomplished Sawbones: The tooltip now reflects the actual healing bonus of 10/20/30%. Scrapper Underdog: The tooltip for this skill has been re-worded to clearly state which abilities are modified. Dirty Fighting (Shared Tree) Rough and Tumble: This skill now properly reduces the cooldown of Wounding Shots. Imperial Agent Bug Fixes Corrected an issue where activating cover, using Explosive Probe, and then using Snipe could cause Snipe to be interrupted. Bounty Hunter General Incendiary Missile: This ability is no longer misclassified as an Area of Effect ability. Companion Characters General C2-N2 and 2V-R8 no longer vocalize crafting commentary during combat. The Carbonized Stream companion ability no longer breaks prematurely. Companions Ashara Zavros Ashara’s Force Blast ability has had its damage increased. Ashara now animates correctly when using dual wield attacks. Jaesa Willsaam Fixed a bug that could block marriage dialogue options with this companion. Kira Carsen Fixed an issue that caused players to be unable to progress in Kira’s affection conversations. Players previously affected by this issue can now speak to Kira and progress normally. Bug Fixes Companions will now sell trash items when requested, regardless of group size. Companion healing abilities no longer apply a permanent green effect on the character. Fixed an issue that caused Companion Characters to sometimes have the incorrect appearance in cinematics. Companion abilities that have been disabled by the player no longer toggle back on when the companion is re-summoned. Corrected an issue that caused the indicator that a companion wants to talk to you to disappear. Companions no longer need to be re-summoned after selling trash items if the player mounts a vehicle after dispatching them. Traveling from a Contested Area to a Contested Region now causes companions to be unsummoned correctly. Crew Skills Crafting Skills Below, you’ll notice some changes to high-end Biochem and Cybertech crafted items that reduce their output. We understand that these changes may cause concern for Biochemists and Cybertechs, but we’ve made them in order to prevent a situation where any specific crafting skill becomes the objective “best choice” for players challenging endgame content or PvP. We only make this type of change after very careful consideration, and only to ensure a level and fun playing field for all players. Artifice All mod type item modification schematics have been removed from the Artifice trainer. These schematics were invalid, and could not be used if purchased. Biochem Biochem medpacks that heal a player and their companion no longer revive defeated companions. All Energized, Exotech, and Rakata adrenals and stims now require 400 Biochem for use. The Exotech Medpac is now named “Exotech Med Unit.” Its overall healing has been reduced and is now in line with similar level medpacs, and it temporarily increases the maximum health of its targets. Use of this item now requires 400 Biochem. The amount healed by Rakata Medpacs has been reduced. This item now additionally increases maximum health briefly. Use of this item now requires 400 Biochem. Cybertech Wynz-Tek grenades now require 400 Cybertech for use. Wynz-Tek Grenades have had their damage reduced to bring them more in line with grenades of similar level. The Wynz-Tek Firestorm grenade’s damage has been reduced to bring it in line with grenades of similar level. It now deals damage every 3 seconds over 12 seconds. Bug Fixes Corrected an issue that prevented recently completed Crew Skill missions from showing up in the next list of available missions. Fixed a bug that could cause Crew Skills a character didn’t have to appear in the Crew Skills window. Players can no longer loot harvesting nodes they do not have the appropriate Crew Skill for after a group member harvests (but does not loot) a node. Flashpoints and Operations General A new level 50 Flashpoint, Kaon Under Siege, is now available for play in Normal and Hard Modes! The Gav Daragon and the Ziost Shadow have been expanded to accommodate the Kaon Under Siege gateway. The difficulty of some non-boss enemies in Flashpoints has been adjusted. Enemies now drop credits more frequently in Flashpoints. Flashpoints The Battle of Ilum Krel Thak’s Allied Weequay Pirates have had their toughness reduced in Hard Mode. The Black Talon Some enemies in this Flashpoint are no longer invisible. Cademimu General Ortol’s rocket fire damage no longer occurs when the rocket is not active. Colicoid War Game This Flashpoint’s mission now correctly leads the players into the Flashpoint. Directive 7 Bulwark was dealing more damage than intended in Normal Mode. His damage output has been reduced. Corrected an issue that caused Interrogator to sometimes spawn far more cyborgs than intended. The fight is now more manageable. Corrected an issue that allowed Replicator to become susceptible to crowd control in Hard Mode, making the encounter easier than intended. The False Emperor The Sith Entity’s affliction ability now properly deals damage in Hard Mode. HK-47 now has the correct amount of health in Normal Mode. Tregg no longer immediately initiates his whirlwind attack after leaping to a player target. Players now have more time to react and avoid whirlwind damage. Corrected an issue that caused Jindo Krey to randomly target players with his blaster attack. He now focuses those attacks on his primary target, making him “tankable” as intended. Players can now acquire special Pulse Grenades outside of Darth Malgus’ throne room. These grenades aid groups lacking knockback abilities in defeating him. The Foundry Corrected an issue that could cause the final boss to become stuck at 10% health. The final boss now resets if he is pulled out of his chamber. This prevents an exploit allowing players to avoid the encounter’s mechanics. The final boss was unintentionally dealing 70k damage with one of his attacks. This has been corrected. Players can no longer cause the final boss to become stuck in an immune state by damaging him too quickly in his final phase. Maelstrom Prison X-37 Oppressor Droid’s grapple can no longer be resisted, ensuring the fight mechanic behaves as intended. The Red Reaper The Red Reaper mission now updates correctly for the entire group when the mission is obtained on the Imperial or Republic Fleets. Operations Eternity Vault Players are now able to successfully loot the chest after defeating the Infernal Council. Perimeter Defense Cannons have been re-tuned and have improved targeting behaviors. Soa’s Mind Trap and Force Throw abilities no longer target the same player multiple times; they now target every player in the group once. Ball lightning enemies summoned by Soa deal damage in a smaller radius. The Annihilation Droid’s rocket burst attack no longer deals double damage in 16-player Operations. Soa now summons fewer ball lightning enemies during the final round in 16-player Operations. The Ancient Pylons now reset correctly if not solved within the allotted time. Soa’s mind traps unintentionally had 200k health in Nightmare Mode. This amount has been reduced significantly. The duration of the Penalty of Destiny effect in the Infernal Council encounter has been increased to 1 minute. Players are unable to assist other players in their fight for the duration of this effect. Players are now released from Soa’s mind traps in the correct location after the encounter. Karagga’s Palace Four new bosses can now be battled by players in Karagga’s Palace! Players no longer get stuck attempting to exit the Karagga’s Palace phase. Reduced the damage of Bonethrasher’s Overhead Smash attack and reduced the distance players are knocked back by his Backhand attack in Hard Mode. This gives players more room to avoid being knocked into the pit. Bonethrasher no longer attacks players immediately after they fall into his pit when re-entering after being defeated, allowing players to regroup before engaging. Bug Fixes Flashpoints Corrected an issue that prevented some enemy NPCs from spawning in Flashpoints. The correct error message now displays when a player attempts to enter a different Flashpoint than the rest of the group. Flashpoint gateways no longer display as orange in incorrect circumstances. Fixed an issue that prevented Flashpoint difficulty from being set properly. Fixed an issue that caused mapnotes directing players to some Flashpoints to not appear correctly. Corrected map issues that made locating mission objectives on the Gav Daragon difficult. Fixed an issue preventing some players from opening a chest after a boss fight if the group was previously defeated by the boss. Items General An Item Modification Table has been added to the Supplies areas of the Republic and Imperial Fleets. Several tanking relics that had the incorrect stats have been corrected. PvP Battlemaster Gear Tokens have been converted into Battlemaster Commendations, which can be used to purchase any Battlemaster gear. This allows players to purchase any piece of gear instead of requiring them to purchase the piece indicated by the token. Battlemaster Bags now contain Battlemaster Commendations instead of Battlemaster Gear Tokens. They still also contain Champion Commendations. The PvP item “Heal Consumable” is now named “Warzone Medpac.” Its cooldown has been reduced from 5 minutes to 3 minutes and it now shares the 1.5-minute cooldown with other medpacs. This item can be used effectively over time, but now cannot be stacked beyond what is intended. The PvP item “Overcharge Consumable” is now named “Warzone Expertise Adrenal.” Its cooldown has been reduced from 5 minutes to 3 minutes and it now shares a cooldown with other adrenals. It (and other adrenals) no longer stack with the PvP Power-Up that increases Expertise to prevent Expertise values from increasing beyond intended levels. Warzone Medpacs and Warzone Expertise Adrenals no longer share a cooldown with each other. A new line of high-end PvP relics with appropriate PvP stats have been added to PvP vendors. Bug Fixes Removing a modification from an item and then re-inserting it no longer causes that modification to be lost upon area transitions. Missions and NPCs General All Bonus Series missions and their required missions can now be abandoned. Certain Wampas on Hoth that were preying on lower-level characters have had their level reduced. Missions Imperial In Cold Blood: Enemies that use Armor Piercing Cell during this mission no longer each stack a debuff on the player. A Dangerous Auction: The step “Travel to Hutta” now updates if the player travels there via the Imperial Fleet. Death Marks: This mission now advances in the Star Cluster Casino regardless of player decisions regarding Yjal on Balmorra. Enclave Raid: This mission no longer becomes blocked if players complete the task “Defeat Tarisian Enclave Masters” before completing “Recover Tarisian Artifacts.” Geroya be Haran: Objectives related to this mission now glow when selected. Honor or Glory: Players can no longer repeat a conversation with Torian. Hutt Hospitality: The conversation with Ambassador Rove now takes into account the outcome of a decision regarding Grub. Legerdemain: The dialogue with Chaney Barrow can no longer be repeated. The Mandalorian Killer: Kellian Jarro and Thendys Noori now correctly spawn during this mission. Pressure Points: The Lerantha Lurker no longer engages players in combat before completing its spawn sequence. The Sacred Flame: Blank dialogue options no longer display during this mission’s conversations. Shadow Spawn: The Sith Spawn no longer knocks players down for longer than intended. The Slave-Killers: Players can no longer repeat a conversation that belongs to this mission. Spiking the Punch: Players can no longer repeat Vicebaron Heitor’s initial dialogue. Thuggish Behavior: Corrected an issue that could cause the player to remain stuck in combat during this mission. The required kills to complete this mission have been reduced. Republic Back Alley: Players now receive credit for defending the point with the turret. Climbing the Ladder: A conversation related to this mission no longer ends prematurely. Droid Clean Up: Corrected an issue that caused the bonus mission to persist in the player’s mission log. Lab Work: Choosing the dark side option in this mission no longer causes this mission to stop advancing. Prison Breaking: Rist Slayers, Stalkers, Torturers, and Prison Guards now respawn correctly. Rescue Operation: This mission now progresses normally if the player is defeated on the step “Use Your Personal Holocom” when fleeing the base. Scorched Earth: The mission objective NPC in this mission no longer spawns as friendly and unattackable in some instances. Shattering: Mission progression no longer becomes blocked if the player returns to the med center after being defeated in combat. The Shadow Fist: Mission progression no longer becomes blocked if the player closes the loot window on the step “Recover the Stealth Field Generator.” The Summit: The difficulty of the encounter with Sidone has been reduced. Thwarting House Thul: Thul Mercenaries, Thul Sharpshooters, and Thul Colonels now respawn properly. Vivicar Awaits: Lowered the amount of enemies that attack the player during the step “Find a Way Past the Force Field.” NPCs General Redris Korin on Corellia now uses ranged Force abilities in combat. Bug Fixes Jilcoln Cadera’s abilities now correctly take into account whether a player is immune from knockbacks. The “Primal Destroyer” World Boss on Belsavis is now “Overwhelming” as intended. The World Boss “The First” on Dromund Kaas no longer inhibits Bounty Hunter’s Rapid Shots, and Imperial Agents will no longer be knocked out of cover during combat with it. Fixed a bug that could cause specific NPCs to appear miniature-sized in conversations. Players using the French and German clients can now obtain daily PvE missions. PvP General The shuttle room in Dorn Base Command Center on Hoth is no longer considered contested territory. Ka on Voss is now a PvP Sanctuary. Players who are interacting with a Warzone objective and are then affected by an area of stealth effect will have the objective interaction interrupted. This ensures players cannot exploit area of stealth effects to secure Warzone objectives unaffected and unseen by defending players. Warzones General Level 50 players now participate in their own Warzone bracket and will not be matched with lower-level players. Huttball Players can no longer respawn inside the Warzone with full health under certain conditions. World PvP Ilum The daily and weekly mission objectives in Ilum now require defeating enemy players and/or collecting armaments from the center objective. Players now gain increased Valor from player kills in Ilum. Players now gain increased bonus Valor for kills based on the number of objectives controlled by their faction. Increased bonus Valor is now granted for player kills when defending an objective your faction owns. A notification is now displayed when a player gains Valor. Three new respawn points have been added for each faction. Companions are now restricted from the PvP objective area on Ilum. Notifications are now displayed when enemy players are close to an objective. Automated defense turrets have been added to Empire and Republic taxi spawn points. Particle Cannons around the Empire and Republic bases now activate more reliably. The Outlaws’ Den (Tatooine) Chests containing Mercenary Commendations are now available again in the Outlaw’s Den. Bug Fixes General The scoreboard value for “Highest Protection Per Single Life” now functions correctly. Players who have left a Warzone can no longer receive an MVP vote from teammates. Your PvP status will now be toggled automatically upon leaving a PvP region. Additional feedback is now provided when a player attempts to toggle their PvP flag. The Bolster tooltip now more accurately represents the buff’s effects. Huttball Corrected a rare issue that could cause the Frogdogs to be declared the winner in a 0-0 match even if the Rotworms held the ball last. Ilum Mountable turrets in Ilum no longer deal damage to targets behind them or outside their range. Turrets no longer immediately dismount the player after use. Fixed a bug that would not grant proper credit to the first player to interact with a mission loot chest. Players will now receive proper Valor and mission credit when defeating another player. Space Combat Bug Fixes Armor Upgrade 2 now has the correct armor value. UI General Players now receive the appropriate message when they are unable to enter an area because they are in an Operation group. Maps Fixed a bug that prevented the minimap title from displaying when loading into the game or refreshing the UI. Corrected an issue that caused some mapnotes to disappear from the minimap when other mapnotes were updated. Items Item hyperlinks now display stats for crafted research items properly. Item hyperlinks no longer display erroneous additional information relating to schematics when examined. Attempting to place a non-mission item into the mission inventory now displays an error message. Dragging equipment onto the character paper doll no longer prompts an item deletion notice. Items dragged to the paper doll are now equipped if possible. Item set bonuses now appear on the tooltip when viewing an item on a vendor. Items that can be modified now display with the correct loot color in the loot roll window. Comparative tooltips now correctly display stat differences when mousing over items in the Crew Skills window. Bug Fixes Fixed the tooltip display for ability cooldowns over one hour in length. The interface for splitting stacks of items now displays correctly. Servers that are online now always display on top of servers that are offline in the Server Select screen. Corrected a typographical error in the “Additional Commands” context menu option. Players nearby a player who achieves a new Legacy level no longer receive the Legacy level-up notification. Legacy name display preferences now persist when travelling between planets. A new confirmation dialogue now appears when submitting spam reports in game. Sorting now works correctly in the Guilds tab. Opening the Inventory Panel with the button on the Menu Bar now always correctly displays the reverse engineering button. Inviting a new player to a guild no longer causes the member list to display incorrectly. Miscellaneous Bug Fixes Players who spectated conversations no longer unleash an initial massive critical social roll in their next multiplayer conversation. The owner of a holocall conversation is no longer shown in the last frame of the cinematic. Players can no longer teleport to the location of a player whose conversation they are spectating. Players can no longer prevent others from using a mission-related item in the world by refusing to close its loot window. The spacebar button is now recognized when a player presses it to progress after a loading screen even if the spacebar button has been re-bound. Additional issues that could impact performance on Taris have been addressed. Vanity pets can no longer be considered targets for any abilities. Corrected an issue that could cause some preferences to reset to defaults upon area transitions. Respawnable chests are no longer present in some mission phases. An Aim Datacron on Ilum is now accessible and no longer repeats its initial cinematic once used. A Datacron on Coruscant is no longer blocked by unintentional collision. Corrected an issue with older ATI cards that could cause the game to render as a black screen. Falls on the Republic and Imperial Fleets that should lead to death now properly do so. Players who die on the Fleets now respawn at the appropriate med center. Corrected an issue that could cause the game to crash during area transitions. Fixed a bug that could cause players to fall through the world during or after a conversation or cinematic.
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EA has "probably" invested close to half a billion dollars in Star Wars: The Old Republic. http://www.computerandvideogames.com/332650/ea-probably-invested-500-million-in-the-old-republic/ That's according to Cowen & Company analyst Doug Creutz, who told MarketWatch: "I think it's safe to say that the total all-in investment in Star Wars is probably approaching half a billion dollars. "EA has minimised its risks as much as it can on this bet, but it's still a risky bet. To the extent that any one game defines his tenure, it's going to be how Star Wars performs."
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Uncle Reavus' Eternity Vault 8 man
Balandar replied to Martok's topic in Vigilance- General Discussion
Too late for this old man. I'll have to try to catch some weekend action. -
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Can you only choose hard mode when you hit 50? For Black Talon, can you do hard mode earlier, or is it designed for level 50 players?
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Awesome! Makes me proud to be a Sith.
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This guy is wrong on so many levels but I couldn't stop laughing.
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Balandar has: Biochem: 400 Bioanalysis: 400 Slicing: 400
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From SWTOR.com: The Darth title is now properly granted to Sith Inquisitors. Corrected an issue that could prevent players from taking cover when targeting large NPCs. Fixed a bug that caused some abilities with activation times to be interrupted when used from cover. Removed some high-level harvesting nodes from Tatooine, Corellia, and Ilum. General Ortol can no longer be pulled out of his room. Corrected an issue that could cause Kilran to behave incorrectly when defeated in cover. General Edikar now has the correct loot in Hard Mode and no longer enrages in Normal Mode. Gharj can no longer be pulled out of his encounter room. Fixed an issue that could cause choosing Nightmare Mode to not set enemies to Nightmare difficulty. PvP lockboxes now cost 70 commendations, contain more consumables, and always contain an item. Corrected several PvP items that were Bind on Equip. They are now Bind on Pickup. PvP vendors on Capital Planets now offer the correct PvP items. Commendations received via in-game mail are now correctly added to the Currency tab. Number One with a Bullet: Players who choose dark side options now correctly receive the mission First Strike after completing this mission. First Strike: Players who did not receive this mission will now receive it upon entering their personal starships. Death Cloud: Players can now complete the "Toxic Waste" bonus objective regardless of how quickly they complete this mission. Corrected mission steps on several planets that could cause client instability. Fixed issues with some missions that could prevent pending rewards from being accepted. Fixed an issue that caused a client crash if a space station was destroyed in Space Combat. Group members no longer appear on all planets on the Galaxy Map. Corrected an issue that could cause map notes to disappear after logging out and back into the game. Corrected some map notes that referenced the incorrect map. Updated map notes for "travel to planet" steps in class missions on Nar Shaddaa, Hoth, and Belsavis to indicate the planet's space station. Group members outside of a player's phase are no longer prompted to roll on items. The In-Game Customer Service Portal no longer appears to hang while the "updating" message is displayed. The Guild interface now properly displays the guild member list when it is sorted. The "Show Sith Corruption" option no longer toggles off when transitioning between areas. Taxi rides are no longer occasionally interrupted, causing the player to be dropped from the taxi. Using the /dismiss command now correctly dismisses a vanity pet. Corrected some issues that could cause players to become stuck on the loading screen when logging into a character. Players can now use emotes while riding a vehicle. Fixed a bug that prevented some text-only mail messages from being received. Graphics preferences in settings files are now consistent with actual settings in use. Being in Do Not Disturb mode no longer prevents characters from being logged out for being away. Corrected an issue that caused poor performance on some machines in indoor areas with shadows enabled. Fixed an issue that could prevent players from being logged out for inactivity.
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Yeah, they sent me two as well. But Gmail rocks in it's search ability so I found my registration code quickly.
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I think my house is the only one still there in Malas!
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Datacron Locations - Videos/Maps/Tip & Tricks
Balandar replied to Iriko's topic in Vigilance- General Discussion
Some of those are insane to get! I tried to get one on Tat and I simply could not make some of the jumps. I gave up after 15 minutes. -
Money is hard to come by at lower levels. Slicing was my main income point until they lowered the return in today's patch. I am heading down the SI Sor. path with DPS, at level 27 atm. My alt is a Sniper at 14 (really love the sniper role). I haven't played a better MMO honestly. I haven't found anything to keep my interest long enough since my UO days. We'll see how the game progresses. I love the story lines and how it draws you in. Crafting can use some work.. It needs more uniqieness and diversity.. too cookie cutter for my tastes. And I really do not want to see the entire point of end-game content to get some purple item from a flash point that takes 3 hours to run. That'll ruin it for me.
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From SWTOR.com: UPDATE 12:00PM CST: Thank you for your continued patience. We do not have an estimate as to when the maintenance period will end at this time. We will continue to provide updates as they become available, and will update again no later than 1:00PM CST. We apologize for any inconvenience. UPDATE 11:03AM CST: Thank you all again for your patience. The servers are still unavailable. We do not have an estimate as to when they’ll be available again, but we are continuing to work as quickly as we can to get them up and running. We will continue to provide status updates, and will update you again no later than 12:00PM CST. Hello everyone! We are still working on the various items in today’s maintenance and wanted to give you a quick update. We are going to extend today’s maintenance window to ensure we have everything just right before we open the servers. We know you are all eager to return to the game and apologize to you for the interruption. At this time, we do not have an estimate as to when the servers will come back up, but we’ll keep you updated in this thread and will get them up and running as soon as we can. Thank you all for your patience today.