SWTOR Patch Notes: Patch 1.2.5

Another maintenance day another set of patch notes…

A few of the highlights:

  • Corrected an issue that could cause Companion Characters to appear without a head when wearing certain headgear. This was affecting Ashara for me, so looking forward to that correction.
  • Warzones now end early if team populations become too imbalanced.
  • Optimizations have been implemented that decrease instances of crashing to desktop.

I am hopeful about the work on the crashing to desktop issue as I have been suffering from that frequently, with 7 crashes in one play session over the weekend. However, I should note that in the few minutes I logged in this morning after the servers came back up, I crashed to desktop after about 2 minutes…

More patch notes after the jump.

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More info on Patch 1.3, Server Transfers Incoming!

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Today is our lucky day!

We started off with Dulfy posting a compilation of all the details we know so far about SWTOR’s upcoming Patch 1.3, then IGN released their official 1.3 interview with Bioware lead game designer Daniel Erickson!

The interview has a wide range of information about upcoming quality of life improvements, including a note that the Looking for Group functionality will be server-specific and not cross-realm. I am a HUGE fan of keeping LFG server-based, having had numerous not fun cross-server LFG experiences. Now, before you start hitting the comment button to complain that your server is so low pop that this doesn’t solve anything for you, the interview also notes that there will be server transfers coming soon (presumably at or before Patch 1.3) to help alleviate the low population server issues.

So, for those of you on low population servers with the opportunity of server transfers on the horizon, what are you planning to do? Take the poll and leave your thoughts in the comments!

Friday 5: Five Things I’m Looking Forward to in SWTOR Patch 1.3

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SWTOR Patch 1.3 has been on my mind a ton this week, as evidenced by the Patch 1.3 Crew Skills Q&A I put together earlier in the week which has sparked so much conversation. Some of it even on the topic of crafting…

;)

In reading through the comments, it became clear to me that folks don’t all seem to be 100% aware of the great stuff Patch 1.3 has in store for them. And thus, I bring you today’s Friday Five, the 5 Things I’m Looking Forward to in Patch 1.3:

  1. Craftable Augment Kits. I love the idea that everyone will be able to wear whatever outfit they like, and by adding an augment slot, ensure that it is comparable to the best quality end game gear they could earn. I love the diversity of clothing options available in game, and think this will add even more such diversity.
  2. Mod Extraction Costs Decreased. A lot of folks missed that little tidbit at the end of the Q&A. This is an awesome quality of life and flushness of pocketbook change that will benefit players who are active in Operations. I know folks who have spent upwards of 150,000 credits to yank out mods and put them into their gear, often more than once per week. when the loot gods have smiled upon them. Now they will be able to spend fewer credits to do so.
  3. Group Finder Launches. That’s right, as stated in the SWTOR inaugural podcast, the big focus for patch 1.3 is bringing a group finder to the game. It will allow you to choose Operations, Flashpoints, and even area quests (such as heroics and dailies) that you would like to group up for. Best of all, in my opinion, it will be limited to your server. I know many folks love cross-server LFG. But having played World of Warcraft since vanilla WoW, I can say with certainty that I much prefer getting to know players from my own server and grouping with them versus being lumped in with someone I’ll never see again from another server. I’ve found same server groups to overall have a more pleasant vibe, fewer incidents of reprehensible behavior, and have led to a number of new in game friends. I am sure I will try it out so I can see some of the Flashpoints I haven’t yet completed. But mostly, I’m just glad I won’t have to hear folks complain about not having a group finder. Just kidding. …Or am I? ;)
  4. Scale-able Armor Types for Social Gear. That’s right, if you are a heavy armor wearer, social gear will scale to reflect your armor proficiency. This means even more options for being a fashionable Sith Lord or Jedi.
  5. More Legacy Perks. Although we don’t know for sure what will make it in game for patch 1.3, you can see that whole list of shiny coming soon perks, and we know that a number of them will definitely be making their way into the game for Patch 1.3. So keep up the alting and building that companion affection! And the group finder should help us all climb the social levels ladder, thus unlocking even more perks.

Which of these changes are you most looking forward to in Patch 1.3?

Patch 1.3 Crew Skills Changes: Q&A with SWTOR Systems Designers David Hunt and Patrick Malott

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Q: On the official SWTOR podcast, we heard that Augment stations were going to be added to the game with Patch 1.3. Could you talk a little bit about what they are and how they will work?

A: Our goal with the modification system has always been to allow players to use any gear they choose and have it function at maximum statistical efficiency. Most of the major itemization changes we’ve added have been moving towards this goal, such as moving set bonuses to mods and allowing extraction on endgame items. Augment tables are the next step in this process.

With the introduction of Augment Tables, you can interact with all the previously useless Item Modification Stations spread throughout the world and use them to add an augment slot to any wearable item of at least green quality – which is basically everything except some junk loot on the origin worlds. Previously, this slot was only available for crit-crafted items, and in 1.2 it means that a very limited selection of the items are statistically ideal. When you open up the Item Modification window, you’ll notice a new “Add Augment Slot” button. The new button is greyed out unless you’re interacting with a station. Fortunately, the way augment tables work allows us to apply this to all items, unlike the set bonuses where the ability to transfer them only applies to mods introduced in 1.2 or later.

Adding an augment slot has a cost that scales up for the level of augments you want to be able to use. Unlike other mod slots, the augment slot is now tiered. This means you can add a slot that supports low level augments for substantially less cost than a high level augment slot.

If you choose to apply a lower tier augment, you can upgrade it later. As a side bonus, we’re making a few quality of life updates to the modification window, but you’ll have to wait until 1.3 reaches the public to see those.

Q: What kind of pricing are we looking at?

A: There are two costs to add an augment slot: credits and an Augmentation Kit. The current cost progression starts at 4,500 credits and ends at 50,000 credits, while the kits come in the same MKs that match the types of slots you can add to an item.

Kits are acquired through three crew skills: Armstech, Armormech and Synthweaving. There is no difference in the kits they make, and they can find the recipes on the trainer. In order to create a kit, you need 10 Augmentation Slot Components of the appropriate MK. You receive one component whenever you Reverse Engineer a piece of crafted gear. Note that this is a non-random addition on top of the other returns you already get from RE, meaning that every 10 consumed items will reliably give you the components for one kit. This helps counteract bad luck dealing with randomness and crafting crits, as you’re guaranteed to be able to get the primary limiting component for an augment slot after 10 crafts. Note that since you get the component for the level of the item you’re making, you don’t need to try to craft the expensive purple 10 times. Just make one, then if you don’t crit you can make cheaper items to get the components necessary to create an augment kit.

Q: Given that the crit crafted augmented gear is going for 75-100k per item on servers, how do you think the addition of the ability to add an augment slot to any item will affect the in game economy for crafters?

A: Since augment slots have always been the domain of crafters, we are funneling the Augment Tables through them to avoid shifting demand in the wrong direction.

The price changes will vary depending on the level of the item. The price of some of these items will shift down, others will go up. For items made after 1.3, the crit augment slot matches the level of the item. That means that lower level items won’t get as much inherent value from crits as higher level items. While we expect to see a shift in the value per transaction for many of these items, the cash flow should continue to go in the same direction. The value of non-augmented gear will improve, as it’s actually a viable item now, where previously everything except the crit craft was scrap. Improved value does not guarantee it a market however, especially since that value will have to factor in the cost of adding an augment along with the desire to RE it to create components for an Augmentation Kit. Personally, I’d be more likely to buy non-augmented lower level crafted gear because I’m going to want to upgrade the augment to MK-7. And in some cases, you just can’t get the appearance with the Augmentation Kit, so that gives some value to the kits aside from the individual items.

Q: So, that means if I craft a level 39 custom piece and it crits, its augment slot will only be able to accept augments up to whatever tier corresponds with that item level?

Correct.

Q:  Could you share what the item level tiers will be for the augment slots?

A: (Note: “Level” below is item level, not player level)

Slot                                            Level Min        Level Max

Augmentation Slot MK-1                 10                       16

Augmentation Slot MK-2                 17                       24

Augmentation Slot MK-3                 25                       32

Augmentation Slot MK-4                 33                       40

Augmentation Slot MK-5                 41                       48

Augmentation Slot MK-6                 49+

Q: Can you share with us your thoughts on gear itemization and how that was actually playing out in game versus what you intended that lead to this change?

A: Although the details weren’t decided until recently, all the post-launch itemization systems in SWTOR have been things I’ve wanted for months. Especially with 1.2, I wanted something like augment tables but we didn’t manage to get a system in to go along with the changes to open up mods in the endgame. It sucks when you have an expansive stat customization system and then we throw out caveats like, “Oh, it only works on this small subset of items.” The more freedom and consistency, the better. Player feedback to Public Test for 1.2 indicated to us that there would be strong support for a system that opened up more viable gear, and we felt that augment tables aligned with both our goals and the needs of the playerbase. That feedback helps us get it expedited to try to get it ready ASAP. It might have been cool to get this out between Public Test 1.2 and live 1.2, but the scope of the system meant it would need much more time to do it right.

Along with the feedback we’ve received, the way itemization has played out on live has encouraged us that embracing the full mod route is the right decision. While it may not be apparent, many of the complaints players have had about itemization are concerns we share and are working on addressing. While item mods existed in beta for quite a while, some of the fundamental tech pieces didn’t exist until shortly before launch. Internally, mods make our items inordinately more data-complex and intensive than the items in the average item heavy game, and those complexities are compounded by a live environment.

Q: Any other crafting or itemization surprises up your sleeves for 1.3 that we should be looking out for?

A: We’re reducing extraction costs and improving the quality of many of the level 50 flashpoint drops to support Group Finder.

Thanks so much for this great preview of the 1.3 crew skills changes to augment slots!

Newly Hatched on Mother’s Day: my Orokeet!

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This morning, I found myself with an Unusual Egg in my posession, courtesy of my ever vigilant banker. She had purchased it from some fleet denizen who needed a quick 40,000 credits, believe it or not.

And thus, I hopped into my spacecraft and returned to Tatooine. Who could have predicted how frequently I’d be finding myself here? I really should have purchased a parking discount card from that Jawa last time I was here…

Thanks to having done my homework on how to hatch my Orokeet, I knew my first course of business was to travel to Jundland and be on the look out for a water tower whose blue panel indicated it was ready for some moisture harvesting.

After I found a water tower ready to give up some moisture and give me a buff, I hopped on a speeder and headed to the far South Western reaches of the Dune Sea. I found the Czerka Archaeological site at -2329, -405 and set about looking for an area that looked like it would get hot enough to hatch my egg.

I finally found two solar panels that faced in upon each other that still had enough room for me to squeeze myself inside. Almost immediately, I could tell that my egg was reacting positively to the extreme heat. At the same time, I started to wish I had a large palm frond with which Khemmy could fan me. After a minute or so, my ability to take the heat was rewarded with my Orokeet hatchling! What a lovely treat to become a mother on Mother’s Day.

And a very Happy Mothers Day to all of you!

4 Tips to Keep From Crafting Your Way to the SWTOR Poorhouse

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Hardly a day goes by that I don’t hear someone in the SWTOR community say with the utmost conviction: “Crafting is broken. It’s just a huge money sink.”

And while I can certainly understand that the individual making this statement has apparently bankrupted their virtual selves through their pursuit of crafting, I know from my personal experience that statement isn’t a universal truth.

Those of you who listen to me on the TOR Reporter podcast already know that I’ve been able to finance my characters across 4 servers solely through my crafting. While most of them have yet to attain the dizzying heights of Galactic Trade Nexxi, who is so rich Chuck Norris comes to her for loans (thanks Silent!), they have all helped keep me from resorting to grinding dailies or bonus series quests to keep fiscally afloat.

Not surprisingly, I’m often asked what my secret is to having profitable crafting. And thus, I’ve compiled these 4 tips to help you attain a positive crafting cash flow.

Crafting Tip #1: Learn Complimentary Gathering and Mission Skills

I’ve frequently heard people say things to the effect of not wanting to take a gathering skill other than slicing so they can make lots of credits, or not wanting to level underworld trading as a mission skill yet taking synthweaving as their crafting profession. Unless you have landed on a busy server where supply for your crafting materials far outstrips the demand, it is unlikely you will be able to purchase your crafting materials from the GTN more cheaply than running missions on your companions for them.

Further, with an appropriate gathering skill, you will readily pick up a good amount of the base materials for your your profession as you go about your daily activities. Before you snatch up 6 rubat crystals in the GTN thinking you’ve gotten a great deal, remember that you could have gotten 2-3 crystals from a 95c mission, or better yet just from walking around. Not sure which professions go together? Check out this crew skills overview which explains them all in detail, and includes pairings at the end of the post.

Crafting Tip #2: Craft as You Go

I know many folks like to wait and slam through all their crafting en masse, after they hit 50. And these are most often the same people I hear complaining that they are broke and it’s all crafting’s fault. But here’s the thing: crafting didn’t smack you over the head and steal your wallet.

You can train up your crew skills on your first trip to the Fleet, in the level 7-10 range. You can start your gathering profession immediately thereafter.  And as soon as you obtain your first companion, they can be sent to craft for you, or to execute crew skills missions.

If you keep a sharp eye out on your mini map, you can make sure to travel from quest area to quest area via gathering nodes. Or if you are lucky enough to be able to recover materials from your slain foes, you can make sure to always kill an extra few silver mobs instead of sneaky past them to ensure you are keeping up your materials base.

Crafting Tip #3: Give Yourself a Set Crafting Budget per Day

It can be tempting to start sending your companion out immediately to level up your crew skills, but you are honestly better off in taking a look after an hour or two of play at what you’ve gathered, then filling in some missing crafting materials and sending your companions off to craft overnight while you’re safely logged off.

Alternatively, if you want to be sending your companions out on missions to obtain specialty crafting materials as you play, be sure to give yourself a set budget then do not exceed it. Once you get up into missions costing 1500c+, times 4 or 5 companions, you can easily blow through your savings if you are not disciplined about your budget.

Crafting Tip #4: As You Level Your Profession Make Either Cheap Items to R/E or Items That are Hard to Come by

And as you level your skills up, try to strike a balance between crafting inexpensive items you can R/E for mats while obtaining skill points, and the occasional leveling item to sell. I’ve previously covered my strategy for inexpensively leveling synthweaving, so be sure to check that out for ideas.

To identify the leveling items you should craft and sell, go to the GTN and do some searches for the crafted items you could, in theory, make. I bet if you make armor, you’re seeing a ton of items, frequently those for level 43+, in the under 5k range. Maybe even up for the cost of the mats or less. Put these items on the list of things you do not want to be making. Being in a price war on the GTN with someone who prices like Walmart is a great way to go broke fast.

Instead, look for gear that you can make, that players are asking for in general chat or on the forums, or that you don’t see up for sale very often. Now, if you make consumables of some sort, you’ll need to modify this strategy a bit, to be looking for items you see for sale pretty regularly but that sell out quickly.

Each server’s economy is different, and there will be many nights when you have all of your GTN sales returned to you in the mail. That is to be expected. So don’t give up! Learn over time what your personal best sellers are, and focus on making those items. You don’t need to have a discount superstore’s level of selection up for sale to be successful in your crafting!

Share Your Experience with Crafting in SWTOR — Take My Poll:

And please share your favorite crew skills tips, or ask your crafting Qs in the comments!

Friday Five: Five Reasons You Should Spend Your Thursday Nights with me and the TOR Reporter Crew

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In case you were somehow unaware, today is Star Wars Day — May the Fourth be with you!

In the spirit of sharing Star Wars awesomeness, I bring you today’s Friday five, focused on one of my favorite star wars the old republic community activities — recording the TOR Reporter podcast with Chris and Josh each week at 7:30 p.m. on Thursday nights. And thus I bring you five reasons you should be spending your Thursday evenings with us, as we record TOR Reporter with our live chat room audience:

  1. Only by being in the live chat did you have the opportunity to make up real-time “Anexxia is so rich…” jokes that made their way instantaneously into the podcast, and led to an episode title. Think of the power and glory!
  2. Our chat room is smarter, more attractive, and better SWTOR players than your average live chat. Don’t you want to rub shoulders with these peeps? Trading quips, live fact checking me when I go off on a tangent, etc.?
  3. We give away a ton of free stuff every episode. Yes, sometimes it’s just free advice, but it has even been baby tauntauns. Because we love you.
  4. If you like us on Facebook you can post on our wall and give us subliminal messages to plant in future shows, and eventually we can take over the SWTOR community and remake it in your image! And your likes will help us get rid of that incredibly long URL for our FB fan page so we can actually say it on the podcast!
  5. You’ll get all the latest views and opinions without waiting for us to put the podcast up on the server for your listening enjoyment — and you’ll get to hear every last word, including the ones Chris edits out!

Bonus reason: it may be your only opportunity to make a Sith crack a smile, or even laugh out loud!

;)

Hope to see you in the chat room next week!

And Then POOF! Went the Rakghoul Plague

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Surprisingly, the Rakghoul Plague went out with a whimper this week. Although we had been warned of the end day/time by the devs earlier, it was surprising, after such an immersive event had taken place, to find activities on the fleet back to normal. Well, other than the few remaining rakghoul plague victims who kept exploding all over the GTN.

What I’d been expecting was some sort of finale to cap off this engaging event. Maybe a big battle that broke out in the fleet. Or an all-galaxy intercom announcement that a cure had been found. Or an email that all those plague samples we sold to that adorable little Jawa paid off in finding a way to contain the virus.

Instead, it was just gone. Poof. And we were returned to our every day lives. James Ohlen has asked folks to share feedback on the event, so I hope folks who feel similarly will also chime in on this.

What about you — did you feel the event needed some sort of story completion or a finale? Or were you happy with how it ended? Share your thoughts in the comments.

SWTOR Patch 1.2.1 Patch Notes

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A small patch this morning, presumably to remove the Plague, and with a few small fixes:

  • Earpieces and implants now properly apply their stat bonuses when equipped on companions.
  • Helmets now work correctly when unifying colors on the character sheet.
  • Corrected an issue that could cause characters in cinematics to appear grey in color.
  • Corrected an issue that prevented players from adding offline players to their friends list. (maybe this will mean Anexxia will stop getting the character does not exist error message when folks try to friend her?)

For those of you behind a firewall, I give you the full patch notes after the jump…

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