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Bioware Developer Forum Posts

Elom Flashpoint: VETERAN Mode Feedback

Originally Posted by JackieKo ( Original Post ) | 10.11.2021 12:48PM
Please use this thread to offer your feedback for your experiences with the Veteran Mode for the Elom Flashpoint.

Please answer the following questions:
  • How do you feel about the boss balance?
  • How do you feel about the trash balance?
  • Are you experiencing any functionality issues? If so, please explain in detail.
  • Are there any friction points that hinder your progress?
  • Are the objectives clear and easily understandable?
  • How does the pacing of combat feel?
  • Please give us details on your experience with the stone stair segment where you need to traverse a tight path with enemies and other area dangers.

Feel free to answer in as much detail as possible to help us understand your thought process and line of thinking.

Thank you!
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Elom Flashpoint: Veteran Mode now available on PTS

Originally Posted by JackieKo ( Original Post ) | 10.11.2021 03:15PM
Hello everyone,

Veteran Mode for the Elom Flashpoint is now available on PTS!
  • The Elom Flashpoint can be accessed by the terminal on Odessen.
    • Travel to Odessen.
    • Proceed to the Eastern side of the map to the Elevator present there. (-81, 236)
    • Use the Elevator button and travel to Alliance Operations.
    • Once in Alliance Operations, go to the location in the south-eastern part of the map. (-99,257)
    • Pick up the quest for Ruins of Nul to go to the Elom Flashpoint.
Alongside this mode of the Flashpoint being available, we request that players test the leveling experience beginning with level 1.
  • Please create a level 1 character on live and copy it over to the PTS server.
  • Though character copy is available, note that all PTS characters have been deleted in order to ensure 7.0 compatibility.

PLEASE NOTE that character creation is not fully functional and is not available for testing. Do not use character create.

As always, please read over the status update/known issues list and the changelog before hopping into PTS.

Below is an Itemization breakdown for PTS:
Spoiler

For steps on how to access the PTS server, follow the steps here.

Please note that all feedback threads that have been created up until now have been compiled into one post for convenience. The entire list which includes todays update can be found here. here.
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#3 Changes and New Features in 7.0

Originally Posted by JackieKo ( Original Post ) | 09.11.2021 11:13AM
Hi everyone,

Wanted to clarify a few things the team has seen pop up in this thread:
  • Converting the turn-in steps to Autocomplete on Daily and Weekly missions is only being done when the turn-in step is a 'Return to Dropbox' type of step. It will not be done to any turn-ins with a cinematic or otherwise.
  • In some cases it makes more sense to keep tagging rules to the old system where only a group shares credit and looting. Encounters such as Dreadtooth and Ancient Threat will continue to use group tagging rules.
  • The auto-sorting of the inventory on PTS is a known bug, and not the desired behavior. You should expect inventory to work as it does in the Live game today upon 7.0's release. We will update the Known Issues thread in the PTS forum to reflect this
Jackie
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7.0 Conquest Changes

Originally Posted by DavidStaats ( Original Post ) | 05.11.2021 09:04AM
Hi all,

Following up from Muscos post last week, I wanted to swing around and chat about some of the 7.0 changes we are making to Conquest. We want to provide you all a heads up on these coming changes, and also go into some of the thoughts and reasoning behind them.

Update to the Personal Conquest Goal
As some of you may have noted from our most recent PTS, the goal for Personal Conquest will be increased from the previous 50,000 points to 100,000 points for Legacy of the Sith.

There are numerous facets to Conquest we have been reviewing:
  • The economic impacts the system has had over the 6.0 era
  • The engagement impacts of the system and how that has affected not just the individual player but how it has affected the greater community as a whole
  • How Conquest is going to be tied into the 7.0 systems and gameplay loops

We want to ensure that Conquest remains a viable and enjoyable loop for all types of players, while also ensuring that it is promoting a healthy relationship for players and the connecting systems.

We believe the starting point of all of this is in the rate of which Conquest can be completed. This rate has an immediate and direct effect on every facet mentioned above.
  • It contributes to how many additional credits are being generated per week across the game
  • How many Guild Flagship Encryptions can be obtained and thus how rapidly a Guild can progress their Flagship
  • How many characters a player decides to run through the Conquest cycle
  • Which Conquest Objectives players favor in order to maximize their goals

All of these are a direct result of the rate in which Conquest can be completed. What we have seen throughout 6.0 was that the rate of Conquest completion was not contributing to these facets in a healthy manner. It was increasing the rate of acquisition for what should be long term goals for players, promoting a playstyle of interruptive play as players hit their Conquest target and then swap out their characters, creating social pressures to participate in Conquest as often as possible, and adding to the on-going economic changes we have seen in the game over the past year.

We reviewed various goal amounts, both with their impact on the systems currently and soon to be associated with Conquest, but also with the player experience in mind. After this review, we found that 100,000 was the best bridge between the goals of maintaining the health of these systems while minimizing the impact for all players. We want to maintain that Conquest is an enjoyable system which rewards you for doing virtually anything the game has to offer, while also proactively working to ensure we can provide a healthy and responsible symbiotic relation to the economy, and additional systems and progression tied around it. We want to ensure that Conquest is still a system where players feel that they can run it with multiple characters each week, but that it is not the only way to enjoy Conquest.

Update to Objective Rewards
Starting with 7.0, Conquest Objectives will no longer reward experience or credits for completing them. We are making this change to help reduce the number of credits being generated in the game, as well as removing the experience loop Conquest has had in the past.

While Conquest is not solely responsible for some of the economic shifts we have seen in the game, it is definitely a strong contributor. The credit amount for individual Objectives was never considered high; however, over time those values begin to add up to a non-zero impact sum.

As an example of this, one of the more completed Objectives, Missions: Story Time, has generated nearly 64 billion credits into the economy alone. This is not taking into consideration the Credits players earned for completing the Story Mission itself (which could exponentially expand this value). As you can see, the combination of the Objective Credit reward with the Mission Credit reward is generating more credits into the game than necessary.

The removal of the experience reward is being done to help contribute toward the health of the leveling process, while also removing a self-generating loop in Conquest where completing Conquest Objectives would grant experience to level a player up. This would complete the Advancement: Gain a Level, Advancement: Gain 5 Levels, or Renown: Rank Up, thus gaining a player more experience. This loop in combination of the impact on the leveling experience are the reasons we are removing experience rewards from Conquest Objectives.

We want to maintain that the activity you are doing is the focal point and should provide the Credits and experience reward; not the Conquest Objective itself.

We hope this helps shine some light on the intent of the 7.0 Conquest changes!
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November 2021 In-Game Events

Originally Posted by CommunityTeam ( Original Post ) | 05.11.2021 09:58AM
Hello everyone,

The event schedule for November has been published. This month the All Worlds Ultimate Swoop Rally, Rakghoul Resurgence, and Relics of the Gree events will make an appearance. Check out the article for dates, additional details, and featured rewards.

Thank you!
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#2 Star Wars: The Old Republic - The Story So Far

Originally Posted by CharlesBoyd ( Original Post ) | 04.11.2021 01:02PM
Hello there!
As we close in on our tenth anniversary celebration for SWTOR, we thought it'd be fun to provide a quick catch-up overview of the epic journey your characters have taken thus far. You can check out the video narrated by yours truly (and a text transcript) right here!

May the Force be with you!
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Cartel coin purchase

Originally Posted by CommunityTeam ( Original Post ) | 03.11.2021 05:42AM
Hi KaironArt,

Sorry to read that you didn't receive your Cartel Coins but sometimes those can be delayed.

If you don't receive anything 24 hours after the purchase, I invite you to directly contact our support team by phone. As your issue is an account one, our team needs to verify the ownership of the account. Here is our article on how to contact them: How to contact STAR WARS: The Old Republic (SW:TOR) support.
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Swoop Perfection still not working

Originally Posted by CommunityTeam ( Original Post ) | 02.11.2021 09:37AM
Hi akaryusa,

As your post is about a bug, we moved it to the bug report section of our forums.

The bug you're reporting on the Perfection Achievement is a known issue and will be fixed in a future update:
  • THE ALL WORLDS ULTIMATE SWOOP RALLY
    • It is not possible to complete the Blatant Beks, Horizon's Razors, and Pit Screamers Perfection Achievement on Tatooine and Onderon.
We will be updating the known issues list when we have an update to provide.
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#2 Itemization in 7.0

Originally Posted by EricMusco ( Original Post ) | 02.11.2021 02:40PM
Hey folks,

With the release of our Itemization in 7.0 article, we wanted to add some clarity around some of the details of that article in addition to providing some supplementary information.

In addition to the removal of the Renown system mentioned in the article, we are changing the Social and server-wide Dark vs. Light systems.

What will happen to Renown Achievements, Legacy Perks, and Boosts
  • Achievements will for the most part be moved to Feats of Strength, and have their point values removed (with the exception of Social achievements, as described below).
  • Legacy Perks related to these systems will be removed starting in 7.0.
    • Starting today, Renown and Social Legacy Perks will have their Cartel Coin price reduced to 1
  • Renown Boosts will be removed from the Cartel Market next Monday, November 8th. Until then, they will be discounted by 90%
    • Upon 7.0 launch, existing boost items for these systems (Renown and Social) will no longer work, and will be able to be sold to vendors for a small number of credits

What will happen to the Social rewards?
  • We are converting the system from awarding points based on conversation choices to instead reward grouping for activities. Details of the changes are:
    • Achievements have been reworked to now require Group Finder activities rather than Social Levels.
    • The character titles which previously came with the achievements are now exclusive to those who already completed the Achievement. For 7.0 and forward, the updated Achievements will grant Legacy Titles of the same titles (rather than Character ones).
    • These Achievements will gate the visibility and purchase of the items on Social vendors. As players progress through the achievements, more items will become available.
    • The two fleet social vendors will be moved to the Cantina area on both fleets and have all Social items previously available.
    • The old vendors around the galaxy will still be available, but they will only have inventory based on the player's achievement progress.

What will happen to the Dark vs Light system?
  • First, let’s clarify exactly what we’re talking about with the Dark vs. Light system. The individual character alignment system, where morality choices made throughout the story in conversations or via the Diplomacy crew skill in order to move a character’s alignment between Dark and Light sides of the Force, will remain unchanged.
  • The server-wide Dark vs Light meter which would pop up every so often to reflect the balance in the galaxy will be removed.
  • The small alignment widget in the UI will be removed
  • The alignment choice every time group finder pops will be removed
  • The DvL bosses that spawned in the world when one side was victorious will be removed temporarily. We plan on re-introducing them in a future update.
  • The DvL rewards vendors will remain in place on both Fleets
  • To compensate for the loss of constant alignment gain, character alignment levels and thresholds will revert to pre-Dark vs. Light system totals

We'll be keeping an eye on this thread to answer questions that may have not been answered in the post.

Thanks!

-eric
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