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#4 Cartel Coins not in account

Originally Posted by KeithKanneg ( Original Post ) | 13.06.2018 08:19AM
My Baaaad. The issue was resolved yesterday, but the Cartel Coin grants are in process! I misread the internal message about it. So, we will be bringing the servers up fairly soon and not everyone will have their coins. It will be resolved today and hopefully all done this morning. Once that completes, I'll post up another message. Should you find you did not receive the coins after my next message, send in a ticket or an email to Community Support.

Sorry about that!

Keith
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#3 Cartel Coins not in account

Originally Posted by KeithKanneg ( Original Post ) | 13.06.2018 07:23AM
Quote: Originally Posted by DarkZeroBane View Post
I just checked on here and still haven't received them but the servers are still down so I can't say if I have them in-game yet or not. Anyone receive them in the account on here yet?
Yah, wait for the servers to come back up and give it a few minutes before you check.

Keith---
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#2 Cartel Coins not in account

Originally Posted by KeithKanneg ( Original Post ) | 13.06.2018 06:51AM
Hi all,

From what I can tell, all Cartel Coins issues over the past few days were resolved as of yesterday. For those who were affected, please check your accounts and if you determine there's a discrepancy please submit a ticket to Customer Service. If you're unable to send in a ticket, please email SWTOR Community Support at communitysupport@swtor.com and we'll investigate your situation.

Sincerely apologize for all the frustration this issue caused.

---Keith
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Maintenance: June 13th, 2018

Originally Posted by ServerDroid ( Original Post ) | 12.06.2018 04:36PM
Hey everyone!

We will be taking the servers offline on Wednesday, June 13th in order to apply Game Update 5.9.1a. The website will also be unavailable during this time.

Details:
DATE: 13 June 2018
TIME: 6:00AM - 8:00AM PDT (1400 - 1600 BST)
VERSION: 5.9.1a

Patch Notes will be available shortly here.

Thank you for your patience as we maintain Star Wars: The Old Republic!
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Cartel Coins not in account

Originally Posted by EricMusco ( Original Post ) | 07.06.2018 03:06PM
Hey folks,

There is a little bit of a slowdown right now with cartel coins and subscriptions. The team is looking into the issue now. I'll pass on updates as I have them.

-eric
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#5 Planned Warzone Changes Part 2

Originally Posted by EricMusco ( Original Post ) | 07.06.2018 08:09AM
Hey folks,

Based on all of the feedback we have been reading in this thread, we are going to be walking back some of our proposed Huttball changes along with adding a few new ones. Lets start with what we are not doing:
  • We will no longer apply Hinder to the ball carrier.
  • Ball carriers will once again move at 67% move speed (down from 80%)

Although we are fine with tanks being the best ball carriers while under the effects of Hinder, we hear your concerns that these changes could cause Huttball to become a stalemate too often. We are also sensitive over your feeling that certain Classes would be too limited and unable to defend themselves while carrying the Huttball, since many defensive capabilities are tied to movement abilities for several Classes.

On the other hand, we plan to keep the proposed attacker point changes. We feel that players who properly position themselves to receive a Huttball pass should be rewarded. We also plan to keep the change that prevents stunned targets from catching the Huttball, as it allows characters that lack a knockback ability to have a viable and reliable way to intercept passes. It also has an additional benefit of giving players another reason to use their stun abilities on characters other than the ball carrier. Ultimately, it should mean that you get stunned a little less often while carrying the Huttball.

The hinder change was aimed at addressing specific issues with Huttball, and since we are reverting it, well be tackling those issues with some new proposed changes.

New Huttball (and Queshball) Changes
  • The Hutt will become bored of a single ball carrier and kill them after 45 seconds (down from 2 minutes)
  • To win before time expires, the winning team will need to score 10 times (up from 6 times)
  • The match will now last for a maximum of 10 minutes (down from 13 minutes)

The first change is intended to encourage passing the Huttball and increase tension when attempting to turtle for a win in a close match. The latter two changes will adjust how we approach this Warzone. If you see Huttball as a sport within SWTOR, we want to have the Warzone play out more as who can score the most points within a 10 minute match as opposed to race to 6 points to win. This will also ensure that all Huttball matches are 12 minutes or less (if you count pre-match). We hope that these changes along with our updates in matchmaking will lead to a lot closer and more compelling Huttball matches.

Let us know your thoughts on these changes!

-eric
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#2 GSF Changes in 5.9.2

Originally Posted by BretHoffman ( Original Post ) | 06.06.2018 03:05PM
Hey folks! Thanks for the questions/thoughts. To clarify a couple things with the matchmaking changes for GSF:

The goals:
  • Get matches to pop more frequently.
  • Get those matches to be more fairly balanced.
Cross faction teams helps achieve both of these goals. It makes hitting a critical mass of players to start a match more stable and easier to achieve. It also gives the matchmaker the ability to sort through ALL of the players to arrange the best possible match.

Quote: Originally Posted by Mournblood View Post
Bret,

I posed this question to Eric, but haven't gotten a response yet. Eric had stated that a premade group will not get split up by the new matchmaking system in regular WZs or GSF. My principal concern here is how will not splitting up a premade in GSF help to achieve any kind of match balance there when that is the #1 reason why GSF matches are so ridiculously lopsided? While there are certainly other contributing factors to GSF match inequity, such as mastered ships versus un-mastered ships, it's the premades of veteran players versus players who are literally brand new to GSF (which has a higher learning curve than ground PvP) that crushes the life out of that aspect of the game.

A few points about premade groups:
  • Premade groups no longer count as the average rating of all the ships. They now count everyone in the group as the same as the highest rated player in the group.
  • The matchmaker will attempt to make the most even teams possible.
  • Given this, a premade group with at least 1 highly experienced player would be more apt to be matched up with less experienced/less upgraded players.
Matches should be much more fairly matched across the board after these changes are put into place. This, admittedly, does not cure every ill caused by premade groups of highly skilled player. But it should help to mitigate the issues and improve the quality of matches across the board.
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Maintenance: June 7th, 2018

Originally Posted by EricMusco ( Original Post ) | 06.06.2018 02:25PM
Hey everyone!

We will be taking the servers offline on Thursday, June 7th for maintenance. This is for back-end updates only, there will not be a patch to download.

Details:
DATE: 7 June 2018
TIME: 5:00AM - 8:00AM PDT (1200 - 1500 GMT)
VERSION: N/A

Thank you for your patience as we maintain Star Wars: The Old Republic!

-eric
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#4 Planned Warzone Changes Part 2

Originally Posted by EricMusco ( Original Post ) | 06.06.2018 02:02PM
Hey folks,

Quick update. We have really been enjoying the discussion around these changes, especially hinder. The team is looking at an option where we don't introduce hinder at all and make a different set of changes to achieve our goals.

Once they have those finalized I will swing back in the thread with their plans to get your thoughts. I should have them tomorrow or Friday. Thanks everyone!

-eric
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#3 Planned Warzone Changes Part 2

Originally Posted by EricMusco ( Original Post ) | 05.06.2018 04:36PM
Quote:
Originally Posted by yellow_ View Post
ok I see what you're saying now

my initial reading of what musco posted was that there's a flat 1% dps on you and a stacking healing debuff, but you've read it as both stacking. unfortunately the wording is ambiguous....but you're right that it would be about 14-15 seconds to die under your reading of it

edit: being able to medpac would actually buy you 2 more seconds, but this is still dangerously close to the old TTK if your interpretation is correct.

@musco can you clarify?
I sure can! Apologies for being ambiguous in the messaging.

Your initial reading is correct. There are two effects that happen:
  1. Players begin taking 1% of their maximum health every second. This effect does NOT stack, it is always 1%.
  2. You receive a 2% penalty to healing every second. This DOES stack, it increases by 2% per stack.
What this means is that as players fight during the arena end phase, healing will continue to become less effective over time until it does nothing. That penalty plus the constant 1% damage will apply more and more kill pressure to the remaining players.

Hope that clears up any confusion!

-eric
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#2 Planned Warzone Changes Part 2

Originally Posted by EricMusco ( Original Post ) | 05.06.2018 03:10PM
Quote:
Originally Posted by Pallais View Post
Does Hinder apply to Sage/Sorc Pulls, too? If it doesn't then a Sage/Sorc + Tank becomes the de facto ball running team (given that Hinder basically says only have a tank run the Huttball). Also, would the Huttball matchmaking ensure a tank on both teams? The side without a tank would be at a disadvantage.

Snave's suggested healing debuff would be a better answer to getting more passing of the Huttball. You would only want to hold on to it for so long, dps would still do well as Huttball carriers, and the matchmaking wouldn't need to be as fussy about tanks/healers.
Hinder is intended to apply to to Sage/Sorc pulls, yes. Translocate / Transpose as well.

-eric
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