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Old 03-20-2009, 09:15 PM  
keg in kc keg in kc is offline
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Star Wars: The Old Republic

Don't believe there's a dedicated thread, and since they're starting to release information now, I figure it's time for one.

Last edited by keg in kc; 12-18-2012 at 12:12 PM..
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Old 12-02-2011, 12:19 PM   #1216
kaplin42 kaplin42 is offline
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Quote:
Originally Posted by Huffmeister View Post
I'm seriously debating whether I need to take the 16th off.
I was wondering the same thing. But I work for a school, so the following week i limited hours (8-2), and then the week after that I have completely off. So, chances are I will be able to suck it up for one day before I kiss the sun goodbye.

Thank god I got my wife interested in playing, or I would be getting a divorce i suspect.
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Old 12-02-2011, 03:32 PM   #1217
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I had to load the launcher just to see if I by chance got in and just didn't get an email.

No dice, but at least I'm updated.

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Old 12-02-2011, 05:29 PM   #1218
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Looks like Game Testing in general is wrapping up on Monday. So everybody's going to be jonesing like crack whores for a week and a half.
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Old 12-03-2011, 03:08 PM   #1219
kysirsoze kysirsoze is offline
SNAP THE ****ING BALL!!!
 
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I got an invite but am finding it hard to put down Skyrim for it. I was too depressed saying goodbye to my characters after the last testing weekend. Sucks putting in hours just to have it get wiped out. I can wait a few more days for the real thing.

If I could transfer it to one of you guys, I would.
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Old 12-04-2011, 12:00 AM   #1220
Setsuna Setsuna is offline
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Hmmmm republic or empire. Choices, choices.
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Old 12-04-2011, 12:47 PM   #1221
kaplin42 kaplin42 is offline
Thats Right, Sniff the Glue!!!
 
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i made a derp
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Old 12-04-2011, 02:42 PM   #1222
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Quote:
Originally Posted by kysirsoze View Post
I got an invite but am finding it hard to put down Skyrim for it. I was too depressed saying goodbye to my characters after the last testing weekend. Sucks putting in hours just to have it get wiped out. I can wait a few more days for the real thing.

If I could transfer it to one of you guys, I would.
Yeap, I skipped mine too. See no point to it.
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Old 12-05-2011, 03:41 AM   #1223
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And so the 10 days of suffering begins for all.

Here I was thinking it would be easy after waiting years for the game to come out.
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Old 12-05-2011, 08:14 AM   #1224
Saulbadguy Saulbadguy is offline
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When does early access start?

I haven't been able to participate in any of the betas, they always fell on a weekend I was super busy.
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Old 12-05-2011, 08:33 AM   #1225
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Starts on the 15th. Details will be coming sometime this week about exact details like what time, who gets in when, and so on.
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Old 12-05-2011, 11:28 AM   #1226
kaplin42 kaplin42 is offline
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Originally Posted by keg in kc View Post
Starts on the 15th. Details will be coming sometime this week about exact details like what time, who gets in when, and so on.
Should be noted that it's going to be in pieces. You're actual early access will depend on when you turned in your codes for the pre-order. The ones that did it in July will get first dibs, and then more added throughout the rest of the week.
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Old 12-05-2011, 03:33 PM   #1227
Nightfyre Nightfyre is offline
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Should be noted that it's going to be in pieces. You're actual early access will depend on when you turned in your codes for the pre-order. The ones that did it in July will get first dibs, and then more added throughout the rest of the week.
This system is bullshit. I ordered in mid-august from origin and swtor.com wouldn't accept my pre-order code. I go back after I tested in late november and it accepted the code. So I will be pissed if my "early access" is eliminated as a result of that issue.
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Old 12-06-2011, 12:10 PM   #1228
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Important post on the mod system from the official boards. It makes sense and eases my mind in a lot of ways:
Quote:
Originally Posted by EmmanuelLusinchi
So, it turns out some of the patch notes regarding our modding system were probably poorly written (by me, I must add) and generated quite a lot of concern. I’ll try to explain the changes better and, while I'm at it, explain the logic for those changes.

To start with, we’ve introduced a new color and item type: the Custom items. Those are shown with an orange border and are fully moddable. This change is purely cosmetic. What we have done is take all fully moddable Prototype items (blue) and simply changed their icon color. This helps us create a better and more unique identity for fully moddable gear.

Since other games have used orange to signify truly rare and epic gear, let me clarify that orange in Star Wars: The Old Republic has nothing to do with 'epic' gear. (And for those curious, our version of 'epic' is a very deep purple, bordering on a rich blue). The orange we use is actually the old bronze color we developed a long time ago when our color coding was based on metals (bronze, silver, gold, platinum, etc).

Custom gear is actually pretty common: it can be obtained through class quests around level 8, as social gear, as space quest rewards and as light side / dark side gear. It is also the typical gear found in Flashpoints and as rewards for Heroic missions. Several pieces can be acquired using planetary commendations.

The second change introduced in the latest build is the locking down of the base mods (Armoring, Barrel, Hilt) and color crystal mod on the Artifact items (purple). To explain this change, I need to also explain the history of the the modding system...

So, the first version of the modding system had many issues. It is amazing that a system that is only a few months old is already quite misremembered, but that’s because while the system implementation was less than stellar, players really liked the concept that tried to shine through and now remember it much more fondly that it truly deserves. The main issues of the old system were as follow:

- There were too many different modifications. Sure, the mods had a lot of flavor and made sense: triggers and scopes for guns, underlays and overlays for armors, power cells and crystals for Lightsabers, etc. But in the end, keeping the mods in all gear up to date every few levels was a major pain on the players’ side. Remember, at that time, mods could not be extracted - so a replacement for each and every one of those mods had to be individually located every few levels. And let me tell you, creating and maintaining all those tens of thousands of mods on our end was also not exactly sustainable.

- Some items only had a few mod slots. I know everyone by now remembers a 'perfect' world where everything was moddable, but that simply wasn’t the way it worked. Most premium (green) items did not have a full set of slots and which slots weren't present was a bit random. So, you could find a purple trigger and get all excited about fitting it on your moddable gun - until you realized the gun mysteriously had a scope slot, but not a trigger slot. Of course, your next gun could have a trigger but no scope. This left many players scratching their heads.

- Once slotted, a mod could not be removed. This had a very perverse effect: players would find a really good mod - say a purple overlay - but would really hesitate in slotting it into an armor. What if they find a cooler looking armor next level? Many players would end up saving their good mods for later and ended up over leveling them.

- Mods that were crafted or purchased were most of the time inferior to the mod already slotted onto a prototype (blue) item. This made the entire mod system somewhat useless. One of the main reason was that crafters could not create good mods. Reverse engineering - the main method to obtain prototype and artifact (blue and purple) crafted items - did not work on mod.

- Modding was only done at a workbench. This made it rather cumbersome as the players had to hunt down a workbench before they could fit a new mod into one of their items.

So, to summarize: in the old system, you could not take any piece of gear, fit it with the best mods and keep it all the way to the end levels: a lot of the green gear did not have all the slots, the mods that could be obtained were for the most part... not good, and you could not extract better one from existing gear.

So... things had to change. Because despite all those warts, some of the players who tested the system really liked the concept: that a player could find an appearance they really like and work to keep it relevant all the way to end game. So, we knew we were on to something and we also knew the old system was just not delivering.

Those changes took time to implement. Some of them concerned large amounts of data and some required new code. Unfortunately, not everything could be implemented on time for each testing build and, in some of the builds, testers were exposed to a very raw and partially completed new system. However, today, we are close to where we want to be - but not quite there yet (more on that later).

So, the changes we made are:

- Item modding can now be done anywhere at anytime. No workbench required.

- Crafters can now reverse engineer mods and create blue and purple mods.

- A new Custom quality (orange) was introduced to legitimize moddable items as their own quality and type. This isn’t a big deal but does clarify things a little.

- Mods can now be extracted from a Custom item. This is the single most important change and has many, many consequences. However, we feel that being able to slot a mod and then extract it back truly opens up the system and makes it a lot more fun, easy and safe to experiment with. I’m not 100% happy about how the system interface and GUI works today (it is still a bit clunky) but at least it is functional.

- Rather than have a whole bunch of unique mod types, some mods are now common to all items. This greatly helps players who are 'going the mod route’ to stay relevant and competitive as they now have a much higher chance to find exactly the mods they need, level after level, be it from a crafter, at a planetary commendation vendor or by extracting it from another item.

- Partially moddable premium (green) items were removed as they essentially lied to the players: an item missing a mod slot would never be able to match a high end non-moddable item. Instead, to compensate for the loss of diversity, orange versions of all green armors was created and given to the crafters. So, yes, if you see a green armor you really like, you still can have that appearance until end level. It does take a bit of work - you either need to become a crafter yourself, befriend one or trawl the GTN.

(Note: recipes for those orange appearances are discovered through Underworld Trading missions.This allows us to have a truly large number of those recipes without overwhelming the crafting trainer inventory. As a side effect, this opens up class quest green armor appearances from other classes as well as long as you fulfill the armor requirements.)

- End game artifact quality (purple) gear is now partially moddable. Why moddable? Because that allows the players to customize stats such as critical, etc. to their exact desire. Why only partially? Because mods are now extractable... Think of it this way: it is easier to defeat the first boss from an Operation than the last boss. So we want to reward the players with the best possible loot for defeating the last boss and that loot is typically the Chest piece of a set. The first boss drops less interesting stuff, say boots. This may sound old school, and it is. But by doing so, we ensure that both players that get rewarded by looks and those rewarded by stats are properly rewarded for taking on the most difficult challenges.

Now, if purple gear was fully moddable, players would simply farm the first boss, acquire 5 pair of boots, extract the armoring, mod and enhancements from the boots and slots them in their favorite Custom items. That actually sounds cool, but it really isn’t. Letting players extract the armoring mod from the purple items would trivialize end game gear progression and stop rewarding successful and dedicated players for their efforts.

So, instead of letting that happen, we prevented the Armoring, Hilt and Barrel from being extracted, but we also made sure of dropping purple Armoring mods of equivalent power as Operation loot. This means that players going the mod route can still take their favorite orange armor and make it as good as a operation purple armor (with some temporary caveats).

- Some crafting recipes that allowed the creation of moddable armors and weapons have been replaced with non-moddable versions. Why the nerf? Because those recipes were no longer properly balanced once we allowed mod extraction. It became far cheaper and faster to create an item for the sole purpose of extracting every mods out of it than creating mods in the first place. This also allowed nearly every crafter to create every type of mods, which wasn’t very balanced either. Instead, the crafter can now make a non-moddable item for those players that enjoy that and, thanks to newly introduced recipes, a moddable (but empty slotted) version of the item.

Now, with those changes, we are closer to an actual implementation of our modding philosophy than ever before. Is it perfect? No, not yet. There are still some imbalances here and there (and I trust this community to let us know loud and clear if we miss any) but it is close and the remaining issues are on their way to be fixed. Of course, it would help to clarify what that philosophy is:

To put it simply, we want moddable items to offer an alternate and optional loot system that allows players to customize their look and their stats with more freedom and without penalty for doing so.

However there are many times where it will be easier for a player to just put on whatever stuff they just looted and not care about the way it looks. Keeping a specific outfit or weapon “up to date” or obtaining a specific look may require additional time and dedication, such as finding a crafter that can create that specific smuggler shirt or that rare color crystal.

I hope this clarifies things a little. As always, we are very much interested to hear what you all have to say on the system, but at least you now have a bit more information to go on - and of course, in a very short time, you will all be able to test this on the live servers.

Anyway, thanks to all of you who have been helping with the test of the game and offered your very passionate opinions - on this subject and others. Testing a beta isn’t easy. Things changes all the time, some stuff isn’t finished and nothing seems to make sense without the benefit of knowing what’s going on behind the scene. So thanks again and I hope to have the chance of meeting each and every one of you in game.

Emmanuel Lusinchi
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Star Wars - The Old Republic
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Old 12-06-2011, 12:21 PM   #1229
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Wow, that sounds like a min/maxer (me) paradise! If they implement it right, that mod system is going to rape face.
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Old 12-06-2011, 01:03 PM   #1230
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I really liked the mod system in my September beta weekend. During my early November weekend, they basically got rid of all modifiable gear, which was good for my inventory (there were an insane number of mod drops in September) but was bad for the system in generally. I liked what I saw around Thanksgiving, which seemed to be a good point midway between the two systems. Hearing it was toned-back in the patch notes scared me a little, which is why that post gave me some relief. I think it's a going to be a good system.

That and crew skills (crafting...) are two of the things I'm most excited by. I love being able to update not only my equipment, but my companions' as well, without necessarily having to look for completely new gear every 4 or 5 levels (read: every day...). And the crew skills system, in all three weekends that I played, was I think the most addictive, most enjoyable crafting experience I've had in an MMO to date. It doesn't have the insane (and in many cases pointless) variety of SWG's crafting, but it has much more than I remember from either WoW or LotRO. Reverse engineering adds a whole new layer of complexity to it, and the idea of you companions doing not only the crafting, but the gathering as well is just so amazingly refreshing. The days of spending hours in front of a forge or at a workbench to grind crafting levels are over. Now you can do it while you play the game.
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