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DavidStaats

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  1. Hi all, I wanted to pop back in and give you all an update on some of the few last changes we have made to Galactic Seasons based on the continued feedback you provided, and what you can expect once Season 2 goes live with 7.0! Season Objective Rewards We have increased the number of Galactic Season Points earned from Solo-oriented Objectives. These will now offer players 8 Galactic Season Points (up from 6) for a total of 48 Galactic Season Points if all 6 are completed (up from 36). In addition we have increased the total number of Underworld Syndicate Plans for both Daily and Solo-oriented Season Objectives. Daily Season Objectives will now offer 2 Underworld Syndicate Plans (up from 1) and Solo-oriented Season Objectives will now offer 10 Underworld Syndicate Plans (up from 7). Objective Requirement Adjustments We have made some additional adjustments to the requirements of the following Season Objectives based on your feedback and our own continued playtesting. Ace of the Armada Now requires 4 Missions (down from 6) [*]Coreward Worlds Now requires 8 Missions (down from 10) [*]Capitals of Dichotomy Now requires 8 Missions (down from 10) [*]Dealings in Hutt Space Now requires 8 Missions (down from 10) [*]The Distant Outer Rim Now requires 8 Missions (down from 10) [*]The Seat of the Empire Now requires 8 Missions (down from 10) [*]Reaches of Unknown and Wild Space Now requires 8 Missions (down from 10) [*]Mutual Beneficiary Now requires 1000 Reputation earned (down from 1500) [*]Infiltrating the Competition Now requires 40 Syndicate Plans (down from 60) [*]Sparks of War (All variations) Now requires 25 defeated enemies (down from 45) Season Objective Description Adjustments The following Season Objectives have had their descriptions updated to provide more clarity and context. Syndicate Infighting The description has been updated to provide additional clarity as to what needs to be done, including where to locate Disguise Crates and Syndicate Personnel Consoles. [*]Infiltrating the Competition The description has been updated to inform players of all sources of Underworld Syndicate Plans and their yields. [*]Seeking Artifacts The description has been updated to inform players of the minimum quest requirements to participate in this Objective (Buried Evils (Republic) / Weapons Of Chaos (Empire)). [*]GSI Valued Partner The description has been updated to inform players of the minimum quest requirements to participate in this Objective (Buried Evils (Republic) / Weapons Of Chaos (Empire) and The Search Begins (Republic) / Groundwork (Empire)). Reward Track Update We have increased the number of Medal of Commendation reward grants. Each grant of Medals of Commendation will now grant 20 Medals (up from 5). Bugs Squashed Clicking on the Daily/Weekly complete tracker in the Galactic Seasons Reward track window will now properly take the player to the Season Objectives tab in the Conquest Window. The Season Objective tab is now more defined as a click-able tab. Underworld Syndicate Plans earned from Season Objectives will no longer be mailed to the player. They will now be automatically added to the player’s Legacy currency. Fixed an issue where some players were on the wrong Season Objectives week. Fixed an issue where the Underworld Aspirant Achievement was incrementing on area transition/login. Thank you all again for your excellent feedback. We’re looking forward to participating in all that Season 2 has to offer you with the launch of 7.0!
  2. Hi all, I wanted to take a moment and thank you all for the great feedback we have received while Season 2 has been on the PTS, and also provide some updates and clarifications to some of the topics mentioned here. Season Objective Tab We have seen the feedback regarding the lack of clarity that the Season Objective tab in the Conquest window is actually a tab/button. The version of the Conquest window tabs seen on the PTS is an incomplete version; the version we have on our development server is much clearer and should alleviate this point. In addition, we are aware that clicking on the Season Objectives button on the Galactic Seasons page is not always taking players to the correct window in-game. We are finishing off the last piece of code needed for this to correctly link, and it will be fixed for once we go live with Season 2. Underworld Syndicate Plans There has been feedback regarding the Underworld Syndicate Plans, specifically how to obtain them for the Season Objective “Infiltrating the Competition”. We have added additional context and information to the Season Objective which will now inform players the sources of Underworld Syndicate Plans and the number they may obtain from each source. In addition to the clarification of where to obtain them, we have also updated Qi’us’ conversation to now directly mention Underworld Syndicate Plans by name rather than vaguely referencing “information”. To further clarify some of the confusion we have seen, Underworld Syndicate Plans do not come from Achievements. Our Season Objectives utilize the same tech as our Achievement system, so when players were getting mail from “Achievement Systems” it was the core tech behaving as it should for all Achievement-based assets. The reason for the mail is based on how we previously authored the Achievement system to handle item-based Achievement rewards (such as Underworld Syndicate Plans). The current system takes any item reward and mails them to the character which completed the Achievement. We are finishing our update to this system such that when Season 2 goes live, Underworld Syndicate Plans earned from Season Objectives should simply go into the player’s currency tab, while updating the “Infiltrating the Competition” Season Objective. Underworld Aspirant Achievement Series We are aware of the Underworld Aspirant Achievements incrementing incorrectly. We have discovered the cause and have a fix for it. Fen Zeil Customization We understand that there is a desire for Fen himself to be more customizable in his appearance as we did with Altuur. I’m happy to go into some additional detail here as to why he is currently set up the way he is. We want players to have the opportunity to express themselves through their Companions, and customize that experience. For many that is dressing their Companion in any outfit they desire, and while we want to offer that option there are often times when that becomes more difficult to support, both technically as well as when we wish to maintain character integrity. Our outfit system allows players to equip themselves (and sometimes their Companions) in outfits which reveal skin (such as the torso, arms, legs, hands, and feet). This requires that the character has the appropriate art made for each of those regions. There are many characters in the game which currently do have the art to support this, and attempting to work around this would not be in the best interest of the player or look of the character. Other times we opt to keep a certain look or style to a Companion to maintain the integrity of that character. While we may offer alternative looks for them, their outfit is part of what makes them unique and definable at a quick glance. There is never any question of which Companion just ran by when it is Nico or Arcann. Fen Zeil is a character we wish to maintain this integrity with. Understanding however that customization is important, we created some additional skin variants for Fen which players will be able to earn and/or purchase throughout the Season. We did this with the intent to offer players more immediate options should players desire them, while maintaining the character integrity we believe is important for him. Galactic Season Point Distribution Finally, I would like to chat about the point distribution for Season Objectives and the intention behind this decision. As mentioned in an earlier post, we can effectively break the Season Objectives into 3 “types” based on their time to complete, complexity, and access. In short, they can best be defined in the following way: 6 Solo-oriented Objectives These are intended to be completed by solo players, and are balanced toward being complete in 30-40 minutes. These offer players 6 Galactic Season points for a total of 36 Galactic Season Points if all 6 are completed. [*]3 Multiplayer-oriented Objectives These are intended to be completed with or against other players, often involving queue times or some other manner of more coordinated effort between multiple players. They are balanced toward being complete in 60-80 minutes, with their potential queue times being considered as a part of this time to complete. These offer players 12 Galactic Season Points for a total of 36 Galactic Season Points if all 3 are completed. [*]1 Subscriber Objective This Objective is intended solely as an option for Subscribed players, and will require content included in expansions outside of what we offer in our Free content. The completion time of these may vary anywhere between 30-80 minutes, and will vary week-to-week between being Solo-oriented and Multiplayer-oriented. Due to the time and effort required for multiplayer-based Objectives, as well as the smaller number of them in total, they require additional points to balance out the total options for players to make informed decisions on. Even in the event we lowered the overall requirements for the Multiplayer-oriented Objectives to maintain the roughly same time to complete estimates as the Solo-oriented ones, those Objectives would still require an additional padding of points to compensate for the added complexity layer of accessibility. Last but not least, I recently sat down and talked about Galactic Seasons 2 in an interview with This Week in Aurebesh, and I encourage you to read through it! I hope that helps shed light on some of the more prevalent feedback we have seen! We would like to again thank everyone for their feedback! It has been and continues to be extremely helpful for us in shaping Galactic Seasons!
  3. Hi all, Following up from Musco’s 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!
  4. Hi all! I wanted to take a moment to pop in and help clarify some of the conversation we are seeing regarding 7.0 and perceived Conquest changes. There is some conversation regarding us decreasing the values of Conquest Objectives across the board. While there are some Conquest Objectives which will see some small balance tweaks, they are confined to very specific Objective types (mostly relating to World Bosses and Star Fortresses) and are by no means wide-spread. The Conquest Points for Heroics, Daily Areas, Defeat Enemies 1 and 2, Operations, and nearly 90% of every other Conquest Objective is remaining exactly as you see it on the live server today. To address some of the values we have seen called out specifically in this thread, here are the values which are currently on our development server and planned to release with 7.0: Black Hole Weekly: 4,300 (10,750 at full 150% SH Bonus) [*]Operation: Completion 100,000 (250,000 at full 150% SH Bonus) [*]<Planet>: Heroic Missions 2,000 (5,000 at full 150% SH Bonus) [*]<Planet>: Defeat Enemies 1,650 (4,125 at full 150% SH Bonus) [*]<Planet>: Defeat Enemies 2 3,350 (8,375 at full 150% SH Bonus) Note that all values above are the same values you are seeing on the Live server now. Please remember that the values you see in the Conquest window are reflective of the existing Stronghold bonus you possess on that server. If you are used to seeing a specific Conquest value on PTS which you do not see on Live, please double check your Stronghold Bonus as that could be causing confusion you wouldn’t typically see once you hit the full bonus. Hope that helps!
  5. Hi all! Now that we’ve had time to look at some of the systemic changes coming to Galactic Seasons with Season 2, let’s now take a deeper look at the Priority Objectives themselves. We’ll go through some of the currently planned Objectives and take a look at what a Galactic Seasons week may look like. Before we jump into that, I would like to quickly touch on some of the questions we have seen come up since the initial post. Q: Will this change the pace at which players can progress through the Season? A: Generally speaking, no. It is our intention to keep roughly the same cadence as Season 1. Q: Will this change eliminate the Reroll function? A: Yes. The Reroll function will not be present in Season 2. Q: Will Season 2 be available on PTS prior to launching? A: Yes, we do intend to have some version of Season 2 available for testing, however it will be in a later PTS phase. With that, let’s dive into it! As a friendly reminder, all of the information below is subject to change. Weekly POs Will Vary in Complexity and Access Season 2 Weekly Priority Objectives are planned to mimic the same types of complexities as Season 1. We can easily generalize the week-to-week breakdown of Priority Objectives in the following way: 6 Solo-oriented Objectives 3 Multiplayer-oriented Objectives 1 Subscriber Objective Just as with Season 1, the Solo-oriented Weekly Priority Objectives can be completed in a shorter amount of time and/or can be done solo. Multiplayer-oriented Weekly Priority Objectives will take longer to complete and/or require multiplayer content to do so. Subscriber Priority Objectives are ones which will require content only Subscribers (and in some cases Preferred players) have access to, and will mix between content which can be solo and content which is multiplayer-oriented. Galactic Seasons Points will be allocated such that Multiplayer-oriented and Subscriber Weekly Priority Objectives earn the most, followed by Solo-oriented Weekly Priority Objectives. Daily Priority Objectives will offer the least amount of Galactic Season Points. We are still working on the overall balance of the Galactic Season Point distribution, and will be happy to share some more information on this in a later post! Weekly Priority Objective Content Now that we now understand the breakdown of the Priority Objectives on a week-to-week basis, I would like to provide two examples of what a week in Season 2 may look like. (Week 1 Example) Complete any 7 March Across the Galaxy - Earn Personal Conquest Points across your Legacy. Utilizing the Shadow - Defeat enemies across the Galaxy with Fen Zeil as your active Companion. This Will Do Nicely - Affect enemies with destructible pipes, tanks, canisters, and capacitors found throughout the Galaxy. The Coreward Worlds - Complete Repeatable, Exploration, or Bonus Missions while defeating enemies on Alderaan, Balmorra, Corellia, Manaan, Mek-Sha, and Onderon. Ace of the Armada - Board your personal ship and complete Space Missions. Earn bonus progress for completing [HEROIC] missions. Supplying the War Effort - Assemble materials into any of the following War Supplies: Infantry Supply Kits, Starship Weapons, Armored Vehicles, Crystal Capacitors, or a Holocron of Strategy, then assemble an Invasion Force. A Galaxy at War - Complete Flashpoints. Earn bonus progress for completing Depths of Manaan, Assault on Tython, Korriban Incursion, or Secrets of the Enclave (requires content). Earn additional bonus progress for defeating their Bonus Bosses. Clashing in the Stars - Complete Galactic Starfighter matches while earning medals. Heading the Frontline - Complete Unranked Warzone matches while earning medals. Profit and Plunder - Complete Chapter XIII: Profit and Plunder of Knights of the Fallen Empire on Veteran difficulty or harder. (Requires a Subscription or access to Knights of the Fallen Empire) (Week 2 Example) Complete any 7 March Across the Galaxy - Earn Personal Conquest Points across your Legacy. Utilizing the Shadow - Defeat enemies across the Galaxy with Fen Zeil as your active Companion. Still Got It - Defeat non-player enemies across the Galaxy without the aid of your Companions. (No Companion may be summoned for progression. This does not progress through Warzones, Galactic Starfighter, Flashpoints, or Operations) Dealings in Hutt Space - Complete Repeatable, Exploration, or Bonus Missions while defeating enemies on Makeb, Nar Shaddaa, Quesh, Voss, and Ossus. Liabilities of Nar Shaddaa - Track down and defeat the following high profile targets on Nar Shaddaa: Kaeden Ta'kor (Republic), Kallik Kan (Republic), Kaemon Zahor (Empire), and Varus Logan (Empire). GSI Valued Partner - Complete the Mission: [WEEKLY] GSI Valued Partner Initiative. Cartel Warbots - Defeat the Rogue Cartel Warbot World Boss on Quesh and Battledroid R4-GL World Boss on Nar Shaddaa. Stay On Target - Earn Offense and Defense Medals by Capturing and Defending Satellites in Galactic Starfighter. I Have You Now - Defeat player enemies in Unranked Warzone matches. Quelling the Uprising - Complete Uprisings. Earn bonus progress for completing Crimson Fang, Done and Dusted, or Firefrost. Earn additional bonus progress for completing them on harder difficulties. (Requires a Subscription) This list is not all inclusive of the Priority Objectives which may be available for Season 2, however we hope this demonstrates the general notion of what to expect going through this next Season. We intend for there to be some crossover in Priority Objectives from week-to-week; in this example both the Priority Objectives “March Across the Galaxy” and “Utilizing the Shadow” are repeated. While building out the Season we are working to be mindful of the frequency of repeats to help keep the Season fresh feeling through. We hope this helps provide some additional insight into our current plans for Season 2 Priority Objectives, and as before welcome your initial feedback! Thank you!
  6. Hi all! I wanted to take an opportunity to sit down with you and chat about some of the systemic changes we are moving toward with Galactic Seasons: Season 2. You have all provided a ton of great feedback, both from our original PTS but also throughout this first Season. That feedback has helped us continue to shape and refine how Galactic Seasons looks and feels, and we would like to share that with you here before the next Season begins with the launch of “Legacy of the Sith”. Let’s dive in! Moving Priority Objectives Into Their Own Tab With Season 2, we will be moving the Priority Objectives out of the greater Conquest Objectives list and putting them into their own tab within the Conquest Window. This was one of the largest points of feedback provided throughout the original Galactic Seasons PTS, and we are excited to get that adjustment in for Season 2. When opening the Conquest window you will see two tabs--one for Conquest Objectives, and a second for Priority Objectives. By clicking on the Priority Objectives window, players will be able to see the list of Priority Objectives they have available to them, which/how many they have completed, and which/how many they still have available to complete. Changes to Priority Objectives Daily Emphasis is shifting to Weekly Emphasis With Season 1 there was a strong emphasis on Daily participation. This is evident in both the feel of the Season as well as our Season 1 point allocation, as shown below: Percent of Total Galactic Season Points - Season 1: Login: 11% (Sub) / 8% (Free/Pref) Weekly: 32% (Sub) / 33% (Free/Pref) Daily: 57% (Sub) / 58% (Free/Pref) For Season 2, we are flipping this around to instead focus on a week-to-week emphasis. As such, Season 2 will change from 2 Dailies and 2 Weeklies to 1 Daily and 10 Weeklies. Looking back at the Percent of Total Galactic Season Points allocation for Season 2, this is where it ends up: Percent of Total Galactic Season Point - Season 2 Login: 9% (Sub) / 5% (Free/Pref) Weekly: 74% (Sub) / 76% (Free/Pref) Daily: 16% (Sub) / 19% (Free/Pref) Our goals with this philosophy change is to: Ease the stress of daily participation and the feeling of missing out if you simply cannot log in for that specific day, or series of days. More closely align with the Login Reward philosophy of “at your own pace”. Provide all players more time to plan their Galactic Seasons week; both for themselves and their friends. Priority Objectives are no longer randomized By moving off the day-to-day and into the week-to-week philosophy for Galactic Seasons, we are also removing the randomized granting of Priority Objectives. All players will be given the same 10 Weekly Priority Objectives for the week, which will change from week to week. We hope this provides a clearer map for players to plan out their week; when they want to attack each PO, and how (with or without friends). Choose any 7 Weekly structure To give a larger net of flexibility in Priority Objective options, players will only need to complete 7 out of the 10 Weekly Priority Objectives. Once a player has completed their chosen 7 Weekly Priority Objectives, the other 3 will then become locked out for the remainder of the week. We want to provide players a way to earn as many Galactic Season Points as possible each week, while being able to participate in Objectives they find the most appealing. Daily Priority Objective is simply to earn Conquest As mentioned above, there will only be 1 Daily Priority Objective which will simply consist of “Earn Personal Conquest Experience”. Our goal is to give players the flexibility to continue playing Star Wars: The Old Republic however they wish on a day-to-day basis, while still making progress in the Season. In a later post, we will go into a few more details as to what the Season 2 Priority Objectives may look like. In the meantime, we would love to hear your initial thoughts on the proposed changes coming to Season 2 before we move into broader testing in a later PTS phase. Thanks again for your continued feedback! EDIT: Link to follow up post.
  7. Hi all, We wanted to take this opportunity to discuss some of the feedback we have received regarding Galactic Seasons and provide some answers and clarification, insight into our goals and how we addressed some of the issues which have popped up early this Season. This is going to be a large delve, so let’s dive right in! Season 1 End Date Our current plan has always been for Season 1 to last 5 months. Given the Season 1 start date of April 27th, that would put the end date for Season 1 in the September time frame, however we acknowledge we never stated the official end point. Season 1 will end on Tuesday, September 28 at 12:00PM GMT. This information will be available on the Galactic Season screen in an upcoming update. Galactic Seasons Tokens We have seen a lot of questions regarding Galactic Seasons Tokens and if they will or will not expire at the end of a Season. We do not intend to reset these Tokens at the end of any Season. Galactic Season Tokens are meant to be collected and shared from Season to Season. They are a permanent currency for any and all Galactic Seasons now and in the foreseeable future. Priority Objectives We have seen a lot of feedback in regards to the Priority Objectives, both in the types and variety of activities they include, the reroll feature, and the potential for sharing them with your friends to make it easier to tackle them together. More Variety/Refreshes: While Galactic Seasons will never have the same level of variety as the Conquest system, it is our intention to add more variety into later Seasons, which we believe should address both the desire for more variety as well as more refreshes. When we looked at Season 1, we considered a few key elements; activity patterns we saw in player week to week Conquest participation, where there was opportunity to increase engagement, ensuring that Daily and Weekly Priority Objectives fell into a certain time-to-complete range, and ensuring that no matter which objective you had it was relevant to what you are able to actually participate in. By keeping this initial list of Priority Objectives a little more trimmed down and focused, we could ensure that players met all of these key elements. As we move into future Seasons we will be building further upon this foundation. Linking or Sharing Priority Objectives: Similar to refreshes, we are looking into how we can solve the core desire in this request. Priority Objectives are built using the same tech we use for Achievements and Conquest Objectives. Unlike Missions, this tech does not inherently contain capabilities for sharing, so there would be a lot to consider in supporting this type of feature. While we will continue to explore what this could look like, we know that it is important for players to be able to participate in Galactic Season Priority Objectives with friends, and that is an aspect we are and will be more deeply exploring solutions for while building out future Seasons. Jaleit Nall Rotational Vendor Our Galactic Seasons vendor, Jaleit Nall, is intended to be a rotating vendor similar to Kai Zykken, however with a longer rotating cadence. We have seen the feedback that players had saved up for a very specific item on her inventory which then became unavailable without notice. To help make this a more predictable schedule, we will be simplifying and unifying the rotating cadence with Game Update 6.3.1 such that all rotations will occur once every week at 12:00AM GMT. This will line up more appropriately with Kai’s current rotation cadence, and we hope will help make her inventory more predictable. Group A will remain active for 1 week, and then cycle out for 3 weeks. Group A will consist of the following rewards: HK-55 Jetpack Lucky 77 Swoop Makrin Creeper Seedling Model Gravestone Nico Okarr Nico Okarr's Duster Nico's Blaster Propaganda: Fight For The Meatbags Replica Tauntaun Ram Title: The Illustrious Group B will begin a week after Group A, remain active for 1 week, and then cycle out for 3 weeks. Group B will consist of the following rewards: Eternal Empire Patroller Galactic Alliance Statue Replica Gannifari HK-55's Blaster Pistol Kakkran Daggerstar Model Zakuul Battlecruiser Rapid Recon Walker Shae Vizla Title: Test Pilot Title: The Intrepid Group C will begin a week after Group B, remain active for 1 week, and then cycle out for 3 weeks. Group C will consist of the following rewards: Grand Statue of Revan Replica HK-55 Helmet HK-55's Sniper Rifle JA-3 Subversive Battle Droid Mini-Mogul NM-1 Model Mach 2 Paxton Rall Title: Scourge of the Hutts Umbaran Patrol Tauntaun Group D will begin a week after Group C, remain active for 1 week, and then cycle out for 3 weeks. Group D will consist of the following rewards: Chiss Talon Interceptor Dazh Ranos Heliotropic Subteroth HK-55's Vibrosword JA-3 Speeder K1-W4 Astromech Droid Makeb Gazebo Replica RE-1 Scout Droid Title: The Risen Important notes: Jaleit Nall will always be available regardless of the season being active or not. Her inventory will continually cycle through the same rotation as noted in the David's post. Once Group D is done, the rotation will cycle back to Group A. Ki'at Thavo will have Season 1 items until Season 2 starts, then his Season 1 items will be removed and replaced with Season 2 items. State of Priority Objectives We understand and acknowledge that there were initial issues with Priority Objectives, and would like to give some insight into why these issues occurred, and what we have done to address them. Priority Objectives not tracking: Players had reported that certain Priority Objectives stopped tracking either under certain conditions, such as the Daily PO: Defeat Capital Enemies, or had been tracking and then suddenly stopped. This was complicated because it was not tied to any one specific process. Instances where players had Priority Objectives which were tracking and then suddenly stopped tracking was a result of an error in the schedule between Galactic Seasons Weekly schedule and the Conquest Schedule. In this instance, the Galactic Seasons schedule switched over to the next week indicating that new Priority Objectives were available prior to the Conquest schedule switching over. Because Priority Objectives are built using the same tech as our Conquest Objectives, if a player happened to log in during this window of time there was a potential to obtain new Priority Objectives as the system intended. However when the Conquest schedule flipped over 12 hours later, the newly acquired Priority Objectives of those players had then become invalid, thus preventing them from further tracking and advancing. We have brought these two schedules back in line with each other as we intended, and have made additional development and internal testing improvements to prevent this in the future. Further, we are exploring additional ways to further separate the two systems from each other to help prevent this in future Seasons. In instances where players had Priority Objectives which were tracking and then seemed to not track or update under other conditions was due to the complexities of our Priority Objectives multiple conditional passes. In these cases, a condition check was preventing characters above certain Levels from progressing Priority Objectives which were already provided as a player’s assigned Priority Objectives. We have resolved this condition check and have made notes for future internal development and testing to ensure that this does not occur moving forward. Refreshing into completed Priority Objectives: Refreshing into Objectives which were already completed was due to one of the Priority Objective’s final condition checks failing, allowing progress on Objectives which were not visible or assigned to the player. This is the same tech which allows hidden Achievements to progress and to then display themselves when completed, so we needed to ensure that our fix for this was methodical to prevent a more widespread issue. We have identified the fix and rolled it out to all Priority Objectives, and will continue to cross check this while developing and internally testing all Priority Objectives. In addition, we are looking into ways to further prevent this as we move into Season 2. Only having one Priority Objective: This was due to a timing issue with a safeguard we had placed in to prevent players from being assigned previously completed Priority Objectives. In this instance the system was assigning Priority Objectives to the player, however the Conquest system was then resetting those same Priority Objectives leaving players in a bad state and potentially with only 1 Weekly Priority Objective if they had already done that Weekly during the week prior. We corrected this behavior, and in addition created a form of self-repair in the event this occurs again. This checks if a Legacy has the correct number of Priority Objectives, and if not the system will recognize this and assign the Legacy another valid Priority Objective. We are examining all of the issues we have had with Priority Objectives with Season 1 and applying that knowledge moving forward. We are seeing where there are additional opportunities to separate out some of the systems, and ways to simplify. We want to thank you for your continued feedback. We are very actively gathering and using it to refine what Season 2 may look and feel like. EDIT: Added clarification on vendor availability post Season 1.
  8. Hi all, Thank you for the reports regarding the Catch-Up system not launching on the date and time we had stated on Tuesday. We investigated this and found a one-day discrepancy in our debugging tools and schedule, resulting in the previous date and time we provided to be exactly 1 day behind the actual schedule for Catch-Up. We are addressing the discrepancy in our debugging tool and adding additional layers of checks to prevent this from occurring in the future. When we planned Catch-Up, we did so with the intention of providing a large buffer between when the Catch-Up system reached its Max Catch-Up Level (currently at Reward Level 95 as stated on Tuesday), and when the Season would end. Catch-Up will still reach the Max Catch-Up Level with ample time before the end of the Season, providing all players time to utilize Catch-Up to continue their Seasons progression. My initial post will be updated to reflect this info. Thank you again for your patience and understanding.
  9. Hi all! The Credit Catch-Up system for Galactic Seasons will begin this Friday, May 28th, so we wanted to take a moment and discuss what this Catch-Up brings with it, how it works, and give some insight into what it may cost. What is the Credit Catch-Up system? The Credit Catch-Up system is a way for players to unlock eligible Galactic Seasons Reward Levels with in-game credits to catch back up in their Galactic Seasons progress. It is designed to help players who may have fallen behind our anticipated Galactic Seasons progression cadence, or for those players who are just now joining the Season or may try the Season at a later time. How does Credit Catch-Up work? Once active, the Credit Catch-Up system progresses day over day, allowing Reward Levels up to that day to be unlocked with Credits. This means that starting Friday the 28th at 12:00PM GMT, Reward Level 1 will be eligible for Credit Catch-Up. On Saturday the 29th, up to Reward Level 2 will be eligible for Credit Catch-Up. On Sunday the 30th, up to Reward Level 3 will be eligible for Credit Catch-Up. This will continue until the Catch-Up system reaches our current Max Catch-Up Level, which is Reward Level 95. Once it reaches that point, all Reward Levels up to Reward Level 95 will remain available for Credit Catch-Up throughout the remainder of the Season, allowing players who have fallen far behind or who come in near the tail end of the Season an opportunity to Catch-Up in their progression. How do I know which Reward Levels are Catch-Up eligible? Any Reward Level which is eligible for Catch-Up will show the Credit icon on them with the phrase “Catch-Up”. When a player clicks on that they will be presented with a purchase option of either Cartel Coins or Credits. Will I be eligible to use this system? This depends on where you are in the current progression of the Season, and where you may be later on in your progression of the Season. If you are above Reward Level 1 when Catch-Up begins on the 28th you will not see any change. If you are new to Galactic Seasons starting on the 28th, you will see Reward Level 1 as an eligible Catch-Up Players become eligible for Catch-Up if they are behind the day over day progression of the Catch-Up system. As an example, if a player joined the Season on Tuesday June 1st, they would be eligible to use the Catch-Up system to advance to Reward Level 5. If you are a player who has been advancing throughout the Season naturally, chances are you may never encounter this system - and that’s ok! This system is intended as a means for players who find themselves coming in late to the Season or falling behind in the progression a chance to catch back up. If you never encounter it, you can rest assured that you are making ample progress in the Season! How much will the Catch-Up system cost? The cost of each Reward Level unlock is similar to the Jump Ahead system we offer with Cartel Coins in that each Reward Level unlocked is a multiplier against a base cost. In the case of Credit Catch-Up, the base Credit cost is 175,000 Credits. However, unlike the Jump Ahead cost, this Credit cost of each additional Catch-Up grows at an exponential rate. As an example, here is the cost associated with the first 10 Credit Catch-Up unlocks. Note that this cost is not strictly the first 10 Reward Levels; rather it is the cost for unlocking any 10 Reward Levels through Catch-Up, regardless of which Reward Levels those are. Catch-Up #1 = 175,000 Catch-Up #2 = 494,974 Catch-Up #3 = 909,326 Catch-Up #4 = 1,400,000 Catch-Up #5 = 1,956,559 Catch-Up #6 = 2,571,964 Catch-Up #7 = 3,241,045 Catch-Up #8 = 3,959,798 Catch-Up #9 = 4,725,000 Catch-Up #10 = 5,533,986 We hope this helps give some clarification and context for the upcoming Catch-Up system! Keep an eye out for an additional post in the near future covering some general Galactic Seasons items! Thank you again for all of your continued feedback. EDIT: Modified date based off of updated info provided here.
  10. Hi all, As we enter week 3 of PTS for Galactic Seasons, we wanted to take a moment and give you some information on some changes and updates we have made to Galactic Seasons. Let’s dive in! Reward Track and Galactic Seasons XP We have continued iterating on the Reward Track and Galactic Seasons screen. Here are some updates you should expect to see with the Reward Track and Galactic Seasons screen this week: The Galactic Seasons experience bar should now correctly track your progress. Tooltips are now enabled for the Reward Track. Previewing is now available for rewards on the Reward Track. Altuur’s Ornate weapons, the Albino and Arid Teithek, and Altuur’s Infiltrator customization previously found only on Ki’at Thavo, the Galactic Seasons Seasonal Rewards vendor, are now also available on the Subscriber Reward track. Decorations granted through the Reward track will now grant 10 copies of themselves. Each page of the Reward track now displays 5 Reward Levels. The Login Rewards screen has been updated to reflect the opportunities to earn Galactic Season Points simply by logging into the game any 4 days of the week. This is available to all players regardless of their Subscription status, however Subscribers will earn more Galactic Season Points per week. Galactic Season point values from Login Rewards have been changed. The new values are as follows: Subscribers will earn 8 Galactic Season Points per week from Login Rewards (down from 12). Free and Preferred players will earn 4 Galactic Season Points per week from Login Rewards (down from 8). Priority Objectives We are continuing to make adjustments to Priority Objectives based on feedback, both in terms of how to locate them as well as what their requirements are. Here are some updates you should expect to see with Priority Objectives this week: Clicking on the Daily Priority Objectives and Weekly Priority Objectives portion of the Galactic Seasons screen will now correctly take you to your assigned Priority Objectives. Priority Objective filtering should now be in place to only show you your active Priority Objectives which will earn you Galactic Season Points. Priority Objectives will now display the number of Galactic Season Points you will earn for completing them in the rewards section of the description panel of each Priority Objective. Priority Objectives have now been given a different background than standard Conquest Objectives to help differentiate them a little more on your list when viewing them in the Conquest Window. Priority Objectives will now display as purple when being tracked to help differentiate them from Conquest Objectives or other tracked Achievements. Priority Objective Refresh You will now be able to Refresh Daily and/or Weekly Priority Objectives to remove ones you may not have desire to do and replace them with another option. Players will be allowed one Refresh per day for Daily Priority Objectives, and one Refresh per week for Weekly Priority Objectives. When viewing your Priority Objectives in your Conquest list, there will be a “Refresh” option in the description panel for Objectives eligible for a Refresh. Activating this will remove the assigned Priority Objective and replace it with another. There is a known issue with this first implementation. Please see the known issues section below. Priority Objectives List When Galactic Seasons goes live, players will be given Daily and Weekly Priority Objectives based around a section of the Galaxy. For PTS, we will cover the Coreward Worlds section of the Galaxy, which includes planets such as Alderaan, Balmorra, Corellia, Mek-Sha, and Onderon. Below is the list of all potential Priority Objectives available during this week of PTS. Note that while this list encompasses all potential Priority Objectives, this does not mean that all players will encounter all of these during any given week. Rather, this is the pool for which Priority Objectives are assigned to players from. Daily Priority Objectives Daily PO: Defeat Coreward World Enemies: Defeat non-player opponents across Alderaan, Balmorra, Corellia, Mek-Sha, or Onderon. Requires 75 defeated enemies [*]Daily PO: Defeat Alderaan Insectoids: Defeat insectoids across Alderaan. Insectoids include: Geonosians, Killiks, Colicoids, Shaclaws Requires 75 defeated enemies [*]Daily PO: Defeat Balmorra Insectoids: Defeat insectoids across Balmorra. Insectoids include: Geonosians, Killiks, Colicoids, Shaclaws Requires 75 defeated enemies [*]Daily PO: Coreward Heroics: Complete [HEROIC] missions on either Alderaan, Balmorra, or Corellia. Requires any 3 from either Alderaan, Balmorra, or Corellia [*]Daily PO: Black Hole Daily Missions: Complete [DAILY] Missions in the Black Hole. Requires 6 Daily Missions [*]Daily PO: Onderon Daily Missions: Complete [DAILY] Missions on Onderon. Requires 5 Daily Missions [*]Daily PO: Unranked Warzones: Compete in any Unranked Warzone match. Requires 1 completed Unranked Warzone match [*]Daily PO: Galactic Starfighter: Complete any Starfighter match. Requires 1 completed Galactic Starfighter match [*]Daily PO: Defeat Capital Enemies: Defeat non-player opponents across Coruscant or Dromund Kaas. Requires 75 defeated enemies [*]Daily PO: Defeat Home World Enemies: Defeat non-player opponents across Hutta, Korriban, Ord Mantell, or Tython. Requires 75 defeated enemies Weekly Priority Objectives Weekly PO: Coreward Flashpoints: Complete any of the following Flashpoints on Veteran difficulty mode through Group Finder: Assault on Tython, Depths of Manaan, Kuat Drive Yards, Red Reaper. Requires any 3 completed Flashpoints [*]Weekly PO: Coreward Worlds Operations: Complete any of the following Operations on Story difficulty mode: Nature of Progress, Scum and Villainy, or Hive of the Mountain Queen. Requires 1 completed Nature of Progress or Scum and Villainy, or 3 completed Hive of the Mountain Queen [*]Weekly PO: Unranked Warzones: Compete in Unranked Warzone matches. Requires 3 completed Unranked Warzone matches [*]Weekly PO: Galactic Starfighter: Complete multiple Starfighter matches. Requires 4 completed Galactic Starfighter matches Known Issues Below is a list of known issues for this week: Deactivating your Vaiken Spacedock or Carrick Station Penthouse will prevent you from being able to reactivate them. Please do not deactivate them if you intend to participate in testing and/or providing feedback on them New characters who unlock Altuur will have the intended version of him which includes a fix preventing him from equipping head gear. Currently unlocked and active versions of Altuur will not demonstrate this, and as such there may be some clipping issues if you attempt to place a helmet on him (specifically while using his Customizations). The functionality for Daily Priority Objective Refresh is unintentionally only resetting if the account is logged in during our daily reset time (6AM CST/12PM GMT). Questions For the Week Here are a new set of questions for this week’s PTS! Are you able to quickly locate your Priority Objectives and efficiently track them? Do you feel like you have agency to make decisions regarding your Priority Objectives (which aspects of the Objectives to complete, being able to complete them with friends)? When tracking multiple types of objectives, is it clear which ones are your Priority Objectives versus those which aren’t? Are the Priority Objectives clear as to what needs to be done to complete them? Is it clear how Priority Objectives contribute to the progression of Galactic Seasons? What feedback, if any, do you have regarding the new Refresh feature on Priority Objectives? Any additional feedback you may have regarding this latest update to Galactic Seasons is welcome! Thank you all again for helping us shape Galactic Seasons!
  11. Hi all! I wanted to update this thread and address some of the great feedback we have received so far! There is a bit of confusion about why some of the Priority Objectives appear to not be working. There are currently more objectives showing than there should be, and the assigned Weekly Priority Objectives are not being filtered to the top of the Conquest list like the Daily Priority Objectives are. We are aware of this issue and working to have it resolved. The naming convention for the Daily and Weekly Priority Objectives causes some confusion. We will be making another pass to make this clearer to players. The Galactic Season progression is currently not showing through the experience bar, however, you should be seeing progression through the point tracking on that same screen. Other feedback we have noted since PTS has started: There is a wish for additional Galactic Season Tokens to be earned. Tracking Priority Objectives is hard to do because it is binarily “Done” or “Not Done”. Additional variance in the Daily Priority Objectives and ways to complete them (with friends and solo). Please note that we are in the process of gathering all the constructive feedback that’s being compiled here. While we are discussing the feedback noted above, that doesn't necessarily mean changes are coming for those points. However, we will circle back on what we are, or aren't changing, and why! Lastly, as with any new feature in development, there will be a few kinks as the rest of the system comes online. We thank you for the continued feedback and patience as that process continues. We look forward to continuing to build Galactic Seasons out with your input!
  12. Hi all! I wanted to take a moment to go into further details for Galactic Seasons and provide you all some insight into how you can expect to interact and progress through this new reward track, and then answer some questions we have seen! Earning Galactic Season Points: Priority Objectives and Login Rewards In order to progress through Galactic Seasons you will need to earn a new type of experience called Galactic Season Points. Earning Galactic Season Points can be done through various means-the first being through completing specific Daily and Weekly Conquest Objectives we are calling Priority Objectives, and the second being from Login Rewards! When you first log in, you will be given 4 Priority Objectives; 2 Daily Priority Objectives, and 2 Weekly Priority Objectives. Daily Priority Objectives refresh every day, providing you with up to 14 Daily Priority Objectives per week. Weekly Priority Objectives refresh themselves on the Weekly reset. This means you will only ever have 2 Weekly Priority Objectives per week. Priority Objectives comprise of existing and new Conquest Objectives, and can be identified by their new Galactic Seasons icon, their mention of Galactic Season Points (GSP), and should be filtered to the top of your Conquest Objective list. Completing a Priority Objective will grant the standard Conquest Points attached to the base objective. Daily Priority Objectives are intended to be Objectives you can complete entirely on your own, and (generally speaking) should take no more than 20-30 minutes per Objective. Our goal is that these are Objectives you would most likely already be completing while working through your Conquest goals. Below are some examples of Daily Priority Objectives you may find (subject to change): Complete Corellia: Defeat Enemies 2 Complete CZ-198: Weekly Mission Weekly Priority Objectives are intended to be Objectives you may require assistance in completing, and (generally speaking) should take no more than 50-70 minutes per Objective. Below are some examples of Weekly Priority Objectives you may find (subject to change): Complete Operation: Story Complete Unranked: Victorious 2 In addition to Priority Objectives, players may also earn Galactic Season Points through the Login Rewards system by simply logging into the game any 4 days of the week! Utilizing the Subscriber Bonus Rewards day tracker (the check marks on the Login Rewards page), this point grant is available to all players, regardless of their Subscription status (though Subscribers will earn extra Galactic Season Points). Talking Numbers! Now that we know how to earn Galactic Season Points, let's talk about the current numbers associated with each avenue, how many points you need per Reward Level, and how long we plan for Season 1: The Stranger From Kubindi to last! As always, the following values are subject to change. As mentioned in our announcement blog for Galactic Seasons, our current planned duration for Galactic Seasons: Season 1 is 5 months (or roughly 150 days). Each Reward Level will require 8 Galactic Season Points to obtain, for a total of 800 Galactic Season Points over the course of the Season. Below are the current incomes for Galactic Season Points and their avenues. Login Rewards (Granted on day 4) Free and Preferred players: 8 Galactic Season Points per week Subscribers: 12 Galactic Season Points per week [*]Daily Priority Objectives Free and Preferred players: 2 Galactic Season Points each Subscribers: 3 Galactic Season Points each [*]Weekly Priority Objectives Free and Preferred players: 8 Galactic Season Points each Subscribers: 12 Galactic Season Points each Given these values, a subscribed player has the opportunity to earn up to 78 Galactic Season Points per week, while Free and Preferred players have the opportunity to earn up to 52 Galactic Season Points per week! This means that a Subscribed player who actively participates to earn all possible points available to them per week will be able to reach Reward Level 100 with ample time to spare! Frequently Asked Questions Below are some questions we have seen come through with regards to Galactic Seasons: Q: Will the rewards from Galactic Seasons only be available during their specific Season? A: Rewards from the Reward Track are intended to only be available during their specific Season. Items found on the Galactic Seasons vendor will rotate in and out over time, including items relating to the rewards from the Reward Track (i.e. alternative colorings, or “skins”, of the Seasonal mounts). Q: Does this mean Seasons won't be a one-time thing, but will be recurring? A: Yes, our plan is that Galactic Seasons will be a recurring feature moving forward! Q: Can we obtain previous or existing Operation or Warzone rewards from Galactic Seasons and/or the Galactic Seasons vendor? A: No. Warzone and Operation rewards are tied to the effort put forth in those activities. You should not expect to see any rewards from previous or current Warzone or Operations explicitly in Galactic Seasons or the Galactic Seasons Vendor. Those rewards are, and will continue to be, specific to those activities. Q: Will you be increasing the cap for Strongholds? A: We are currently investigating this. Stay tuned! We hope you enjoy Galactic Seasons on PTS, and look forward to discussing it with you!
  13. Hi all, I wanted to take a moment and address a few points we are seeing in this thread. With regard to the changes we made recently to Crafting based Conquest Objectives, these changes were made because there was proof of exploitative behavior, both provided by the community as well as within our own data. While this was largely related to the Crafting: Inventor Conquest Objective, we also saw indication that this same behavior was also affecting and was possible with the Crew Skills: Harvesting Conquest Objective and had the potential to reach further into all other avenues of Crafting based Objectives. As Chris mentioned, many of these activities were found to be repetitive in nature such that they could be automated in ways which violate our Terms of Service. Because many of the Crafting based Conquest objectives were open-ended (aka Infinitely Repeatable), this combination had the potential to cascade. We needed to close these systems off, hence changing them from Infinite to Weekly/Daily. While addressing the issue above, we took into consideration players who enjoy Crafting and wish for it to remain a viable means for earning Conquest. By increasing the number of required crafts for the Weekly, we were able to appropriately balance the Objective to provide more points than if we had done a 1:1 conversion (for instance, if we had simply changed the previous Craft 50 to a Weekly). We then created Crafting: Inventor 2 as a means for players to earn additional Conquest points through the Crafting system. This was in an effort to alleviate the change in repeatability, while still providing means for Crafting to be used for Conquest contribution. You can now earn more Conquest for crafting less items than before the update, as exampled below 1 Weekly Objective = 6,400 Points for 100 Crafts 7 Daily Objectives = 7,700 Points for 350 Crafts For a total of 14,100 Points for 450 Crafts. Previously in order to earn 14,100 Conquest Points through Crafting, players would have needed to have crafted ~950 items. This has not been the first time we addressed Infinite repeat objectives. In the past, we made a change to the formerly Infinite Repeatable Chapters: Defeat Skytroopers 2 to a Daily Repeat to also address exploitative behavior we were seeing. Crafting was not and has not been explicitly singled out. We are always assessing Infinite Repeat Objectives offered and their potential for negative behavior, while also considering their benefit, or lack thereof, in the greater game. I also want to come back to the points I made in my original Guilds and Conquest post. Guilds are a large factor in not only our game, but in any game with a social backdrop to it. We took into consideration the negative impact the behavior we were seeing had on new players whether they be new to the game or new to Guilds. Changes were made to ensure that players were joining the right Guild for the right reasons including the departure from said Guild. I would like to note a few takeaways based off of feedback we received; 1) Players use(d) crafting (and specifically the lower point Crafting: Inventor) to tip a character nearing their 50k Personal Conquest just enough over the goal without taking up other potential objectives for your remaining characters. 2) There is a desire for a healthy number of lesser point “filler” objectives which can be used multiple times over larger point objectives to help ensure that the first point is covered. 3) There is a wish for Crafting to remain (and be more of) an integral part of the Conquest experience. 4) Players want to see change in how Conquests work, specifically with Leaderboards. This feedback does not fall on deaf ears. We actively discuss ways we can address both the viability and importance of crafting in Conquest, address the notion of not wanting to tip far over the 50k Personal goal to ensure you have room for alternate characters, and how we can make Conquest a competitive yet fair system for Guilds of all sizes. We will continue to take your suggestions into consideration while also taking a look into the larger picture of Conquest and how we can continue to improve it. As always we appreciate your feedback, and ask that you continue to be civil and respectful in your discussions, and keep the threads on topic.
  14. Hi everyone, We wanted to let you all know of some updates we are making to Conquest as it pertains to Guilds and Guild Contributions. This update will specifically touch two main aspects of Guild Conquests - when a new character joins a Guild, and when any characters are removed from a Guild - and how Conquest Points will be handled. New Character Grace Period When a new character has accepted an invite into a Guild, that character will begin a Grace Period with the Guild. During this time, that new character can still earn their own Personal Conquest goals and rewards, but their Conquest efforts will not be calculated into the Guild’s Conquest efforts until the next Conquest event. As such, new characters will not immediately appear in a Guild’s Conquest Leaderboards, and will not be eligible for the Guild’s Invasion Reward. When new characters view the Guild Invasion screen, they will see a message indicating that they are currently unable to contribute towards their new Guild’s Conquest score, and must wait until the next Conquest event. Similarly, when viewing the Guild Roster page new characters who are unable to contribute will be indicated as such, allowing Guild Leadership to get a better picture of who cannot actively contribute. It is important to note that this Grace Period is per character, and not account. If a player already has a character in a Guild, and is bringing an alternate character into the Guild, the Grace Period only applies to that alternate character, and not all characters from that Legacy. Equally as important to note is that this Grace Period will also apply to all new Guilds being formed. Joining a Guild is an important aspect of our game, and we want to ensure that both the Guild and new members are given time to assess each other properly, without the pressures of reward systems potentially interfering in that period. Character and Guild Separation When a player is removed from a Guild by the Guild, their Conquest contributions will now be removed from that Guild as well. In the event the character leaves a Guild on their own accord, the points they contributed to a Guild’s Conquest will remain with the Guild for that Conquest. When removing characters, Guild Leadership will now be provided with a notification informing them that removing the member will result in a loss of that member’s Conquest contributions. Again, it is important to note that this is per character, and not account. Guild Commendation Reward As a result of the changes mentioned above, the time frame in which a Guild will earn their Guild Commendation Invasion Reward is being changed. Guild Perk Rewards will now be tallied at the end of a Conquest event rather than during it, and as such the Commendation Reward from Invasions will be given when the subsequent Conquest begins. We want to ensure that character and Guild separation is done in a healthy and amicable way. As always, thank you to everyone who has sent in feedback regarding how the current system was being used. We feel these changes will allow players and Guilds to build healthier relationships when experiencing this aspect of SWTOR, and are aiming to have these changes in an update in the near future. EDIT: Added Guild Commendation Reward section. EDIT 2: Posted a follow up in the thread which can be found here.
  15. Hi all! We have seen some confusion recently regarding the functionality of the Minor Rampage Achievement Boost, so I wanted to take this opportunity to go over its intended functionality. As you progress your journey through the Galaxy, you will come across various Achievements for defeating a certain number of generic enemies. Let’s take a look at a few of these. Removing the Riff Raff: Defeated 100 Criminal Combatants on Corellia (located under Aliens and Mercenaries in the Corellia Location section of Achievements) Taris Eradication: Defeated 5000 non-player opponents while on Taris as a Republic player (located under General in the Taris Location section of Achievements) T7-01 = Honorary Jedi: Defeated 1000 enemies with T7-01 as your active companion (located under T7-01 in the Jedi Knight Companions section of Achievements) I’m Gunna Get You, Czerka: Defeated 480 non-player opponents while on CZ-198 (located under General in the CZ-198 Dailies section of Achievements) Using the Minor Rampage Achievement Boost will increase the defeat counts for these Achievements by 2x. This means 1 defeated Criminal Combatant on Corellia will count as 2 as far as the Achievement counter is concerned, allowing you the opportunity to obtain these Achievements at an expedited rate. Keep an eye open for Achievements which similarly require general enemies to be defeated - the Minor Rampage Achievement Boost will increase those counts! This boost will not however affect counts towards Player defeat Achievements, Boss or Named Enemy defeat Achievements, or Conquest Objectives. For example, you are on CZ-198 defeating enemies for the ‘CZ-198: Defeat Enemies’ Conquest Objective, and you also have the Minor Achievement Boost active. The counts for the Conquest Objective will remain 1:1 (meaning 1 defeated enemy counts as 1 count toward your Conquest Objective), however counts towards the ‘I’m Gunna Get You, Czerka’ Achievement will be doubled, even if you are defeating the same enemy. We hope this information helps clarify the functionality of this new boost!
  16. Hi all, Some older materials were accidentally included as a part of the Material Bags for Login Rewards. These materials include T’pala Paste, Dermaseal, Bio-Bacta Tank, and Narco-mist. This was unintentional as these materials are currently not used in the game. These materials should be sold to a vendor. With an upcoming update the materials will be renamed to ‘Obsolete Crafting Materials’, and will no longer be included in the Login Reward materials bags.
  17. Hi all! I wanted to take a moment and let you know we are making an adjustment to the Stims offered in the Login Rewards. The current stims will be replaced with new ‘Expansive’ stims and adrenals. These new Expansive stims will provide benefit based on the level of the player at the time of application rather than a flat benefit, and persist through defeat. In addition, their vendor sale value has been increased. Once this update goes live, your existing stims from the Login Reward system should convert to their new functionality. The Basic Battle Versatile Stim will become an Expansive Versatile Stim. The Basic Command Stim will become an Expansive Command Stim. The Prototype Battle Versatile Stim will become an Expansive Attack Adrenal. This change will be available in a coming update. Thank you for your continued feedback!
  18. Hi all! First and foremost, thank you for the excellent feedback regarding Login Rewards. I would like to go over some points I have seen and talk a little more about them! More Unique Rewards Our goal with the Login Reward system is to allow itself to continually cycle between the Reward Calendars. As such, the rewards are intentionally designed to include consumable-style items all players can use, rather than (one-time) unique items. Adding unique rewards to the Reward Calendars is not currently in our plans for the Login Reward system all players will have access to. That being said, we know that these unique rewards are what you want to see! One place you may find unique rewards appear is in the Weekly Subscriber Bonus Reward track. We have designed the back end (developer side) of this specific reward track to allow us flexibility to provide more robust (and unique) rewards versus that of the shared Login Reward track. In addition, we have further plans of ways to provide exciting and exclusive unique rewards, which...well….we can’t go into that yet, but the Login Reward System is the first step in a larger whole! Changing Reward Calendars One of the points we have seen is in regards to the Reward Calendars, and feeling like you are stuck into one you may not find value in (for instance, you are a PvE centric player who gets the “Aggressive Negotiations” Reward Calendar). As I mentioned in my last post, the reward structure for all Reward Calendars is almost identical, save for the Calendar-Defining rewards. This was intended to alleviate this, but the concern is valid. I would like to clarify that the Reward Calendars will never immediately repeat themselves - once you complete a Reward Calendar, you will not (and cannot) be immediately put into that same Reward Calendar. Rather, you will be given a new Reward Calendar based on the remaining two Reward Calendars. For example, I completed the ‘Strength In Allies’ Reward Calendar, and will then move into either the ‘Aggressive Negotiations’ or the ‘United Efforts’ Reward Calendars. I will never have two of the same Reward Calendars back-to-back. That being the case we have been discussing additional options for this, and will continue to monitor feedback regarding it. Thank you all again!
  19. Hi all! I wanted to take a moment and go a little deeper into our new Login Rewards system! What Is the Login Reward System? The Login Reward System is a new way to earn rewards each time you log into the game. All players, regardless of their subscription status, are eligible to participate. In addition to the Login Reward, Subscribers are eligible for a Weekly Bonus Reward! Subscribers who log into the game at least 4 days during a week will be eligible to claim their Weekly Bonus Reward, which will vary from week to week. Earn At Your Own Cadence One of our primary design goals for the Login Reward system was to allow you the opportunity to progress your Reward Calendar at your own pace, without missing rewards! As such, the system tracks accumulated logins (think of a punch card), providing you with a reward every time you log into the game. This means that if you log into the game for the first time on Monday, you earn your first reward. If you do not long into the game again until Friday, you still earn your second reward, as that is your second login. This continues until you have completed all 28 days in a Reward Calendar. Our Login Reward system does not have a timed expiration; you may progress the Reward Calendar at your own pace, be that 28 days, or more. We want your experience logging in to be a positive one, any time and every time. Reward Calendars The Login Reward system comprises 3 different Reward Calendars, each being 28 days in length. When you log into the game, you will be assigned 1 of the 3 different calendars; ‘Strength In Allies’, ‘United Efforts’, or ‘Aggressive Negotiations’. While the majority of the rewards are shared across all calendars, each of these specific calendars comes with their own “calendar defining rewards” based around their “theme”, or associated gameplay system. Strength In Allies - Companions. As you progress through this calendar, you can expect to earn various levels of Companion gift qualities and amounts. United Efforts - Crew Skills. As you progress through this calendar, you can expect to earn various levels of Material qualities and amounts. Aggressive Negotiations - Warzones and Galactic Starfighter. As you progress through this calendar, you can expect to earn various stims, adrenals, and Requisition grants. Once you have completed your 28 day Reward Calendar, you will be assigned a new Reward Calendar on your next login, and can immediately continue to earn rewards. Rewards All players, regardless of their subscription status, are eligible to participate in Login Rewards! Rewards may only be claimed once per server, however almost all rewards which come from the Login Reward system are Bind On Legacy. This means that even if you logged into your main character who doesn’t need a particular item, you can still claim your reward and simply pass it onto another character on your account at your leisure. As you progress through a Reward Calendar the rewards and the reward amounts will become more and more lucrative, and will include: Credit Chips Scavenged Scrap Assorted Droid Parts Jawa Junk Kai Zykken's Satchel of Dyes Cartel Certificates Every 7th login you can expect to find a chest waiting for you, filled with various rewards including a calendar-defining reward and the following (based on the login number): Purple Sparkle Powder ( 7th login in a calendar) Tech Fragments (14th and 28th logins in a calendar) Credit Chips (21st login in a calendar) Personal Conquest Requisition (Grants 50k Personal Conquest points - 28th login in a calendar) Legendary Embers (28th login in a calendar) Subscriber Weekly Bonus Rewards In addition to the Login Reward, subscribers are eligible for a Weekly Bonus Reward! Subscribers who log into the game at least 4 days during a week will be eligible to claim their Weekly Bonus Reward, which will vary from week to week. These rewards are designed largely as time savers for Subscribed players, and include the following (to name a few): Personal Conquest Requisition (Grants 50k Personal Conquest points) Valor Token (Grants 6k Valor) Badge of Renown (Grants 160k Renown) Crate of Universal Prefabs (Grants 1 of each MK-1, MK-2, MK-3, and MK-4 Universal Prefabs) We hope you enjoy this new and exciting system, and look forward to your feedback!
  20. Hi all! As I mentioned last week, there was an additional pass on Conquests for 6.1.4 we were performing. We have this ready to go now, so I would like to take this opportunity to go over what it entails. Almost every objective across the board has seen a shift up in points. This will bring values for Objectives such as Defeat Enemies back up to around where they are on our Live server (more on this below), while also further increasing specific high effort and time Objectives. [*]Starfighter: Dominate the Stars is now an Infinite Repeat (change from Daily Repeat). [*]Starfighter: Bomber/Gunship/Scout/Striker Pilot are now available during all Conquests. Starfighter: Bomber/Gunship/Scout/Striker Pilot Eternal will remain available only during Total Galactic War and Clash In Hyperspace. [*]Starfighter: <Ship> Pilot Eternal has been updated from requiring 5 battles to only requiring 1. [*]Missions: Story Time is now also available in the 71+ Level Bracket. [*]Missions: Heroic is now only available in the 10-49 Level Bracket (change from 10-49, 50-70, 71+) and is now an Infinite Repeat (change from Daily Repeat). [*]Many “Complete [WEEKLY] Mission” Objectives are now Daily Repeat, allowing multiple characters per Legacy to complete them. Objective Point Increase This point pass lifted almost all point values across the board up for all content types. Our intention here was to bring a little more parity of point values between 6.1.2 and 6.1.4, while also maintaining our desire to reward high complexity and time intensive activities. We will again use the demonstration of running through two Daily Areas; CZ-198 and Yavin 4, and once again going off the assumption that while running this we will accomplish Defeat Enemies, Defeat Enemies 2, Mission Complete, and the Weekly Mission. The following demonstrates values without any bonuses added to them, and are subject to change. CZ-198 Daily Area CZ-198: Defeat Enemies is now worth 1,650 points (down from 2,000) CZ-198: Defeat Enemies 2 is now worth 3,350 points (up from 3,000) CZ-198: Mission Complete is worth 2,000 points (no change from 6.1.2) CZ-198: Weekly Mission is now worth 4,300 points (up from 4,000) Total prior to 6.1.4: 11,000 Conquest points Total with 6.1.4: 11,300 Conquest Points Yavin 4 Daily Area Yavin 4: Defeat Enemies is now worth 1,650 points (down from 2,000) Yavin 4: Defeat Enemies 2 is now worth 3,350 points (up from 3,000) Yavin 4: Mission Complete is now worth 2,000 points (no change from 6.1.2) Yavin 4: Weekly Mission is now worth 10,600 points (up from 4,000) Total prior to 6.1.4: 11,000 Conquest points Total with 6.1.4: 17,600 Conquest points Let’s also take a look at some of the other changes coming up for multiplayer content, and how those changes can affect your day-to-day play with them. For this example, let’s look at a day of Galactic Starfighter and assume that we will complete Conquer the Skies, Dominate the Stars, <Ship> Pilot, and Achiever. Galactic Starfighter Starfighter: Conquer the Skies is now worth 2,500 points (up from 600) Starfighter: Dominate the Stars is now an Infinite Repeat (change from Daily) and worth 4,700 points (up from 3,000) Starfighter: <Ship> Pilot is now worth 14,500 points (up from 5,800) Starfighter: Achiever is now worth 48,450 points (up from 4,000) The following assumes we are not in either Clash In Hyspace or Total Galactic War, and have a 60% win rate over 5 matches. Total prior to 6.1.4: 6,000 Conquest points Total with 6.1.4: 59,400 Conquest points There have been some great discussions and suggestions for what you all would like to see with Conquests in the future, such as adding more planets to each Conquest and adding additional Conquest objectives and options. We will continue to consider these as we move forward, and thank you for the great thoughts. We encourage everyone to hop onto our PTS and give any additional feedback you may have regarding our latest update, and hope you enjoy Conquest with 6.1.4!
  21. Hi all! I wanted to take a moment and give another update regarding 6.1.4 and Conquest. As Chris mentioned yesterday during our Live Stream, live-service game systems changes are based on data we see regarding how everyone is interacting with the system, our own hypothesis, and a dialogue with all of you! We believe the dialogue portion is a critical part of this process, and is one of the driving reasons we took our 6.1.4 Conquest updates to PTS. We want to thank you for all of your input, and encourage you to continue having a conversation with us! We have continued to iterate on what the 6.1.4 Conquest system looks like based on the above process, and I would like to share with you some updates we are making which you can expect to see coming in an upcoming PTS patch: The planetary restrictions for <Planet> Defeat Enemy Objectives and <Planet> Heroic Missions Objectives have been removed. This should once again function how it does on our live server, restricted only by Level Brackets (so for example, a Level 25 character will not have Defeat Enemies for Mek-Sha) [*]The restriction on Defeat Enemies 2 has been removed from the 50-70 and 71+ Level Brackets, and will continue to function as it does on our live server for characters of all levels restricted only by Level Brackets. [*]Defeat Enemies, Defeat Enemies 2, and Heroic Missions have had their points increased. Defeat Enemies is now worth 1200 Points (up from 750) Defeat Enemies 2 is now worth 2400 Points (up from 1650) Missions: Heroic is now worth 1550 Points (up from 850) This was just the first step in a larger and more robust PTS update we are currently working on which wasn’t quite ready for this PTS patch. We will provide further information once it’s ready to go! We encourage you all to continue this conversation with us by heading to PTS and providing feedback! We are still interested in the following points: How do the new values feel? Do you feel that larger and more complex objectives have a more accurate point representation of their time and effort, and do those new values make those objectives more appealing to attempt? Are there Objectives you feel are too rewarding? Not rewarding enough? As a player who wants to partake in the story, do you feel like you are able to more actively participate in Conquest? As a player who enjoys Operation/Warzone/Uprisings or other group play, do you feel like you are able to more actively participate in Conquest and that your time investment is more accurately reflected? How do you feel about the Objectives for Feast of Prosperity? Did they encourage you to partake in the event? Did you enjoy earning Conquest through Event participation? Any other thoughts or feedback you may have!
  22. Hi all! First and foremost thank you all for the feedback! Here are some of the major points of feedback I am seeing: Feedback regarding locking Planetary Heroic Objectives to their planet being an available planet to invade. You would like to see these available at all times. Feedback regarding locking Planetary Defeat Enemies to their planet being an available planet to invade. You would like to see these available at all times. Feedback regarding solo based Objectives being overly reduced. Our goal with locking Heroic and Defeat Enemy objectives to their planets was two fold; we wanted to create some variability to Conquests from week to week, while also working to streamline the increasing number of Objectives a 71+ player has. Our Objective balance goal is to bring the points a player can obtain per minute more in line across all Objectives. Unfortunately this means that some of the more accessible and easy to complete objectives had to have their points reduced. One of the main points of feedback regarding point reduction we are seeing is directly related to the Defeat Enemies objectives. We are discussing the above feedback and considering options for our 6.1.4 release of Conquests. Again, thank you all for the continued feedback!
  23. Hi all! Welcome to 6.1.4 Conquests on PTS! As I mentioned in my original thread, there are a handful of changes you can expect to see with Conquests and 6.1.4. I would like to take a minute and provide some additional insight into our balancing approach as well as what’s coming up! Point Balance While looking over our 6.1.2 Conquest values we realized there was opportunity to improve the experience. Simply put, there was too large a discrepancy in value for Objectives which were complicated or required larger time commitments when comparatively speaking to objectives which could be done with relative ease in a short amount of time. This was emphasizing and placing too much value on easier objectives, while simultaneously deemphasizing and devaluing more challenging content. More so, it was making equally challenging content values unequal as well based on time to complete differences. Let’s take two Daily Areas as an example here: CZ-198 and Yavin 4. Both of these activities have the same intention however also come with different times to complete, with the CZ-198 being the shorter of the two. After completing each area a player would net the same amount of Conquest Points, making CZ-198 the more lucrative activity over Yavin 4. This became the basis for our balance pass as we looked at Objectives in terms of their time to complete, their complexity (and thus their fail chance), the type of activity they are, their potential queue times, and their repeatability. But how does this translate? Given the example of CZ-198 and Yavin 4 Daily Areas above, let’s look at these and how their points have been adjusted for 6.1.4. For any given area, we can assume that the following Objectives will be completed in a run: Defeat Enemies, Defeat Enemies 2, Complete Mission, and Complete Weekly. As always, these values are subject to change and displayed without any additional bonuses. CZ-198 Daily Area CZ-198: Defeat Enemies is now worth 750 points (down from 2,000) CZ-198: Defeat Enemies 2 is now worth 1,650 points (down from 3,000) CZ-198: Mission Complete is now worth 1,550 points (down from 2,000) CZ-198: Weekly Mission is now worth 5,850 points (up from 4,000) Total prior to 6.1.4: 11,000 Conquest points Total with 6.1.4: 9,800 Conquest Points Yavin 4 Daily Area Yavin 4: Defeat Enemies is now worth 750 points (down from 2,000) Yavin 4: Defeat Enemies 2 is now worth 1,650 points (down from 3,000) Yavin 4: Mission Complete is now worth 1,550 points (down from 2,000) Yavin 4: Weekly Mission is now worth 10,700 points (up from 4,000) Total prior to 6.1.4: 11,000 Conquest points Total with 6.1.4: 14,650 Conquest points As you can see both Yavin 4 and CZ-198 now offer Conquest rewards more aligned with the time spent to accomplish them. New Values Our balancing pass affected every Conquest Objective, and as such posting each and every change here would result in an incredibly long list (there are a lot of objectives). Rather, I will list numerous examples within each category of Objectives. As always, these values are subject to change and displayed without any additional bonuses. Advancement, Companions, and Strongholds Companion: Benefactor is now worth 550 points (down from 3,000) Advancement: Amplifiers is now worth 550 points (down from 1,750) Stronghold: Decorator is now worth 550 points (down from 2,000) Renown: Rank Up is now worth 3,400 points (up from 600) Advancement: Gain a Level is now worth 3,400 (up from 2,000) Companion: Influencer is now worth 4,850 points (up from 2,000) Daily Areas All Daily Area Weekly Missions are now worth between 5,580 - 22,250 (up from 4,000) Exploration <Planet> Defeat Enemy is now worth 750 points (down from 2,000) <Planet> Mission Complete is now worth 1,550 points (down from 2,000) <Planet> Defeat Enemy 2 is now worth 1650 points (down from 3,000) Repeatable World Boss related Objectives are now worth 2,750 points (up from 850) Weekly World Boss related Objectives are now worth 10,700 points (up from 5,800) Missions Missions: Bonus Missions is now worth 750 points (down from 2,000) Missions: Heroic is now worth 850 points (down from 4,000) Missions: Story Time is now worth 2,200 points (up from 600) Missions: Taskmaster is now worth 7,750 points (up from 3,000) Warzones Unranked: Medalist is now worth 1,800 points (up from 850) Solo Ranked: Medalist is now worth 2,400 points (up from 1,100) Team Ranked: Medalist is now worth 3,400 points (up from 2,100) Unranked: Victorious is now worth 2,200 points (up from 1,750) Solo Ranked: Victorious is now worth 3,100 points (up from 2,000) Team Ranked: Victorious is now worth 4,150 points (up from 3,000) Starfighter Starfighter: Conquer the Skies is now worth 2,200 points (up from 600) Starfighter: Dominate the Stars is now worth 3,750 points (up from 3,000) Starfighter: Achiever is now worth 45,600 points (up from 4,000) Operations Operation: Story is now worth 5,250 points (up from 3,000) Operation: Veteran is now worth 8,550 points (up from 4,000) Operation: Master is now worth 13,100 points (up from 7,500) Operation: Rally - Part 1 is now worth 9,250 points (up from 2,925) Operation: Rally - Part 2 is now worth 33,350 points (up from 10,000) Operation: Completion is now worth 100,000 points (up from 13,500) Conquest Planet Related Activities As a way to create some additional variety in our Conquest and to streamline the number of Conquest Objectives available to all players, we have now assigned certain Conquest Objectives to the planet being an invadable option. We have built this in preparation for our upcoming effort to remove planets from their Conquests as Chris mentioned a while back. This means that in the future, these Objectives will add an entirely new level of Objective variety to Conquests. This will affect the following new and existing Objectives: NEW <Planet>: Heroic Missions Starting (Tython, Ord Mantell, Korriban, and Hutta) and Core (Coruscant and Dromund Kaas) planets will always remain available to all players. For Level 51+ players Alderaan, Balmorra, Belsavis, Corellia, Hoth, Ilum, Makeb, Nar Shaddaa, Taris, Tatooine, and Voss Heroic Missions will appear only when the planet in question is an invadable planet for that specific Conquest. [*]<Planet> Defeat Enemies Starting (Tython, Ord Mantell, Korriban, and Hutta), Core (Coruscant and Dromund Kaas), and planets which include Daily Areas will always be available for all players (depending on the bracket). Alderaan, Balmorra, Belsavis, Nar Shaddaa, Taris, Tatooine, Hoth, and Quesh will be available at all times for Level 10-50 players. For Level 51+ players Defeat Enemies will appear only when the planet in question is an invadable planet for that specific Conquest, OR if there is an event related to those planets (such as Rakghoul Resurgence).[/indent] Corellia, Ilum, Voss, Mek-Sha, Dantooine will be available at all times for Level 10-70 players (depending on the bracket). [*]For Level 71+ players Defeat Enemies for these planets will appear only when the planet in question is an invadable planet for that specific Conquest, OR if there is an event related to those planets (such as Relics of the Gree/Pirate Incursion/Rakghoul Resurgence). [*]All Bonus Series Missions will now only appear when the planet in question is an invadable planet for that specific Conquest. We encourage everyone to hop in and test out these changes! We are looking for the following feedback: How do the new values feel? Do you feel that larger and more complex objectives have a more accurate point representation of their time and effort, and do those new values make those objectives more appealing to attempt? Are there Objectives you feel are too rewarding? Not rewarding enough? As a solo player who wants to partake in the story, do you feel like you are able to more actively participate in Conquest? As a player who enjoys Operation/Warzone/Uprisings or other group play, do you feel like you are able to more actively participate in Conquest and that your time investment is more accurately reflected? How do you feel about the Objectives for Feast of Prosperity? Did they encourage you to partake in the event? Did you enjoy earning Conquest through Event participation? Any other thoughts or feedback you may have! We hope you enjoy the updates, and look forward to your feedback!
  24. Hi all! I wanted to take a moment and give some insight into the upcoming Conquest system updates you can expect to see with 6.1.4. As always, the following information is subject to change. Let’s dive in! Point Rebalance One of the biggest changes coming with 6.1.4 and Conquests is an across the board point rebalance. We are taking a deeper look at Objective time and effort, ensuring that those objectives which might take a longer time to complete or have a higher complexity in order to complete will feel as equally rewarding as some of the less time intensive objectives. We took a thorough look at every Conquest objective and balanced their final points through emphasizing objective time to complete, complexity, and repeatability. The result is an abundance of Conquest points for some of the most complex and/or time intensive objectives, lesser points for marginal time and effort objectives, and an even scale for those objectives in the middle. Below is just a small example of some of the point changes this has resulted in. All values displayed are base values without any additional bonuses or multipliers and subject to change. Changes will be listed as <Conquest Objective> new 6.1.4 value (relative to previous value), similar to patch notes. Items: Credits for Junk is now worth 550 points (down from 1,750). Advancement: Hail a Taxi is now worth 550 points (down from 1,750). Starfighter: <Ship> Eternal is now worth 2,200 points (up from 600). Chapters: Any are now worth 4,850 points (up from 3,000). Operation: Master is now worth 13,100 points (up from 7,500). Iokath: Weekly Mission is now worth 22,250 points (up from 4,000). Team Ranked: Total Domination is now worth 100,000 points (up from 13,500). Objective Level Bracket Updates We continue to review the Objectives available for each bracket to ensure players of all levels have a meaningful and enjoyable Conquest experience, while also challenging players in the appropriate manner. With that, we have made additional adjustments to some Conquest Objectives and the Level Bracket they appear in. This includes the following: Subject to change. Changes will be listed as <Conquest Objective> new 6.1.4 bracket (relative to previous brackets), similar to patch notes. Advancement: Legacy is now in the 10-49 bracket (in addition to 50-70 and 71+). World Boss (Coruscant/Dromund Kaas - Corellia) is now in the 10-49 bracket (in addition to 50-70 and 71+). Items: Credits for Junk is now only in the 10-49 bracket (it is no longer in the 50-70 and 71+ brackets) New Conquest Objectives We want to continue offering additional avenues for players to participate in Conquests without feeling like they have to choose Conquests over an activity that they want to participate in. For instance, a player who spends their time playing through Knights of the Fallen Empire or Knights of the Eternal Throne may be sacrificing a decent chunk of Conquest participation in order to enjoy their epic stories. Our goal continues to be allowing you to play how you want while feeling like you are able to meaningfully contribute to your Conquest goals. As such, we have added new Conquest Objectives you can expect to see on a regular cadence, ranging from Defeating Skytroopers and completing Heroic Planetary Missions, to Uprisings and conquering Star Fortresses! Events and Conquest Events are a good break from the day to day of saving (or taking over!) the Galaxy, and we want to continue supporting that notion through Conquests. We are further expanding on the relationship between Conquest and events through the addition of new Conquest Objectives, tweaking the repeatability of others, and making point adjustments to others still. Using the Relics of the Gree event as an example, the following changes are coming to further support the Event.: Subject to change. Changes will be listed as <Conquest Objective> new 6.1.4 value (relative to previous value), similar to patch notes. Relics of the Gree: Critical Missions is now Infinitely repeatable and worth 1,650 points (previously was Daily only worth 4,000) Relics of the Gree: Defeat Surgok'k is now worth 5,800 points (up from 4,000). Relics of the Gree: Defeat Gravak'k is now worth 5,800 points (up from 4,000). Relics of the Gree: The Gray Secant is now worth 10,700 points (up from 9,750). Relics of the Gree: The Gray Secant Pinnacle is now worth 2,700 points (up from 1,100). NEW Relics of the Gree: Defeat Droids is a Weekly Conquest Objective worth 10,700. NEW Relics of the Gree: Defeat Droids 2 is an Infinitely repeatable Objective worth 2,750. These new additions are not only exclusive to our rotational events, however! In addition, we are branching out and adding Conquest Objectives for our Seasonal events as well! Be on the lookout for new and exciting ways to participate in both Seasonal and rotational Events through Conquest as they come around! Introduction To Conquest There is little doubt that over the years Conquests have changed substantially from what they were originally. As we continue to iterate, we find it important to give players context as to what this system has become and what it can offer you! With that in mind, we have made some tweaks to the Introduction To Conquest Mission, including revisiting the rewards, the Mission text, and auto-granting the Mission to players as soon as they reach Level 10 and are eligible to participate in the Conquest System! For those who are already past Level 10 and have not already completed the Mission, this can still be obtained from the Mission Terminal on the Republic and Imperial Fleets respectively. Shorter UI Popup Notification Finally, we have made an adjustment and lowered the duration of the UI Popup for Conquest Objectives! We will be putting these changes onto the Public Test Server soon, so be on the lookout! We are excited about these updates to Conquest, and can’t wait to get them out to you all with PTS and finally 6.1.4. We look forward to your feedback!
  25. Our goal is to update the Bounty Holding Cell with 3.3.1.
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