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6Jan/120

Republic Trooper Class Guide

Republic Trooper Class Guide

Republic Trooper Class Guide


As war breaks out across the galaxy, you'll find the Republic Trooper on the front lines. Absorbing damage with heavy armor and the Trooper is an elite mid- to short-range tank. Depending on the player's advanced class choice, the Trooper wields the Republic's latest defensive technology or massive assault guns and can has potentially all the makings of a highly survivable primary healer. The Republic Trooper also boasts one of the most interesting and cohesive Episode 1 stories in the game, in that it can be believably played from the dark or light side perspective.

Starting Out as a Republic Trooper

Republic Troopers start out on the wartorn planet of Ord Mantell. In a ripped from the headlines story arc, separatists have gotten their hands on a nuclear weapon, and as the most junior member of the Republic's Havoc Squad, you'll make every effort to discover the weapon and weaken the rebellion whereever possible. But if your squadmates seem to flirt with the Dark Side in their thoughts and actions, you begin to realize that your duty to the Republic might turn you against your closest comrades.

No matter your Advanced Class choice, all Republic Troopers use Aim as their primary attribute, and (like everyone) use Endurance and Presence as secondary attributes.

Advanced Classes for the Republic Trooper

Republic Trooper Commando

Republic Trooper Commando

Combat Roles:

  • Melee and Mid Range DPS
  • Healing and Stealth / Positional Attacks

Equipment:

  • Main Hand – Assault Cannon
  • Armor – Heavy

As primary healers go, no advanced class on the Republic side can match the Commando. Wielding a two-handed Assault Gun, their DPS prowess is nothing the snicker at. Featuring more area-of-effect damage attacks and better range than most DPS classes, the Commando is a capable damage dealer, especially during level-up.

Choose the Commando if you found that the early Trooper abilities short on variety and you see yourself in a combat medic role as the game progresses.

Republic Trooper Vanguard

Republic Trooper Vanguard

Combat Roles:

  • Tank, DPS

Equipment:

  • Main Hand – Blaster Rifle
  • Off-Hand – Shield Generator
  • Armor – Heavy

If you've enjoyed the playstyle of the Republic Trooper from levels 1-10, foresee yourself sticking to a tankish, first-in, damage absorption role later in the game, and aren't really looking to hybridize things with heals. Simply put, when it comes to gathering threat at range, no other Republic class or advanced class can equal long-range tanking prowess of the Vanguard.

Note that Vanguards typically have two offhand options - a shield generator and a power generator. I typically keep both upgraded but rely on the power generator for levelling. The shield generator comes in very handy for flashpoints, warzones, and other grouped content where survivability is at a premium.

Republic Trooper Companions

As with all classes in The Old Republic, Imperial Agents will gain new companions as part of the natural class quest storyline progression. The Republic Trooper’s companions and the planets where they are obtained are listed below:

  • Aric Jorgan – Ord Mantell
  • Tanno Vik - Balmorra
  • M1 4X – Nar Shadaa
  • Elara Dorne – Taris
  • Yuun - Hoth

Republic Trooper Crew Skills

There are three main types of crew skills in The Old Republic: Crafting, Gathering, and Missions. Players are restricted to only one crafting skill from the list, but may choose any combination of gathering or mission skills.

The three most beneficial Crafting skills for the Imperial Agent are as follows:

  • Armstech – This allows you to craft your own weapons and barrel weapon modification. The Imperial Agent's first companion carries a bonus to Armstech efficiency, allowing you to craft weapons and the prinicpal weapon modification, barrels, more quickly. Couple this with Scavenging and Investigations to be a largely self-sufficient Armstech crafter.
  • Armormech - This allows you to craft your own armor and armor modifications. A great thing about Armormech crafting is that you have the largest pool of looted items to reverse engineer. Couple this with Scavenging and Underworld Trading to be a largely self-sufficient Armstech crafter.
  • Biochem – Nothing beats being able to produce your own consumables. Biochem will not only allow you to craft your own stims and medpacks, but unlocking the Artifact quality will produce a non-consumable version, essentially giving you access to a reusable stat boost or heal. The reusable stims are particularly great for PvP players, since you can keep using them each time you respawn if you die during a match. Couple this with Bioanalyis early in the game to max it out quickly. Note that your second companion has a bonus to Bioanalysis efficiency.

Republic Trooper Class Video

Thanks@SWTORHUB

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6Jan/120

Coruscant Datacron Locations

Coruscant Datacron Locations

Coruscant Datacron Locations

In this guide, we provide you with maps and complete directions to each of the datacrons hidden throughout Coruscant in The Old Republic . Datacrons are ancient devices that will provide you with permanent stat boosts, or matrix shards that can be combined to create items for your 'relic' equipment slots. On Coruscant, there are a total of 4 stat boosts, and 1 matrix shard - complete details on how to find each can be found below.

Coruscant Datacron Locations

Coruscant Datacron Locations

Presence +2

The first Datacron you’ll run across on Coruscant is located in the Old Galactic Market district, just past the Concourse staging point. After crossing the bridge covered with guild thugs take the ramp to your left. At the top and to your immediate right will be a lift that will take you up onto the platform containing the Datacron.

Be on your guard though, there is an elite mob by the name of “Abiss Sol’Oras”, so be ready for a fight.

Coruscant Datacron Locations

Coruscant Datacron Locations

Endurance +2

The Endurance Datacron can be found in Black Sun Territory within an area called Graffiti Square. As you enter Graffiti Square from the north you should notice a large pile of shipping crates and smaller boxes to the right. To the rear of the boxes you can use some of the smaller debris to make your way to the top of the pile. After reaching the top, jump over to the nearby balcony (long platform with railing) and follow it until you come across a pipe. Use this pipe to cross over to the adjacent balcony, to your left will be another pipe you can drop onto that will lead you onto a neon sign. Jump off the end of the sign and on to the final ledge, there you will find your green Datacron.

Cunning +2

Justicar Territory is where the third Coruscant Datacron can be found. More specifically the Justicar Shipping Dock sub area around the top centre of the Justicar Territory map. Between the two main paths entering the area are some golden brown shipping crates; jump your way to the top and then onto the nearby pipe. Once on the pipes simply follow them up to their conclusion, a platform containing the Datacron.

Coruscant Datacron Locations

Coruscant Datacron Locations

Yellow Matrix Shard

This Matrix Shard is located in The Works, an area you have to traverse on your way to the Jedi Temple. Although the Datacron itself is located in the west, the beginning of the path that will get you there is in the most north easterly passage. You can get to the passage by travelling south through the primary junction room, at the end will be a ramp that circles back around east towards the passage. After fighting your way through various types of Cythons, and before the passage takes a left hand turn, you’ll find some boxes against the wall that lead up to a pipe. Follow the pipe along the wall and it will lead you back over the primary junction room. Here you’ll find a fork in the road; take the pipe leading left to the opposite wall and follow that series of pipes. These will lead you along the left hand wall and up to a couple of platforms; the second one holds the Datacron.

Remember to take your time as it’s a long walk back to the start, and odds are you’ll be falling into a group of enemies.

Coruscant Datacron Locations

Coruscant Datacron Locations

Strength +2

Upon first entering the Jedi Temple Ruins look right for the huge tipped over column serving as a ramp to the upper level. After climbing the pillar hang a left and follow the narrow ledge until you come across a meditating Dark Sith by the name of “Anev Xydes”. The Datacron can be found to the right of him, perched at the end of an extended piece of wall jutting out from the ledge.

Thanks@SWTORHUB

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6Jan/120

1.0.2c Patch Notes – 1/6/2012

The exploit has been fixed now, patch is being deployed right now, servers should be up shortly.

1.0.2c Patch Notes - 1/6/2012

General

  • Fixed an exploit that could allow players to receive more items than intended via in-game mail.
  • Resolved an exploit when selling items.

Flashpoints and Operations

Karagga's Palace

  • Fixed an issue that prevented players from entering the Operation.

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5Jan/120

Massive Commendation Exploit Using Mail

ProfessorHamington has posted an interesting video of how you can obtain insane amounts of credits using a "mail bug", the video explains everything, do expect this to be hotfixed in no-time though!

Open mail, clicking the item, then leaving both windows open and clicking the mail and taking the item again. Repeat. Repeat. Repeat.

swtor commendation exploit, swtor mail exploit
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5Jan/120

Level 50 PvP Bracket, More PvP Features, Ilum Changes

Bioware has confirmed there is going to be a separate pvp bracket for level50 players, including additional new features as well.

Level 50 players will have a bracket of their own, playing in separate Warzone matches to lower level players. This is something we have wanted to do for some time and now that there is an increasing number of level 50 players we will be implementing the feature in January.

Ranked Warzone matches, and several other "optimizations" are getting rolled out soon as well,

You’ll see several optimizations come online in January, and we are going to continue to tune this as time goes on.

We also have other exciting features coming in the near future including Ranked Warzone Matches, PvP Stat Tracking, Open World PvP Loot Drops, more Warzone medals for different objectives, Guard Optimizations and Target Optimizations.

Additionally we’re looking at ways to enable team vs. team, more level brackets and the ability to choose which Warzone you want to play in.

Ilum is getting re-vamped (more or less),

The planet of Ilum currently allows for open world PvP even on a PvE server, but the mechanics and incentives of the planet are not in as intended yet. We’re working on longer term goals for the planet and for other PvP areas, but expect to see some interim adjustments in January - such as more respawn points to focus conflicts, restricting Companion Characters from the area, and revisions to rewards. Ilum will also become a major source of Valor.

Valor buffs will increase and decrease based on the objectives your faction owns. These buffs increase the amount of Valor you receive per player kill. However they do not give anything in and of themselves, so players will still need to defeat other players for significant Valor rewards. Additionally, daily and weekly missions will require player kills to complete. Player kills for quests and Valor credit will have diminishing returns per player killed. So, the more players that are fighting other players, the better it is for everyone.

ilum pvp guide
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5Jan/120

SW:TOR 1.0.2 Patch Notes

1.0.2 Patch Notes 1/4/2012

General

Guilds that are currently leaderless will have an Officer chosen and promoted to Guild Leader.

Classes and Combat

Sith Inquisitor

The Darth title is now properly granted to Sith Inquisitors.

Bug Fixes

Corrected an issue that could prevent players from taking cover when targeting large NPCs.
Fixed a bug that caused some abilities with activation times to be interrupted when used from cover.

Crew Skills

Gathering

Removed some high-level harvesting nodes from Tatooine, Corellia, and Ilum.

Flashpoints and Operations

Flashpoints

Cademimu

General Ortol can no longer be pulled out of his room.

Maelstrom Prison

Corrected an issue that could cause Kilran to behave incorrectly when defeated in cover.

Taral V

General Edikar now has the correct loot in Hard Mode and no longer enrages in Normal Mode.

Operations

Eternity Vault

Gharj can no longer be pulled out of his encounter room.

Bug Fixes

Fixed an issue that could cause choosing Nightmare Mode to not set enemies to Nightmare difficulty.

Items

General

PvP lockboxes now cost 70 commendations, contain more consumables, and always contain an item.

Bug Fixes

Corrected several PvP items that were Bind on Equip. They are now Bind on Pickup.
PvP vendors on Capital Planets now offer the correct PvP items.
Commendations received via in-game mail are now correctly added to the Currency tab.

Missions and NPCs

Missions

Imperial

Number One with a Bullet: Players who choose dark side options now correctly receive the mission First Strike after completing this mission.
First Strike: Players who did not receive this mission will now receive it upon entering their personal starships.

Republic

Death Cloud: Players can now complete the "Toxic Waste" bonus objective regardless of how quickly they complete this mission.

Bug Fixes

Corrected mission steps on several planets that could cause client instability.
Fixed issues with some missions that could prevent pending rewards from being accepted.

Space Combat

Bug Fixes

Fixed an issue that caused a client crash if a space station was destroyed in Space Combat.

UI

Maps

Group members no longer appear on all planets on the Galaxy Map.
Corrected an issue that could cause map notes to disappear after logging out and back into the game.
Corrected some map notes that referenced the incorrect map.
Updated map notes for "travel to planet" steps in class missions on Nar Shaddaa, Hoth, and Belsavis to indicate the planet's space station.

Bug Fixes

Group members outside of a player's phase are no longer prompted to roll on items.
The In-Game Customer Service Portal no longer appears to hang while the "updating" message is displayed.
The Guild interface now properly displays the guild member list when it is sorted.
The "Show Sith Corruption" option no longer toggles off when transitioning between areas.

Miscellaneous Bug Fixes

Taxi rides are no longer occasionally interrupted, causing the player to be dropped from the taxi.
Using the /dismiss command now correctly dismisses a vanity pet.
Corrected some issues that could cause players to become stuck on the loading screen when logging into a character.
Players can now use emotes while riding a vehicle.
Fixed a bug that prevented some text-only mail messages from being received.
Graphics preferences in settings files are now consistent with actual settings in use.
Being in Do Not Disturb mode no longer prevents characters from being logged out for being away.
Corrected an issue that caused poor performance on some machines in indoor areas with shadows enabled.
Fixed an issue that could prevent players from being logged out for inactivity.

1.0.2a Patch Notes 1/4/2012

Fixed an issue that could cause players to crash to desktop after selecting a character.

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1Jan/120

Star Wars: The Old Republic Respec Costs

This is terrible. I have to go back to healing, and back to gunnery (dps) in order to heal some heroics and flashpoints. But when questing as a healer, ITS MISERABLY SLOW.

Make respecs like 10k credits max. I don't understand why you feel the need to charge outrageous sums of credits for a respec.

I mean if you aren't going to have some form of dual spec at launch, make sure that respccing doesn't cost me my genitals.

Hey,

Been a while since I posted, as you can imagine, we're a bit busy right now.

However, we're still actively monitoring the forums and venues of player feedback, collecting information helpful to prioritize the feature development, issues, etc.

On the topic of skill respecs, we are aware that it is a popular request to have more versatility in how and when to respec (which includes questions of cost) and we've already decided to pursue the idea of more readily available respecs for players. Pricing changes are also very much under consideration.

Just so you understand my position on the topic: I don't think skill respec should be rare or handled very restrictively. I'm actually all for players experimenting with different skill sets once they have a good grip of their character.

I don't want people to respec in the middle of combat or in between defeats in a Warzone or Operation, but other than that, I think respec is a positive thing for the game. If we find that the current pricing is too prohibitive for somewhat experienced players, we'll make adjustments.

regards
-- Georg

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1Jan/120

Star Wars: The Old Republic Slicing Nerfed

There seems to be a lot of misinformation about Slicing and it's nerf. I know it's probably a waste of time but I figured I'd try to explain what is going on as best I can.

Let me start by explaining what slicing is and what it is for.

There are three types of trade skills in SWTOR. Crafting skills turn raw materials into products which players use themselves or sell for profit. Gathering skills gather materials from nodes. Mission skills run missions to recieve materials. Slicing is a gathering skill.

The confusion comes from the fact that slicers thought they should be making money off running missions with a gathering skill. This was never intended to be the case. Gathering skill missions are credit sinks. You can pay large amounts of credits in exchange for raw materials. If a Scavenger or Archeologist runs a mission, they recieve materials for far above market price. They don't rely on missions to make credits, they make their credits from gathering from nodes.

This is the intended design for Slicing as well. Bioware doesn't want players to be able to press a button, wait, and recieve money. They want Slicers to make their money by harvesting nodes. A lot of slicers have complained that nodes are too difficult to come by, but this is a result of so many people going Slicing in order to benefit from the missions. If everyone went Scavenging, then Scavengers would have the same problem, it isn't anything inherently wrong with Slicing, and it will balance itself out naturally as people shift away from it to new skills.

On the other hand, Mission skills do not have nodes, players need to run missions to recieve the products. So, Mission skills had to run missions, and gathering skills needed to gather nodes, but Slicing was the best of both worlds, having both nodes to gather and profitable missions. This clearly wasn't be design.

Next I want to explain why it had to be changed.

Slicing would have lead to rapid inflation, that is, everyone would have had far more credits then they knew what to do with. The cost of player made things would rapidly rise and become out of sync with training costs and other expenses. We would see player services and goods priced too high for those items to be purchased by anyone but established level 50s.

Why would this have happened? Quite simply the problem with slicing missions was there was no dimishing returns on additional players doing it. Nodes are a finite resource, only so many exist, and they only respawn so quickly. The server essentailly creates X amount of resources an hour and players can never get more then that amount. More players simply means splitting that same amount up more times.

Missions are entirely different. The game doesn't care who many missions are gone on, the costs and rewards are identical. There is no competition for resources, and no limit on how many can be created. For mission skills this is ok because of supply and demand. If I take Underworld trading on 1 character, then leveled up a second and also took UT, I wouldn't make 2x the profit because there is finite demand for those products. By increasing supply without increasing demand I'm simply lowering the value of what I produce. It's a built in balance. If everyone took UT, those products would plumet in value, turning a profit would become impossible and people would switch to different trade skills until it balanced itself back out.

This would never had happened in slicing because it produces raw credits. Having 2 slicers running missions was twice as much profit as having 1 slicer running missions. Having 8 was 8 times as much profit. Unlike with UT and flooding the market, there was no reason not to have every character you had with slicing.

So instead of the server creating X amount of product in nodes and splitting it between players, we had player directly creating credits with no limit or checks. It was an untenable situation.

If slicing was free credits then there would be no reason to do anything else for credits, especally considering inflation would mean the amount of credits recieved from doing dailies or grinding mobs would be undervalued. When everyone has more credits then they know what to do with it means no one bothers to do their dailies, to gather items, to grind mobs, to actually go out in the world and play the game. Maintaining a balance between credits entering the world and credits leaving the world is absolutely vital to the survival of any game, and leaving slicing as it was would have made that entirely impossible.

There are some who may feel there is a lack of credits entering the world now with Slicing nerfed. Even if this were the case, it would be better fixed by doing things like reducing training costs or increasing quest rewards, rather then returning slicing to the way it was. Also keep in mind there are far more credit sinks while leveling then there are at max level, and currently the vast majority of players are still leveling.

I'm sorry for those effected, but it had to be done. There will be a short term deflation, and there will be more competition for other nodes as people switch, but it had to be done. There was simply no way to maintain a healthy economy with the way Slicing was.

5 Hour Slicing Results

Edit: I've gone ahead and cancelled my subscription, stating my unhappiness with the slicing nerf. Companies only care about money, so they will only care if I stop giving it to them. You should do the same if you are unhappy with the nerf. If they want to keep touting their 1-2 million player base, they better start treating their players better before everyone's month of free game time is over.

Edit 2: I cancelled my sub because if I don't like their product or what they do with it, as a consumer I'm putting my money where my mouth is. That's when consumers are heard. Welcome to the free market. And if in the 22 days I have left of my initial game time they make a statement and some sort of correction to slicing, I may resubscribe. The point is, it's my decision what I do with my money. If BioWare wants it, then I hope they start treating their customers with more respect. Not responding to even one of these threads is insulting.

I'm level 400 slicing, and I've been sending out 3 companions for the past 5 hours on slicing missions, hand selecting the best rate of return missions I've found for lockboxes.

I've made a total of 10,000 credits from the endeavor.

What's the point? I can turn in two quests for that kind of return, or grind mobs and sell 10 minutes worth of grey items to get the same amount. I'm not bashing here, just posting cold hard facts from personal work and experience.

My conclusion is that Slicing was nerfed too much, regardless of whether you think it should have been nerfed at all. Worst of all, I was told to choose slicing if I don't want to craft items. Guess I'm forced to craft now. I'll be switching to a new profession soon, because slicing isn't doing anything for me.

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1Jan/120

Star Wars: The Old Republic Patch Notes

Here is a list of patch notes for December.

1.0.0a - 12/16/2011

  • Corrected a server-side issue that caused some game systems (such as Companion Missions) to behave incorrectly.

1.0.0b - 12/17/2011

  • Fixed an issue that could cause the game client to crash under some circumstances.

1.0.0c - 12/19/2011

  • Implemented player account changes to prepare for launch.
  • Made several improvements to increase overall hardware stability.

1.0.0d - 12/20/2011

  • Corrected an issue that could cause degraded performance or client crashes for some players on Taris.
  • Fixed a bug that could prevent players from accepting pending mission rewards.

1.0.0e - 12/22/2011

  • Fixed an issue that caused some pre-assigned guild names to display incorrectly.
  • Players who are disconnected while in the queue to join a server now retain their position upon logging back in within a reasonable amount of time.

1.0.0f - 12/22/2011

  • Fixed an issue where players were unable to open and complete pending missions as intended

1.0.1 - 12/27/2011

With this update, the first of many for Star Wars™: The Old Republic™, we have addressed several high-priority bugs. We've implemented fixes for those players affected by performance issues on Taris and have corrected the problem preventing some pending mission rewards from being accepted. Additionally, the issue that could cause some gathering nodes to appear unharvestable has been addressed, and you'll notice several bug fixes relating to Flashpoint and Operation content.

1.0.1 Patch Notes 12/27/2011

Classes and Combat

    Combat Bug Fixes

  • Fixed a bug that could cause the global cooldown to display incorrectly in the UI.
  • Abilities that require Companion Characters now always correctly require a companion.
  • NPCs no longer attempt to engage vanity pets in combat.

Imperial Agent

    Operative

  • The tooltip for Acid Blade now displays the correct information.

Companion Characters

    Companions

    Kira Carsen

  • Fixed an issue that could cause Kira's affection progression to become blocked.

Bug Fixes

  • Companion Character dialogue now plays at the correct volume.

Crew Skills

    Gathering Skills

    Slicing

  • Rewards from Slicing have been reduced to bring them into balance with other skills.
  • Adjusted incorrect values for medium slicing boxes.

Bug Fixes

  • Corrected an issue that could cause some gathering nodes to appear as unharvestable.

Flashpoints and Operations

    Flashpoints

    Mandalorian Raiders

  • Crowd control immunity has been removed from several members of the Enemy Boarding Party.

Colicoid War Game

  • An issue that prevented some players from mounting turrets in this Flashpoint has been corrected.

The Red Reaper

  • Darth Ikoral now uses his abilities correctly.

Directive 7

  • Mentor now resets correctly if he defeats the player group.

Bug Fixes

  • All players in a group who have a daily Flashpoint mission now get credit for completing that Flashpoint.

Operations

    Eternity Vault

  • Fixed an issue that could cause players to instantly die when affected by Soa's knockback.
  • Turrets in Normal Mode no longer behave as turrets from Hard Mode.
  • Players are now able to properly obtain loot from chests.
  • The Ancient Pylons now spawn enemies at the correct intervals.

Karagga's Palace

  • Players no longer need to reset this Operation if they do not defeat Bonethrasher.
  • Corrected an issue that caused some players to become stuck at the throne room door.

Items

    Bug Fixes

  • PvP lockboxes can no longer be sold for credits.
  • Fixed incorrect item rewards from PvP leveling lockboxes.

Missions and NPCs

    Missions

    Imperial

  • A New Master: Defeating Teeno no longer causes him to surrender on top of Phyne, making him difficult to interact with.
  • General Faraire: All of Khourlet's Elite Guards are now accessible by the player.

Bug Fixes

  • Fixed a mission-related issue that could cause poor performance and client crashes on Taris for some players.

NPCs

    Bug Fixes

  • Corrected several instances of non-interactive NPCs appearing and disappearing from the player's view.

PvP

    Warzones

    General

  • Rewards for winning Warzones have been increased.
  • Warzone completion rewards have been decreased.

Bug Fixes

    Voidstar

  • Corrected an issue that could prevent some players from entering the Voidstar.
  • Made adjustments to prevent attacking players from reaching the doors in the reactor core before bridges are extended.

UI

    Bug Fixes

  • Fixed a bug that could prevent players from accepting pending mission rewards.
  • Targeting a friendly player no longer occasionally displays incorrect text for the character's name.
  • Corrected an issue that could cause some auction expirations to behave incorrectly.
  • The splash screen no longer displays longer than the "accept changes" dialogue when changing resolutions on some computers.
  • Master Looter now works correctly for items being looted from chests.
  • The server select screen no longer displays over the character select after being disconnected for being away.
  • Corrected an issue that could cause mission mapnotes to disappear when a new mission is obtained.

Miscellaneous Bug Fixes

  • Special characters no longer display incorrectly in the French credits.
  • Remaining baby names have been added to the credits.
  • Corrected a link that displayed in French and German versions when the servers are unavailable.

1.0.1a - 12/29/2011

  • Adjusted the refresh rate for the game client server selection screen.
  • Made changes to help alleviate issues for players who were getting stuck on the loading screen.

star wars the old republic patch 2 9 notes
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24Dec/110

SW:TOR Working On Reducing Queues

Hey folks, as you may likely have seen in the last 24 hours, we've been redoubling our efforts in optimally managing the time it takes to get into Star Wars™: The Old Republic™.

The BioWare Live Team has been carefully watching the influx of players into the game and is addressing with surgical precision the longer wait times on the small number of servers that were having longer wait times previously. We've also being doing our best to get every little bit of possible performance on our servers to increase capacity: we’ve “turned them up to 11” to do our very best to get you in and playing as quickly as possible. As a result - you should now be seeing significant improvement versus waiting times at the end of last week.

We're also addressing the concerns about losing your place in line if you happen to disconnect for some reason before getting into the game. We've been working very hard on this and are performing final testing on potential solutions.

Thanks for your patience and we really appreciate your enthusiasm for Star Wars: The Old Republic. We’re absolutely dedicated to ensuring you have a great experience both inside and outside the game.

Greg

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