Showing posts with label belsavis. Show all posts
Showing posts with label belsavis. Show all posts

24/06/2025

Conquest of Pa...rison Planet

Last week it was once again time for Total Galactic War. I'm not going to rehash once again what that is or why it's important to me - if you need a refresher, I recommend reading one or both of these posts:

The two Conquest events recounted in the above posts taught my guild two important lessons: The first one was that Personal Conquest Requisitions have been a game-changer for small to medium guilds that are willing to plan for the long term, and the second one was that there were even more ways to game that system than simply saving them up over time. I didn't mention it in those posts at the time, but one guildie who ended up popping a particularly large number of tokens to help us achieve victory admitted that she had used a character transfer to shuttle in extra Requisitions from another server, where she'd been collecting them from her login rewards on the side.

Now, for additional context, my guild successfully conquered every single available planet at some point over the last decade - with one notable exception: Belsavis. For some reason that one always seemed to be taken by a top five guild that we couldn't possibly beat, even during Total Galactic War. I'm not sure why that is, but I can only guess that Belsavis might not come up as often in the rotation as other planets. A planet like Tatooine for example is tied to the Death Mark Conquest event, which in turn is tied to Bounty Contract Week and comes around once a month. Belsavis on the other hand is only available during Emergency Operations and The Dread War (outside of Total Galactic War), two events that don't seem to get slotted into the rotation very often.

Shintar the trooper on her Kath Hound mount on Belsavis, proudly displaying her Dread Master title and Galaxy Conqueror legacy title

Combining what we learned about Personal Conquest Requisitions and our growing frustration with being unable to lay claim to the one planet people still needed for the Galaxy Conqueror achievement, the biggest Conquest fan in the guild eventually proposed the following: that one of these weeks, we should just pool all our resources from all the servers (he and I both do Galactic Seasons on all servers) and simply go for Belsavis anyway.

I did some maths around this suggestion initially, and while I kind of liked the boldness of it, it still seemed a little too crazy. We had a lot of Requisitions saved up, but not that many.

Anyway, last week's Total Galactic War arrived and the matter was brought up again. Looking at the scoreboard, all the biggest guilds had committed early for a change, and the guild in the lead on Belsavis was none other than our frenemies the Czech Empire. They were not a top five guild, and we'd beaten them before... but it had also been the fight of a lifetime, and they were the reason we were so acutely aware of the power of Personal Conquest Requisitions in the first place, so there was no chance that we'd be able to surprise them.

I quickly had a look at possible alternative invasion targets (that we had conquered in the past but that newer members would've liked us to conquer again) but nothing stood out as an easy or obvious option, so after a bit of deliberation I decided to commit us to Belsavis. We agreed that we'd hold off on using any tokens for now and that we'd play it by ear, deciding our next steps later in the week depending on how it went.

Interestingly, it went quite differently than a year ago. Back then, we'd overtaken the Czechs quickly, and they'd been quite happy to trail us for the rest of the week with a steady ten million point gap between us. This time, they'd clearly made a push on launch day to get a solid lead from the beginning, and they did not want us to catch them. We were about three million behind by the end of the first day and I figured that this was a difference we should be able to make up quickly enough, but somehow we couldn't quite get there. In fact, by Thursday morning the Czechs had grown their lead to seven million, and by evening we were sixteen million points behind them.

There was a time when being that far behind would've been reason enough for us to fold, but I knew that the game wasn't quite over yet this time, as the other Conquest guy and I - if we went ahead with the server transfers - would have over 50 million points in tokens at our disposal. We did discuss amongst ourselves that if they kept gaining points at the same rate we'd likely have to give up, but for the time being, we kept going.

Even though I knew that we had a plan, it was honestly a bit demotivating to keep grinding away when we were so far behind. I heard more than one defeatist comment from guildies but still did my best to counter the psychological warfare. I basically told everyone that we'd let them know once the battle was lost, but as of now it wasn't over yet and they just had to trust me and keep going. (People knew about the saved up Conquest Requisitions, but I didn't tell anyone outside the leadership circle about the exact numbers since we're not very strict about removing people from our Discord for inactivity, and I was paranoid about information getting leaked to the competition somehow.)

And it seemed to work! While people weren't necessarily in the best of spirits, they kept at it. At its worst, the Czech's lead grew to around 18 million points, but they only maintained that for a brief while and most of the time the gap between us seemed to hover between ten and sixteen million.

A shot of a party fighting the last boss in the Landing Party uprising

Then the weekend came and with it a sudden and unexpected burst of energy. (I think I'm actually starting to notice a trend here, that my guild is better at Conquest in the second half of the week than in the first half.)

An officer that had been on hiatus for months popped his head in the door, asked how Total Galactic War was going and quickly ground out a half-million points in one evening. Another guild member who hasn't really been playing SWTOR in a while piped up to say that he had the week off and fancied randomly lending us a hand with grinding points. The funniest moment to me personally was when another guy who hadn't logged in in months showed up on Monday evening and we had a conversation that went something like this (paraphrased):

  • Me: Look at you, logging in for the first time since the last Total Galactic War! [I could tell because on log-in he triggered the "Conqueror of Oricon" achievement.]
  • Him: Hah, you got me there. Would you like me to pop some tokens?
  • Me: How do you even have any? You haven't been online and you said you popped them all last time.
  • Him: Oops, I guess I lied.

All of Sunday afternoon and evening the guild was absolutely buzzing with activity and achievements were popping left and right as people went out of their comfort zone and tried content they hadn't done before in order to earn Conquest points. Guild PvP was more active than it had been in months and there was plenty of banter. Point gains aside, it was a joy to see.

We could see that the Czechs were active in the evening and trying to bolster their score with some planetary rampaging, but we actually had a similar number of people online and were absolutely on fire. By the end of the evening, the gap between us was down to less than ten million.

I expected Monday to be more quiet, so I was both pleasantly surprised and had a good laugh when I decided to do a quick check-in on Monday morning and saw seven people online in guild. Clearly our members were less constrained by work than I'd expected.

We continued Sunday's trend at a slightly slower pace and the gap between us and first place continued to shrink all day. By the time the last person went to bed we were only about a million points behind.

Tuesday I was working from home and I had put a bit of time aside around the end of Conquest to pop my Personal Conquest Requisitions as needed. I had transferred four characters to Darth Malgus the day before (my first character transfers ever) and now held 182 tokens in my inventory and cargo hold. Several other people were online and trying to earn some last-minute points while buzzing with excitement. We were pretty much neck on neck with the Czechs, but still always about a million behind.

A shot showing my character's inventory and an entire cargo bay filled with Personal Conquest Requisitions

With eight minutes to go on the timer, I decided to start clicking my Requisitions. I'd told myself that I wasn't even going to look at the score, but was just going to keep popping the tokens. We didn't really care about overshooting and wasting points, as for us, this was the fight to end all fights. We wanted Belsavis and winning it was all that mattered.

While I wasn't looking at the board, other guildies were, and I was cracking up as several complained about their scoreboard going blank at some point. I'd like to think that we were pumping so many points into the system that we temporarily overloaded it. Anyway, it turned out that apparently the Czechs did not have a counter to a big final push this time, so I saw guildies cry out "twelve million ahead", "twenty million", "thirty million", "they are not doing anything" and: "Are you still clicking, guys?" 

I eventually stopped with about twenty tokens left in my inventory, though my fellow Conquest buddy used up every last one of his. It had been overkill indeed, as the final scoreboard showed us more than fifty million points ahead of the competition. But it was definitely worth it, as Twin Suns Squadron owned Belsavis at last, earning several of us the "Galaxy Conqueror" legacy title. I think I mentioned before that this isn't actually something that's hard to get if you simply join a large guild that wins a lot without even trying - it's how I got the title on the Shae Vizla server myself. But to have earned it in a smaller guild with hard work and communal effort, over the course of over a decade, that felt pretty good.

We wondered a bit why the Czechs folded as soon as we started our final offensive, and we can only guess that since the "surprise attack coming from behind" didn't work for them last time, they frontloaded more of their efforts (including token pops) this time in order to stay in first place from the beginning (and hopefully demotivate us). They probably didn't know that this exact strategy had failed Ace of Saints against us back in December as well, but that's how it goes.

I almost want to say that I feel like I can retire from Conquest, now that I've finally achieved it all, but I honestly enjoy it too much to just give up on it I think. However, any future planetary conquests for newer members admittedly won't quite carry the same weight or garner the same amount of excitement as this one did. 

11/08/2024

Achievements I Would Add to Old Content

I'm actually not the biggest fan of achievements and prefer it when MMOs don't have them, as the big UI pop-ups tend to take me out of the world too much, but seeing how they seem to be considered pretty much a standard feature of most games nowadays, I've learned to live with them. Sometimes they'll even motivate me to do something! I won't necessarily go out of my way to hunt for achievements, but if I'm already doing something, and there's an achievement to do just a little bit more for example, that can definitely work as an incentive.

For those who don't know, SWTOR originally launched without an achievement system, but added one with the Rise of the Hutt Cartel expansion in 2013, which included a lot of retrofitted achievements for older content. However, there were always some things that made me go "huh" - every time I found myself a bit surprised that there wasn't an achievement for a particular thing. Here's my top five list of achievements that I would still add to old content:

1. Being sneaky in the Black Hole

In first place, we have the mission that inspired this whole post: [Daily] Eyes and Ears on Republic side or [Daily] Hypermatter Directive on Imp side. These are mirrored dailies that require you to click on five spots in a warehouse while navigating a bunch of sensors that will spawn a guard droid each if you trip them. There's no particular punishment for this other than having to kill the droid so you don't have to do it perfectly, but I at least try to be perfectly sneaky every time, and on the rare occasion when I succeed, I always feel extremely proud. Alas, the game doesn't agree that this is a special feat and there's no achievement for it. If any daily mission ever deserved an achievement, I think it's this one.

A female smuggler and Bowdaar look at a red sensor circle in the Eyes and Ears mission

2. Kill Esh-ka

One type of common achievement that was added with Rise of the Hutt Cartel was to kill a bunch of mobs on every planet, often sorted into different categories. On Voss for example, there's one to kill hostile droids, members of the opposite faction, and several different kinds of beasts. I didn't inspect all the newly added achievements in advance, so as I quested my way across the different planets for the first time after the expansion, it was always interesting to see what would pop up.

I have this distinct memory of doing this on Belsavis, and at one point wondering why nothing had popped up yet for the dozens of Esh-ka I'd killed. And then I checked and found that there wasn't even an achievement for these mobs... which make up what feels like half the enemies on the planet. I always thought that was a bit odd.

After thinking about it a bit more, I can only guess that the devs were worried that something like "kill 100 Esh-ka" might sound kind of... genocidal? Generally the kill achievements for humanoids ask you to take out a faction, not a species. But that strikes me as something that could be addressed with proper wording - "defeat 100 Esh-ka escapees" or something. I want my wading through tunnels and tunnels full of these to be acknowledged!

3. Harmonised flashpoint achievements

When a new flashpoint comes out nowadays, it generally has a pretty standard set of achievements: do it x times on story/veteran mode, do it x times on master mode, kill each boss at least once, and then maybe a couple of extra achievements for bonus bosses or special mechanics. This wasn't always the case though, and if you look back at the achievements archive, there are quite a few flashpoints that only have an achievement for running them once on story or vet mode, such as the Esseles, Black Talon, Athiss, Mandalorian Raiders and more. I think this is because at the time, they were low-level content that didn't scale, and it didn't really make sense to ask people to re-run a level 20 flashpoint twenty times after they'd out-levelled it (though there are always alts I guess...) Nowadays though, with everything being scaled, I don't see why these achievements shouldn't be the same across the board. Same with flashpoints that are lacking achievements for their bonus bosses, such as Assault on Tython and Korriban Incursion.

I know some old-timers would hate me for this - "I've already run the Esseles a hundred times and now you want me to run it another twenty times for a new achievement in 2024?!" Well... yeah. I'd still do it.

4. Planetary storylines

This one is fairly simple: I think it's a bit of a missed opportunity that there are achievements for completing all the class stories, but none for doing all the planetary storylines at least once. I'm not saying they're all narrative masterpieces, but I think they add a lot of context for each planet and achievements could make for a good incentive to encourage people to give them a try. I still occasionally see comments from players who try to do literally nothing but their class story and then wonder why they end up under-levelled at some point.

5. Exploration missions

I've always felt a bit sour about the fact that exploration missions get hidden by default nowadays, until I heard Swtorista say in a stream that they apparently confused people? I don't know, that was before we had the purple markers for main story missions... either way, I think at the very least they deserve an achievement of their own as well, to give people an incentive to check them out, similar to the planetary storylines. For these, I guess I wouldn't make a separate one for each planet, but simply something like "complete 50 exploration missions across the galaxy" (or however many there are - I wouldn't require you to do them all, but probably something like two thirds of them).

Have you ever come across something in game that made you go "huh, I'm surprised there isn't an achievement for that"? Feel free to share in the comments!

06/03/2023

GS3 Review: Star Forge

Galactic Season 3 ends tomorrow, so today I'd like to talk about the last server on which I finished my GS3 goals: Star Forge. Of all my secondary servers, this one has long been the most progressed for the sole reason that I've had a character there for many years that was actually at the level cap during several expansions, even if I didn't really do any endgame with her. As such, Star Forge was the only secondary server where I already had a character hit level 80 during Season 2.


However, with all the new max-levels I've gained on the other servers, it feels like Star Forge is no longer as ahead of the pack as it was, even if my Cathar trooper has marginally better gear than the others, with an average item rating of 328 and being only a few tech fragments away from maxing out her second implant at 334.

That said, my legacy here is still the most advanced by quite a margin (aside from my home server of course), coming in at legacy level 37, and I also did more PvP here than on the other servers, incidentally reaching level seven in the PvP season without trying.

In terms of story I didn't make a lot of progress but that was okay, since my trooper here has been trying to do all the quests just like the one I made on Tulak Hord. She was on Belsavis at the end of the last season, and made it about halfway through Voss this time around. I did the Belsavis bonus series for the first time in what felt like forever and boy, did that bring back memories. I was a little confused though that there was one mission I remembered that I couldn't find anymore, the one to stop a Sith from escaping on a shuttle. Wonder what happened to that and why anything happened to it in the first place, assuming I wasn't just being blind.

I also ended up soloing Kuat Drive Yards at one point (though I don't remember how that tied into seasons, having to complete missions as a trooper perhaps) and ran into a massive wall by getting Station Guardian One at the end, who must have killed me a dozen times before I managed to got him down. I wasn't sure whether he was soloable at all as I couldn't find any evidence of it online, but well, now I know that he is. I'll have to upload the recording I made of it to my YouTube channel at some point.

My other two characters on the server, a Gunslinger smuggler and a Shadow knight, didn't see much play this season, though the smuggler did make some progress on her class story, and seeing how she didn't do all the side missions, it felt rather weird when I realised that she had almost caught up to the trooper in terms of story progression. I guess completing chapter two on her was notable in so far as it made Star Forge the first of my secondary servers on which I have access to two of the legacy class buffs instead of just the one.

14/10/2021

Peaceful Adventures on Hoth & Belsavis

I took last week's Pirate Incursion event as an opportunity to take a break from having Pacis look after the Kath hounds and dig for relics, and instead had her resume her mission to explore the galaxy and find out what else there is to do that doesn't require you to fight anything.

As I mentioned previously, Hoth is where I lost interest in this part of the project at one point, but nonetheless I felt compelled to go back and at least finish it up. I tried to do the main story quest where you're supposed to trigger an ambush and then have Imperials come to your aid, figuring that maybe I wouldn't actually have to get involved in the fighting myself to get credit, but as it turns out the traitorous bastards don't even show up if you don't attack the ambushers yourself first.

Besides that, I re-did the one heroic that's doable without any combat and finished exploring the rest of the map. In the Starship Graveyard I ran into these two troopers that appear to be brothers or something and looked like they were sparring with each other. I don't recall ever seeing them before.


When I moved on to Belsavis, I was pleasantly surprised to find that this snowy prison planet perpetually stuck in a state of rioting is an unexpectedly great place to get things done without fighting! There is of course the perennial favourite of heroic runners everywhere, looting Agent Mynock's corpse, but I also found three other heroics that I could do.

Open Communications just requires you to loot an item and as a stealther you can vanish out when this act spawns a group of attackers, and of course doing the Stasis Generator without fighting anyone reawakened fond memories of the game's early days when these missions were part of the daily circuit that many people did in a group and it wasn't unusual for us to chill by the door while the stealther in the party took care of things. Doing it on my own was a bit more boring though since I didn't have anyone to talk to while waiting for Force Cloak to come off cooldown four times.

The biggest and most amusing surprise however was the heroic to save captured scientists from rioting Gand. Most of these "rescue" type missions require you to kill the mobs around the captives, but I couldn't remember that being the case with this one for sure, so decided to give it a quick go anyway. And what do you know, not only can you rescue the scientists without fighting anything, it doesn't even break stealth! So I just had to walk up to them, nudge them in stealth, and they'd just get up and walk away. Never mind the armed prisoners with guns pointed at their heads, clearly it was just their own negative attitude that was keeping them imprisoned. Life lessons!

After that I was planning to explore the map and look for some more one-time missions to do, but then the Feast of Prosperity came around and I realised that this was too good an opportunity to engage with some temporary non-combat content to pass up. The event missions also happen to give tons of experience, which is only enhanced by it overlapping with three weeks of double XP this year, so the level cap is now so close that I can smell it!

17/06/2021

Shintar's Galactic Seasons Diary, Week 7

I apologise for Seasons being all I'm talking about at the moment, but similarly to the Dark vs. Light event back in the day, I'm honestly kind of fascinated by my own interest in it despite of my initial reaction that the concept wasn't all that great. I'm currently planning to keep writing these diaries until I reach level 100 (which, at my current progress, should be in three to four weeks) and then maybe post a summary of lessons learned.

Anyway, without further ado: The seventh week of the Season was Total Galactic War, which meant that I was more focused on Conquest than Seasons for the first few days at least, though there is overlap between the two of course. This shift in focus meant that I kind of completed some Seasons objectives almost accidentally and without paying too much attention to them.

Day 1:

Seeing how I'd got the flashpoint weekly again and considering what I said last week, I re-rolled it so that I ended up with both warzones and GSF as my weekly objectives. My dailies were also to play a warzone and to do some outer rim heroics.

For the latter I enlisted my DvL Shadow and for once I was actually pretty good at getting in and out of various heroics on Belsavis stealthily, meaning that I finished in good time. In the evening I did a fair amount of PvP for Conquest, which completed both my daily and my weekly. I remember that the first match was a Voidstar on my healing Sage, in which we managed to defend the first set of doors for the full duration, and during the second round I was the one who succeeded at planting the bomb, which is the sort of thing that always makes me happy. The matches after that I don't recall that well, I just know that they didn't all go that swimmingly for me.

Day 2:

My dailies were once again to play a warzone and to kill 75 enemies on outer rim planets. My first PvP match of the day was a Huttball on my Vanguard tank where I rocked pretty hard, pulling enemy ball carriers into the fire repeatedly, and we ended up winning 6-0. After that I descended into a major losing streak though, until I got annoyed enough to stop for the day.

For the outer rim rampage I decided to return to my DvL Assassin and continued questing with her on Belsavis. I felt slightly naughty playing on Imperial side since we needed more points on Republic side to win first place on Onderon, but we already had a healthy lead after only one day, so I wasn't too worried about taking a little bit of time away from that.

Day 3:

On the Thursday, my dailies were a convenient GSF/warzone combo. (I think one of them may originally have been something else, which I decided to re-roll, but I don't remember the details.) The GSF match was one in which my team was abysmal. The warzone, played on my Vanguard tank, was a Voidstar where we once again mounted a flawless defense during round one and then broke through the doors almost immediately in round two.

Day 4:

More GSF for my daily objective, which also brought my weekly count up to three. This one was one of those games in which both sides were bad and struggling to kill each other, which is usually something I find amusing, but less so on that day since I was lagging pretty badly for some reason, constantly getting "on cooldown" messages when trying to fire my railgun, and it annoyed me. Alas, even though it was quite close, it was still a loss.

My other daily was originally 75 mob kills, but I re-rolled it into heroics. I considered repeating the Belsavis combo that I'd found so efficient on day 1, but decided to try Hoth instead for a change of pace. I did aim for a stealthy run again, taking my Shadow tank this time, and actually succeeded again! I even picked up two heroics that were in the exact same area without realising. I found myself thinking that it would be handy to have a guide for which heroics are quick and stealthy to do, but of course these already exist; I just hadn't been looking. This spreadsheet is a good example, if not entirely comprehensive (though I'm not sure about all the random profanity).

Day 5:

My dailies were GSF and heroics again, but I felt daring, so I re-rolled the heroics and got mob killing instead... but the objective counter was already sitting at 74/75, so I literally only had to kill a single mob to get completion. Best bug ever.

For GSF I queued on my Assassin tank again while some of my guildies were queueing on Republic side, and we got into the same match on opposing sides. I was a bit uneasy since at least two of them are pretty good at GSF while I'm not, but the match actually ended up being quite balanced and extremely close. My team won though, which also completed my second weekly objective for the Season.

Day 6:

This time I got PvP and heroics, and re-rolled the heroics into mob killing again, though this time it was sadly at the (expected) progress of 0/75. For the warzone I queued with a group of three guildies this time since several of them had the same objective, and we got into a Novare Coast. Since I was on my Nautolan Shadow, I volunteered to guard our side base. It was pretty quiet for most of the match, except for one time when two people came to try and cap it and I pretty much deleted one of them before they even got close to killing me... I forget how ridiculously OP burst spec Shadows and Assassins are in PvP. The match as a whole was a decisive win too.

For the mob killing I decided to change scenery to Rishi, where my dps Sorc was just starting up the Shadow of Revan storyline. I simply quested until I had enough kills, though considering how many of the early missions are simply about running around and talking, that took me quite a while. Also, I learned that Rishi has a weekly mission now? I do vaguely recall hearing something about that being added at some point, but I'd kind of dismissed it because I didn't think Rishi had enough daily missions anyway. I was wrong!

Day 7:

Finally, I closed out the week with a combo of heroics and mob killing, neither of which I re-rolled this time because they were quite synergetic. One planet I hadn't visited yet this week was Tatooine, plus our Imperial guild still needed some Conquest points too, so I picked three Tatooine heroics off the fleet terminal on my dps Juggernaut and off I went. I was initally worried whether I'd judged their length badly when I wasn't even halfway towards completing the kill objective after two heroics, but "fortunately" (in this case) the third one included a lot of running around and mob killing, so that I actually ended up completing both objectives nearly simultaneously.

Week 7 thoughts:

I think I've developed a clear preference in terms of the daily Seasons objectives now: I'll always be happy to do a warzone or GSF match. Heroics and mob killing I'm generally OK with, but I might try to re-roll them anyway if I get the same type of objective too many times in a row or just don't fancy it that much on a particular day. Insectoids I still avoid like the plague.

That said, two months in, things are definitely getting a bit repetitive. I do try to to mix things up by doing things like heroics on different planets every day, but there's only so much you can do to spice things up on that front. I'm looking forward to being properly "done" with this Season and having a bit of a break from caring about these daily and weekly objectives before Bioware intends to start the second Season (in September I think?).

13/05/2021

Shintar's Galactic Seasons Diary, Week 2

You know, originally I was only going to write about my first week of this Galactic Season, but it's been shaping up to be such an interesting experience that I figured I might as well continue this little diary. Read on to find out all about the adventures I had while completing Seasons objectives in week two.

Day 1:

My new weekly objectives were to play four GSF matches and do three veteran mode flashpoints. I would have been happy with both of those except that word was that the flashpoint objective was still bugged, so I re-rolled it and got the warzone one again, which was just as well from my point of view.

My dailies were to play one GSF match and do some Section X dailies. For the former I took the character whose ships I had started kitting out last week, my boosted Assassin tank, and with more ships it was immediately more fun. I lost again, but at least it was domination instead of a death match for a change and I got to play a bit differently. This also brought me to 1/4 on the weekly, but I decided not to pursue that further for the time being in case I got more GSF dailies over the course of the week.

I took my Powertech tank on what I expected to be a quick tour of Imperial Section X but got a bit bogged down by the heroic, which - while soloable - can still be a bit of a drag. Once done, I quickly travelled out and did some hand-ins, which was enough to already grant me the Seasons objective even though I had two more missions left for the weekly quest. I decided to leave those for now in case I got more Section X objectives in the next couple of days.

Day 2:

My new dailies were to kill bugs and other mobs, this time across outer rim worlds. I immediately re-rolled the bugs and got a PvP match instead. I played this on my Sage healer and got into a Hypergates match where we eked out a win by a hair's breadth.

For the remaining generic mob killing I figured I'd consult my character spreadsheet to find an alt on a class story step on one of the eligible worlds (Tatooine, Hoth, Belsavis, Rishi). Surprisingly there was only one real contender, my DvL Assassin, whom I'd left on Hoth at some point. Returning there I finished off the class mission I was on, but then got sent to various other places before it continued on the next eligible planet, Belsavis. I'd actually completed my Conquest almost twice over before my mob counter finally hit 75.

Day 3:

My daily objectives were outer rim heroics and Section X dailies. I um-ed and ahh-ed a bit but eventually decided not to re-roll as I might just have ended up with bug killing again.

I returned to Section X on my Powertech tank to finish up those last two dailies for her weekly, but sadly only one of them counted towards the four dailies needed for the Seasons objective, so I had to come back and do some more on another character. I chose my Marauder for this.

For the heroics I opted to take my DvL Shadow to Tatooine with the intent to do the quickest, most stealth-friendly heroics I could find, but my memory ended up betraying me and I did pretty much the opposite (as in: several heroics that required a stupid amount of killing). Also, the first heroic I completed didn't actually count towards the total for some reason - there was probably already another bug report about that somewhere on the forums, but I didn't think to check in advance.

Day 4:

GSF made a comeback and I got a generic kill objective for the outer rim that for some reason already sat on 54/75. Sure, why not? I quickly finished off the latter by killing a few more mobs on Belsavis on my DvL Assassin and went back to my Assassin tank for more GSF. I got into a domination map where I started off by accidentally suiciding into some debris mere seconds after the start, but we ended up winning and I earned a whopping 13 medals defending the middle satellite on my bomber.

Day 5:

With more Section X dailies and heroics I was once again dithering about whether I should re-roll, since I was getting quite tired of the former and wasn't really too keen on the latter either, but once again I didn't want to risk ending up with something even worse.

I finished Section X on my Marauder who had started it on day 3, and learned that while the area daily doesn't count towards the Section X daily objective counter, the heroic apparently does.

For the heroics I logged my dps Powertech and took her to Belsavis. Once again I made my heroic choices based only on very vague memories, and this time I did a bit better, though only one was really conveniently short. The others would have been quick if I had been on a stealth character instead of one that needed to wade through every single pack of trash between me and the boss.

Day 6:

I got a repeat of my day 4 objectives, only for some reason this time the kill counter was already on 67/75, so it was easy enough to dispatch the last seven mobs to get credit. My GSF match was a death match that felt like it was going pretty well for me personally (I earned eight medals) but we actually lost by eleven points.

I also did a warzone to push my weekly to 2/3, since I could only potentially get one more warzone daily objective anyway. I got into a Vandin Huttball which was a draw that we won by holding the ball at match end. I did find the improved performance in the warzone very noticeable - to be honest I was a bit sceptical of just how much Bioware had "fixed" Quesh and Vendin during their several-months-long absence from the PvP rotation, considering how little fuss was made about them being added back in, but it was very obvious that I didn't get the weird lags/apparent teleportation anymore that I used to get when jumping on the air vents for example.

Day 7:

The last day of week two presented me with requests to kill bugs on Tatooine and another buggy daily that told me to do missions on Rishi while having a counter for Section X. I decided to re-roll the latter as I didn't really want to spend a fourth day in Section X this week, or deal with more potential bugginess for that matter. Killing bugs on Tat didn't exactly thrill me either, but in fairness it was actually the first time that week that this objective had come up, so there was at least some novelty to it. The re-roll turned into "do a warzone", which was nice as I needed to do that anyway to complete one of my weeklies.

For the bug killing I took my Guardian to Jundland, to that area where the Jedi consular has a class story quest interacting with Jawas. There were a few other people there, but there were so many Geonosians and they respawned so quickly that I nonetheless got my business done quickly and without too much of a fuss. It also completed my Guardian's Conquest.

For PvP I played a match on my lowbie Merc and got into a Voidstar. We started defending and couldn't hold the enemy back for long, making me curse the new unified levelling bracket, as our team seemed to average around 40, while our opponents were mostly 60+, with several of them in the 70s, and it felt like we were just getting stomped. Somewhat to my surprise we ended up winning anyway though, as we had a couple of keen stealthers that managed to crack open the enemy doors even quicker than they had.

Finally I did one more GSF match to finish off that weekly, and got into a deathmatch during which I lagged horribly at first, making it hard to hit anything at all. I wrote it off as a likely loss, but the score remained remarkably even and in the end we won 50-49. "Wow, gg," I commented in chat... just to have an angry Imp whisper me to say "no, it was not". Some people.

Week 2 impressions:

I liked the mix of objectives I got better this week, or maybe I just liked the planets more that were this week's focus. The general bugginess continued, though at least it actually worked in my favour a couple of times. It was also nice to have a reason to play a bit of GSF again after not doing any in ages, even though I'm not great it. The only thing I got a bit tired of was being sent to Section X over and over.

08/12/2018

Back In My Day: Dailies

"Back In My Day" is an irregular series in which I take one aspect of Star Wars: The Old Republic and look at how it has evolved over time. This particular installment was inspired by me doing a lot of questing on Ilum recently, which got me thinking about how many of the quests there used to be daily repeatable but aren't anymore.

Launch - The Dailies That Weren't Really

At launch, it was very obvious that SWTOR hadn't originally been conceived as a game with daily quests as an endgame activity in mind - until someone at the Bioware offices had a sudden panic attack three weeks before launch or something, and in order to shoehorn the daily concept into the game somehow, they took two quest chains that had been designed to be done at or near the level cap, the Ilum storyline and the Belsavis bonus series, and turned all the missions that weren't part of the main quest chain into daily repeatables that handed out endgame rewards. (I remember some of them gave out purple item modifications, but I seem to remember that this wasn't the case for all of them.)

This went about as well as you would expect. In a post from February 2012 describing my first impressions of the Belsavis dailies, I hilariously noted that I didn't even know where to go and where to start, as there was no "daily hub" or anything, and the daily missions were utterly indistinguishable from regular one-time quests.

Story-wise, a lot of them made no sense either. Now, daily tasks in an MMO require a certain suspension of disbelief most of the time, but there are still ways to make them more credible vs. blatantly hitting the player over the head with how little sense it makes to repeat certain things. My favourite example of this was always the Republic quest on Ilum that had a little astromech droid desperately seeking help and supplies for his owner, a recently crashed fighter pilot... who apparently crashed every day? We used to joke that the guy was really just a hermit who happened to live in a ship wreck and we were basically his daily supply run.

Mechanically, things were pretty bad as well. People were complaining about others not space-barring through the daily quest givers' dialogue quickly enough long before anyone got tired of the cut scenes in flashpoints, but at the same time they didn't just want to have the mission shared with them because they did want to go through the cut scene to farm social points and/or companion affection.

The area also didn't really seem to be designed to have a large number of people questing in it at the same time. Most infamously I remember the quest on Republic side to kill Rattataki leaders, of which you needed three for the quest, and there were only about five in the area, with half of them habitually bugged out and unkillable. Sometimes I'd just sit down and wait for the same guy to respawn three times.


Now, all of this may sound horrible, but it wasn't really that bad. It wasn't well designed for its purpose, but at least for me it also managed to stay below the threshold of actually becoming tedious and annoying. The fact that the Belsavis bonus series included no less than three heroics encouraged people to group up for the whole chain of dailies, and the end result felt kind of awkward but also fun. The payout was also high enough that you never really felt like you actually had to do the whole thing on a daily basis to stay afloat.

1.2 - Into the Black Hole

Patch 1.2 introduced the game's first "proper" daily area, the Black Hole on Corellia. It was a bit of a pain to get to as you had to go through no less than three loading screens to travel there, but it was much more streamlined for its purpose. There was an introductory quest with dialogue on the fleet, but then the actual dailies could just be picked up from a terminal all at once and were neatly clustered around the area.

Bioware decided to keep encouraging people to group up by also adding a heroic mission, as well as a weekly meta quest that required you to complete each mission, including the heroic, exactly once. I noted at the time that the concept of the weekly was very much in line with SWTOR's very casual-friendly approach, in that the best rewards only required you to visit the area once a week. It was also very much worth doing as the weekly also offered a new type of currency called Black Hole commendations, which could be used to buy new and more powerful gear from vendors on the fleet.

1.5 - Experiments in Section X

Section X iterated on the Black Hole and mostly tried to improve it. 1.5 was also the patch that included the free-to-play conversion though, which led to the weird experiment of making the new zone into paid content that you could unlock by subscribing or via a special access pass (which was eventually dropped).

I can't even remember what sort of rewards the missions gave at launch, but they were most assuredly overshadowed by the introduction of the reputation system, which also made Section X the first daily area with a reputation attached and gave players an incentive to increase their standing with the faction just to get access to things like cosmetic armour shells and pets.

The area was also spiced up by featuring the start to the quest chain to acquire HK-51 and having the world boss Dreadtooth path around the area. People with an interest in world PvP were delighted to actually run into the other faction on occasion now - one thing that had been a bit odd about the Black Hole was that even though technically Republic and Imperial players were playing on the same map, their quests were on entirely separate halves of it and they never even crossed paths. In Section X the two factions still had their own separate missions, like in the Black Hole, but they took place in roughly the same area, and the heroic mission for the weekly was even located in the same instance.


The heroic mission in Section X was the one somewhat controversial thing about the area, as it required exactly four people for successful completion - you couldn't substitute someone with a companion as there were several sections where people needed to click on things in sync to bypass some force fields. This was a bit of a nuisance, and was later on removed without much fanfare, though the quest's [Heroic 4] tag wasn't changed. Personally I only found out that I was suddenly able to solo it pretty much by accident.

1.7 - The Gree Revive Ilum

Patch 1.7 introduced the Gree event, the first world event that was designed from the ground up to be repeated, and which re-purposed the previously abandoned Western Ice Shelf on Ilum where the big open world PvP debacle from launch had taken place. While it also featured one instanced and two open world bosses, the main focus was once again on daily missions with which you could earn reputation to unlock some nice goodies from the local vendors.

The biggest controversy here was Bioware's attempt to use dailies more openly to encourage people to engage in world PvP within a small separate area down south, which would not allow you to be in a group larger than four, dismissed companions, and flagged you(r group) for free-for-all PvP. Personally I thought this was quite fun and novel, but some people got very hung up on the mere existence of two daily quests that required you to flag for PvP, despite of their rewards being minimal compared to the regular dailies.

2.0 - Makeb and Galactic Solutions Industries

2.0 was not a very successful addition to the game in terms of daily quest endgame. There were daily quests to do on Makeb, but they were part of the super awkward Makeb Staged Weekly and required you to limit yourself to one mission at a time, which had you travelling all over the damn place and wade through dozens of mobs just to achieve a single objective. Myself and most people I knew did it once or twice and then decided to go back to the old daily zones because they were much more fun.


Rise of the Hutt Cartel also introduced Galactic Solutions Industries as a faction, which asked us to make use of our new Seeker Droids and Macrobinoculars which we had acquired through one of 2.0's side mission arcs. Like the Makeb dailies these were very spread out, across different planets even, though at least the fact that many of them were on lower level planets allowed you to travel largely unimpeded, and quite a few of them didn't even require any combat at all. Unsurprisingly, these weren't a huge hit with people either, though there does seem to be a niche audience for them that appreciates the slower and more relaxed gameplay that they offer.

2.3 - CZ-198 & Bounty Contract Week

CZ-198 was the first daily hub to be introduced post 2.0 and went back to the classic model of having a small area shared between the two factions in which you could just "do the rounds" for some credits, and it quickly became popular because it was very quick and easy to do and therefore a very efficient way to make some money. It was also the first permanent daily area that didn't really differentiate much between the factions, as they both got the same quests. (I'm not counting that Republic players collect kolto and destroy toxin while the Empire does the opposite. It's still "click on these containers five times".)

What was really odd about CZ-198's weekly mission though was that it required you to run both of the local flashpoints in addition to doing all the dailies... which was a bit awkward to be honest. It's probably the reason I got the achievements for running these on story mode twenty-five times more quickly than for any other flashpoints, and I remember trying to always have the CZ weekly in my log before running a random just in case one of the Czerka flashpoints would pop up. This odd system was eventually patched out in 3.2, when the requirement to run the two flashpoints was replaced with a single heroic mission to kill a big droid.

2.3 was also the patch that introduced the second recurring world event, Bounty Contract Week. This followed more in the steps of the Makeb Staged Weekly, by making you choose a single daily quest that you then saw through to form a kind of storyline. It was a little weird, but still made a lot more sense than the stuff on Makeb.

2.4 - Oricon

Oricon always felt to me like it was made by the same team that created CZ-198, only with small improvements: again we were in a small area shared by both factions, both doing the same quests. Even though the change to the CZ weekly to not require flashpoint running anymore didn't come until much later, it seemed like Bioware already felt a bit awkward about that particular design decision, so the Oricon weekly featured a daily in a heroic area instead. It was brutal and I loved it - to this day it remains at least moderately challenging despite of how much heroics have been toned down in general.

What was different was that there were bonus missions for those who had unlocked their Seeker Droids and Macrobinoculars - CZ-198 had only featured a one-time quest for a pet, but the bonuses on Oricon were attached to dailies and therefore repeatable.

More importantly though, there was a much bigger attempt to tie the whole area into a story. On CZ-198, there was an introductory quest that asked you to run the flashpoints, and the flashpoints were part of the weekly, but the dailies were just kind of... there. Oricon took a different approach, by unlocking the daily quests one at a time and tying them into a quest chain narrative that you had to complete once before the missions unlocked as daily repeatable from the nearest terminal. (As an aside, the story was also refreshingly different for the two factions despite of running along the same general lines.) The story quest then cumulated in you being sent to do the two Dread operations, something that generated some resentment among solo players, but that's really another story as it had no impact on your ability to do the dailies.


2.5.2a - Return of the Rakghouls

(Fun fact, I couldn't actually find any patch notes about this... I only know that the event came with this patch thanks to my blog posts about it.) The third big repeatable world event, the Rakghoul Resurgence that would come to rotate between three different planets, took a fairly conservative approach and basically mirrored the basic setup of the Gree event, with a small enclosed daily area, an instanced operations boss and a couple of open world bosses. They just dropped the PvP area and replaced it with another heroic area instead.

What was somewhat revolutionary at the time was that the event was trying to be level-agnostic - the mobs in the tunnels were mostly very low level and would only spawn reinforcements of your character's level once you got aggro, allowing players of (nearly) all levels to join in the fun. The operations boss The Eyeless was also the first boss that featured PvE bolster, boosting lowbies to a high enough level that enabled them to participate. It's kind of ironic that this whole event appears to have been overlooked when they introduced the galaxy-wide level sync in 4.0, which now makes it feel kind of outdated and causes lowbies to get left out of parts of it due to some of the system's limitations.

3.0 - Soloing on Rishi & Yavin IV

Shadow of Revan's two new planets were a funny bunch in terms of dailies. Rishi featured several missions that were daily repeatable, and some of them even had achievements attached to repeating them often enough, but they were scattered all across the area and had no coherent theme or reward structure to them.

Yavin IV was the "real" new daily area of the expansion but required you to complete the storyline first. There was the whole thing with giving you the choice of either doing dailies or doing the Temple of Sacrifice operation to complete the storyline, which was honestly just kind of awkward. The dailies themselves, once unlocked, were decent enough fun and proved very popular. I ranted at the time though that I thought they were actually kind of over-incentivised, with the hugely powerful companion gear that was rewarded by the weekly making you feel like you kind of had to do them to kit out your companions (this was back when their gear affected their power level). What's also noteworthy is that while there was a weekly quest to kill the walker world boss on Yavin, this was completely separate from the regular weekly mission for the daily quests, which could be done solo in its entirety and was therefore the first of its kind to not feature any kind of grouping component.

3.2 - Pointlessness on Ziost

After the fun of Yavin, the dailies on Ziost felt like a bit of a step back. Requiring the completion of both the basic Shadow of Revan story as well as of the Rise of the Emperor patch, they presented the as of then largest number of hurdles to overcome in order to gain access to a new daily area. It wasn't exactly a prohibitive amount of effort or anything, but compared to the ease with which any alt could jump into any of the pre-3.0 daily areas it felt like a lot.

Mechanically it was interesting in that all the dailies were non-combat missions, enforced by the circumstances of the story... but the big problem was that there was basically zero incentive to come back. Where Yavin felt like it was almost showering you with too many rewards, Ziost had nothing, neither a reputation to work on nor anything interesting to buy with the currency the quests rewarded. I expect the value of all rewards to deprecate over time, but I distinctly remember Ziost being the one planet where I did one round of the missions on the day of release, looked at the local vendor, and realised that he didn't have anything of interest to offer even on day one, which was kind of disappointing. My impression is that I wasn't alone in this and that Ziost has remained comparatively unpopular with the masses for this reason... though again, some players did appreciate the novelty of the combat-less mission design.


4.0 - Goodbye To All The Quests I've Loved Before

Knights of the Fallen Empire brought with it a new focus on solo story, and new dailies were not really a part of Bioware's plan because they were considered too MMO-like I guess. Since the devs were busy retuning a lot of content anyway though, they decided to make most of the old heroics soloable while also attaching Alliance endgame rewards to them, which basically means that they morphed from being open-world group content for levelling players into just another set of endlessly repeatable dailies. I hated that, but based on the responses I got to the linked post a lot of people felt the opposite way.

As part of this great, galaxy-wide tidy-up, the former dailies on Belsavis and Ilum were also turned back into the regular quest chains they had clearly been meant to be from the beginning, so you did them once and that was it. I didn't even notice this for a long time, but as with all things, there were people who were unhappy about the change because they had actually still been doing those old dailies, mostly as a way to farm companion affection.

5.2 - Icky Iokath

Nearly two years after Ziost, Bioware brought us our first new daily area in ages in the form of Iokath. While everyone was quite excited about getting a new planet to explore, what we eventually got felt a lot less iterative than the previous daily areas, and more like they struggled to remember how to design this kind of content after a long time away from it. It felt as if they picked a bunch of features from the old areas, mixed in a couple of new ideas, and simply hoped that the end result would be fun. Unfortunately the different parts didn't gel too well and in the end it was more of a slightly awkward mishmash.

There is an initial storyline like on Oricon, and a couple of the quests you complete in it do return as dailies, but most of the repeatable missions are actually quite different. The quests are more or less the same for both factions and take place in a shared area, though it's larger than most daily areas. Travelling around the zone is also very convoluted, making questing on Iokath very time-consuming.

One of the new features was the concept of different daily missions rotating on the terminal from one day to the next, and the player being expected to do more than one day of them to complete the associated weekly quest. There were also several vehicle quests, which were very badly tuned in terms of cost vs. reward at launch, and while Bioware fixed this later, the bad first impression tarnished many players' impression of the planet forever. The vehicles were also meant to encourage PvP, but the combination of the initial high cost to buy them as well as the awkward geography not really encouraging people to meet up made that fall flat on its face as well.

Nearly three years after the last bunch of daily quests that also featured group content, Bioware also decided to include a single world boss on Iokath, the Colossal, and to make a daily quest for him... but since it wasn't required for the weekly and wasn't even marked as a group quest, most people picked it up once, went "mm, nope" once they saw what they were up against (or maybe did it once just for the achievement) and that was that. It's not like the boss drops anything either.


Looking Back And Looking Forward

Looking back at this history of SWTOR's daily quests / areas, I see several different developments over time. Aside from launch and it's "improvised" dailies, the Black Hole's precedent of the terminal with both dailies and a weekly quest was something that quickly became the norm and that has persisted to this day, but other aspects of the system have been more fluid.

First off, there was a lot of experimentation with story. The first daily areas just offered a voiced introduction and then tried to engage you by giving you different things to do on each faction. On Makeb and with Bounty Contract Week they seemed to try to create a sort of daily repeatable miniature story, with very mixed results. The Oricon approach of weaving the dailies into a one-time story was the most attractive way of going about things in my eyes. More recently they have gated largely separate dailies behind doing a longer, one-time story quest, which I haven't been quite as fond of.

There was also a gradual abandonment of group content. The early weeklies up to Oricon all had some sort of group component to them (even if CZ-198's flashpoint running requirement was eventually abandoned as a failed experiment), but with Shadow of Revan that all went out the window. The Colossal on Iokath felt like a hesitant breadcrumb thrown at players who liked to group up, but it wasn't handled very well in my opinion.

Finally, there is an interesting undercurrent of wanting to incentivise world PvP every now and then, most notably with the dedicated PvP area on Ilum but also with the Iokath vehicles, yet people never seem to have taken to it very well. From my experience the best thing to do still seems to be to simply force both factions into a small space and then let them sort themselves out. I've had some enjoyable world PvP both on Oricon and in the Rakghoul tunnels.


In a few days we'll all get to see the game's newest daily area on Ossus. I've mostly avoided spoilers about it, though I hear that there are supposed to be some new heroics, which is something that I at least would definitely appreciate. As far as story integration and world PvP goes, we'll just have to see!

20/05/2014

Random Revelations

My random PvE pursuits continue.

I actually got all the datacrons except the two Makeb ones on my main now. Yes, even the Green Matrix Shard on Belsavis. I got lucky in so far as it "only" took me about an hour to find the four Rakata Energy Cubes I needed. Pet Tank advised me that I should make the most of my work by parking some alts at the datacron location to see if I could quickly relog to get the Matrix Shard on all of them while the datacron was still active and without having to collect more cubes. Despite of Belsavis' long loading screen, I managed to click on it with a total of three characters, and I probably could have squeezed a fourth one in if I had been optimistic enough to bring a fourth one along in the first place.


Oddly enough, the endurance datacron on Quesh was probably the next hardest one. You used to be able to access it on your own (the SWTOR Spy guide hasn't been updated since those days), but I already knew that wasn't possible anymore. However, until fairly recently, Pet Tank and I were always able to get it with the two of us when we were levelling on Quesh, with one person clicking the outside panel and the other activating the two inside the cave in quick succession. Except the last time we got there, we found that the latter was suddenly impossible to do, even with a speed boost. I got lucky in that when I went to get it on Shin, there was already another guy there looking to group up for it, so I just had to coax Pet Tank into logging in to be our third.

All in all, it wasn't too bad an exercise as I had already made significant progress before this latest hunting session, but I don't think I could run another alt through all of it again right away. I look at the status of the datacron codex category on some of my alts, see things like "2 out of 69" and it just makes me want to weep.

On Imperial side, I've continued running flashpoints on my Operative and my Marauder. In this post-automated-group-finder world, most groups are fairly quiet, but I've noticed that everyone still says hello at the start and goodbye/thank you at the end. People also remain fairly easygoing for the most part. I was surprised to find that not all pugs hate listening to cut scenes or doing bonus bosses, even at endgame. One time I zoned into False Emperor HM and the tank dropped group the instant he saw which instance it was. We ended up three-manning it with Kaliyo tanking and never got a replacement tank despite of having requeued.

My favourite pug was probably the Core Meltdown hardmode run where upon zoning in I noticed that our tank had only about 23k health. I wondered whether I should say anything, but decided to see how things went first and leave it up to the healer to complain if he wanted to. Surprisingly, the healer managed to keep our paper tank upright throughout the whole thing, except on the sandstorm boss, where the other Marauder (who was way overgeared) simply dps-tanked the rest of the fight. It was just a little comical.

In other news, my guild has run EC NiM a lot in the past few weeks, to get tanks for people and to finish up achievements. I still don't have a tank, but at least EC is now the third operation for which I have 100% achievement completion. Every time we loot a chest with Molecular Stabilizers in there, someone makes a joke about how they are so excited about the loot, to mock its supposed worthlessness now compared to how much we all used to crave those "stabs" back before 2.0. Imagine my surprise then, when I checked the GTN to see whether anyone was still buying them, just to find that they were actually selling for more than Exotic Element Equalizers, the current blue crafting materials. I always knew that there was a segment of the population that lingered at 50 - basically anyone who hasn't bought Rise of the Hutt Cartel or subscribed for at least a month since they made it a free addition to the sub. But to see people actually care enough to craft old endgame level gear, to buy old crafting materials at higher prices than current crafting materials... that just boggles the mind.

Last night we undermanned an EV story mode on Imperial alts, and meant to take a guildie with us who was only level 48. He bounced off the door with an error message about needing to be level 50 to enter operations. We all scratched our heads in confusion, since we could distinctly remember taking sub-50 players into ops with us before. I asked on the forums and someone pointed out to me that this was a change made in patch 2.1 - over a year ago. I felt like such a noob... also a bit sad though. Did it really hurt anyone to be able to take along people who were a couple of levels lower?

15/05/2014

The Art of Achieving Map Completion

While gallivanting across the galaxy to do things like collect datacrons on alts, I thought I might as well kill two birds with one stone and get some map exploration done at the same time (and get the Galactic Explorer achievement in the process). Surprisingly, this turned out to be more challenging than I expected.


The way SWTOR reveals maps to you as you explore is a bit weird. When you first enter an area, the map is covered in dark hexes that light up as you explore designated sub-zones of the region. However, not every hex is actually connected to a sub-zone. What this means is that you end up with little dark spots all over your map that make you think that there is something left for you to uncover in that place, when actually there isn't. They go away once you've found the last named area in the region, but until then, which one of all the little dark spots actually hides something that you still need to unlock is anyone's guess.


As an example, let's take this screenshot I took while exploring Jundland on Tatooine on my agent the other night. There are a lot of dark spots left, but I was actually only missing one explorable area at this point. Can you guess which one it is? There are some hints you can follow. For example the big triangular splotch just off the centre is out, because the hexes inside it have black lines instead of light blue ones. This is something I only noticed fairly recently, but basically the black lines denote the edges of the explorable map, like a big "nothing to see here" sign. There are also black lines around the outer edge of the area I've already explored, so it's not as if I haven't ranged far enough, even if there are seemingly large chunks of darkness out there.

That leaves a couple of small areas that are still covered by one to five dark hexes. The ones north and south of Outpost Salara look promising because they are the biggest ones, but looking at the map as well as considering what I know of that area, they appear to be the tops of cliffs you can't climb. However, that road coming out of the northern end of Outpost Rennar seems to lead straight into those two hexes north-east of it. Following roads usually works quite well, so I do, and eventually...


Ta-daa! Apparently I had missed a whole Imperial outpost there, but now that I've found it, the whole map reveals itself at once. This is useful if you're trying to uncover everything on a planet but can't remember how much you completed previously - as long as you can still see the hexes, you're not done.

Finally, let me just share with you a couple of planets and sub-zones that gave me particular trouble while trying to explore them myself: maybe this will help someone else who's experiencing the same issues.

Ord Mantell: The Lava Flow Overlook is the one area you'll never get sent anywhere near while levelling up through questing, and it's not immediately obvious how to get there. The "secret" is to jump up the rocks in the south-western corner of Fort Garnik. One of the henchmen during Bounty Contract Week spawns up there as well.

Balmorra (both factions): In the Sundari Flatlands, I initially had some trouble to get the western edge of the map to uncover. As it turns out, those bits are actually the heroic area and the attached canyon which you access from the north-eastern corner of Gorinth Canyon, but for some reason they count towards progress for Sundari.

Alderaan: The Juran Mountains is one of those areas where you end up with tons of dark hexes scattered all over the map when it looks like you should've already revealed everything... yet the final sub-zone is actually somewhere completely different. As you enter the area from the south, go up the mountain path on the east, all the way to the top, where all those Rist soldiers hang out. Then, jump down the southern cliff face, where there appears to be a bit of a plateau leading down to King's Pass. It's called the Alaskan Overlook and probably the only thing you're missing. I don't think I ever would've come up with that one myself if it hadn't been for a helpful comment I found somewhere buried on the official forums.

Hoth: In the Glacial Fissure, the area at the very bottom of the map, south of the heroic area, has no obvious entrance. There is however a hidden path through the giant icicles, starting at roughly X: 330, Y: 1160.

Belsavis: In the High Security Section, a couple of dark hexes in the middle of the map drove me nuts. They are right where you go to the Willpower datacron, but they just wouldn't uncover! That's because they don't count as a sub-zone, and I was actually missing another area, in my case the perfectly rectangular bit underneath the southern exit towards Maximum Security. If you're on the road leading to the outpost where the Republic bonus series starts, there's a big tunnel off to the north that leads into a secluded area full of Trandoshans and Varactyls, which is where you need to go to reveal that part of the map. The Imps actually have a quest there, but as a Republic player it's easy to miss.

Makeb: I didn't have any issues uncovering the map on Makeb, but even after I had found everything on my Commando and everything showed up as completed and ticked off in the achievement panel, the status of the "Explorer of Makeb" achievement remained stuck on incomplete. The forums recommended doing it on both factions to get it to pop, so I logged on my Sorcerer and finished uncovering the map from her point of view as well, which finally worked to trigger the achievement.

09/04/2013

Twas The Night Before Hutt-mas

... and all throughout the guild people were excited! I sure love how major game updates stir things up. Things had been kind of quiet in the guild as of late, with operations dying down due to lack of interest so shortly before a level cap increase, and internal disagreements about guild politics putting a bit of a dampener on some people's good moods (including mine).

But on days like today there is a certain magic in the air that seems to affect people whether they know it or not. We had several guildies come out of the woodwork for the first time in months, even if they didn't even know about RotHC's early access launch tomorrow. I should have screenshotted the conversation that went something like this:

Guildie A: Hi guys! I'm back!
Me: Wow, hi! Not seen you in ages, you back for the expansion?
Guildie A: What expansion?
Guildie B: Ooh, do we know the release date for that yet?
Me: The expansion that launches tomorrow...
Both of them: Oh...

I actually felt at a bit of a loss in terms of how to prepare for tomorrow. As I said in my pre-expansion thoughts post, not that much is going to change as far as I can tell. I already made sure to not have too many spare commendations lying around and sold most of my previously valuable crafting materials for some extra cash weeks ago. Now what?

The "in" thing to do seemed to be filling up your mission log with completed daily quests, ready to be handed in for a bit of an experience boost as soon as we can start levelling again tomorrow. I had the following conversation about this with Pet Tank:

Me: Some people have been doing dailies just to fill their logs with completed quests for an early XP boost. Crazy!
PT: Mm-hmm.
Me: Like, seriously.
PT: So, shall we do it too?
Me: Sure, why not.

This was a bit of a funny one for me because this is the kind of thing that I've never done in WoW and should logically have even less reason to do in this game, considering that I like levelling and am not in any particular hurry. However, what did eventually sway me was the fact that pretty much every bit of beta information that I read about Makeb said that the new planetary quests on their own wouldn't be enough to get you all the way to fifty-five and that you'd have to supplement your experience gains with dailies or other activities to reach the new level cap. So I figured: if I have to do dailies to level anyway, I might as well do some now already.

So we spent a good chunk of the afternoon today travelling all over the place to fill our logs, and we weren't the only ones as we had to fight for spawns pretty much everywhere, even on old Belsavis. I don't recall having to wait for Ratattaki to respawn since the days when half of them were evade-bugged. It was still pretty fun though. My favourite bit was when we tried to help a guildie out with his HK questline in Section X and somehow managed to temporarily get stuck in his phase on the Fatality (even after he had left the group). Good times.

However, all good things have to come to an end, and since I was really tired I didn't even wait for the server to shut down before logging off, especially as I have a busy day ahead of me tomorrow, even without having to worry about the changes to the game. Still, I can't wait to be able to log on after the maintenance tomorrow and hopefully find the servers both stable (fingers crossed) and bustling with activity. See you all in the brave new world of 2.0!

16/11/2012

Free To Play Day!

Ahh, writing about patch days is always difficult, because you kind of just want to play instead of talking about playing. However, it's late and I have work tomorrow, so I've decided to pace myself and stop for the night. The new content is still going to be there tomorrow.

Maintenance was scheduled to last twelve hours today and then took another two and a half hours on top of that, which pretty much made the game unavailable for the entirety of the EU's day time. There was only meagre amusement to be had from watching people go stir crazy on various forums and on Twitter, and it was almost ten in the evening when the servers finally came back up.

People were pretty much dying to get on by then. I immediately logged on to four instances of the Republic fleet, and my significant other even encountered a queue a few minutes later - as a subscriber (who gets login priority)! Don't trust the estimated wait times though: his was 45 minutes and he got in after about 30 seconds. I imagine that it must have been pretty tough on free players that wanted to get started today though.

The first thing I noticed was a new welcome screen that lists all the subscriber benefits before you get to the character selection screen. I sure hope that they won't make me look at that every time I log in now; I'm already subscribed! Next I noticed the two new quickbars that they added for subscribers, all crowded together on the right hand side of my screen. I have to admit that part of me went "no game should require six quickbars to play", but at the same time there's another part that goes: "Buttons! Buttons! You can never have too many buttons!" And if you put two bars on each side and squeeze them close together, the space they take up isn't too bad. With all those extra quick slots, I really need to rearrange my abilities soon.

Tonight wasn't the time for that though; I wanted to be where the action was! The fleet was packed, and you could tell that existing players were excited about being able to buy new goodies. I kept hearing the distinctive "boom" sound of someone opening a Cartel pack left and right, and people were showing off their new speeders and pets everywhere. I only bought two packs to start with and only got a speeder that I didn't particularly care about. If you're after anything specific, I recommend waiting for a few days before going crazy in the shop, as most things will probably start showing up on the GTN once they unbind - and then you can decide whether you want to try your luck with the packs or would rather pay the credit price to get exactly what you want - no more, no less.

I was happy to learn that I'm not the only person enamoured with the little probe droids (want one on live!), and one guildie in particular cracked me up with his love for the new Party Jawa. He was initially somewhat annoyed that an outfit he had bought was apparently the wrong colour, but he claimed that it was all good as long as he regularly reminded himself to "keep calm and PARTY JAWA!"

Other than the Cartel pack madness on the fleet, Section X on Belsavis was where the action was, so I didn't bother to look for a breadcrumb quest and just headed over there immediately. Fortunately it wasn't difficult to find: on the orbital station the shuttle simply now gives you an option to fly down to Section X, and you land right in your faction's base, with all the new missions only a few steps away. There's a bunch of new dailies from the two terminals, and a droid that starts the HK-51 quest line.

I picked it all up and cast out my lure in guild to catch someone to play with, as doing dailies as a lonely healer is kind of tedious. I immediately caught a friendly Sentinel and we were off. It felt like there were mobs everywhere and it took ages to get anything done, but I suspect that this was largely due to the newness of it all, as we didn't really know what to expect and just sort of ran around at random. I'm sure it won't take people long to figure out the most efficient way of completing these new dailies.

There was a funny moment when I drove past the new world boss while people were fighting him (I was miles away, I swear) and somehow got caught by his aura, knocked off my speeder and died within seconds, much to the amusement of any guildies that were around to witness it. Later I also got myself killed by insisting on driving into the Imperial base to uncover that bit of the map. Those gun turrets hurt (and stunned me long enough that I couldn't even do much before I died). Good times!

The ship crash site where you do the HK-51 quest was the most interesting spot in the area in my opinion. The scene when you enter the ship and unveil its contents was pretty cool. I'm not sure why Bioware made a quest to unlock a new companion a [Heroic 2] though. Not sure what kind of message that sends: "If you want your very own killer robot, learn to play or make at least one friend"? I can see that not sitting well with a certain kind of player. Also of interest, there is an [Area 2] quest around the ship that requires Republic to kill some droids, and - I'm guessing - Imperials to kill some beasties. That struck me as a very obvious ploy to encourage world PvP - we'll see if it works.

Oh, and speaking of heroics, we were fortunate that we learned through word of mouth that the [Heroic 4] daily requires a full group of four before going in and attempting to two-man it. The reason you can't go in with companions is that there are two mechanics towards the end that require actual people to click buttons at the same time to complete the mission. I have to admit that had me raising my eyebrows a little because while I'm a fan of group content, I'm not so sure about mechanics that will forever require exactly X amount of players - they can get annoying quite quickly once the initial rush dies down. (I'll never forget the Ogri'la attunement quest chain in WoW's Burning Crusade and "looking for one more just to stand in a circle please".) That said... for now it was very fun. There was a puzzle part to it too, where you have to deactivate some sensors first or else spawn more adds, which can be quite challenging if you're relying on four people not to twitch at the wrong time.

Really looking forward to tomorrow now, as there are world bosses to kill, operations to run, and the HK-51 quest line to continue. I don't know which one will come first, but I'm sure it will be fun.