Showing posts with label ilum. Show all posts
Showing posts with label ilum. Show all posts

12/01/2026

Galactic Threads: Things Are Starting to Come Together

With more than 18 months having passed since the last story update, my anticipation for 7.8's Galactic Threads was high, and I'm happy to say that it didn't disappoint.

Panoramic view of the throne room inside the Emperor's crashed space station, covered in snow and ice

It's a decently sized piece of story that sets itself apart with what I'd describe as a somewhat more "old-school" vibe, with slightly more running around in the open world and more varied gameplay. As was already revealed during the first previews, it's also structured a bit differently than normal, with three "mini arcs" that can be completed in any order instead of a single, strictly linear narrative. I was a little worried that this might make the shorter arcs feel kind of inconsequential (since by necessity, nothing you do in one of them could influence events in another) but that didn't turn out to be the case.

Let's go through everything one by one, shall we? As usual, there will be full spoilers.

Galactic Threads

The story starts with a cut scene showing us Malgus, Shae and her newly assembled ragtag band from the prison break fighting the Hidden Chain on Tatooine, which includes Malgus reaching out with the Force and downing two small ships by smashing them together in the air. I thought this was a nice callback to the Deceived novel, where Malgus' sheer power is also demonstrated by him stopping a shuttle from taking off by pulling it down with the Force.

Dramatic view of Darth Malgus from behind as he twists his arms to throw a Hidden Chain ship through the air with the Force

That short scene is largely it for "meanwhile, here's what's going on somewhere else" cinematics in this update though, and going forward it's all about our character and their companions. I think it's been a while since I got to take so many good screenshots of my own characters, and I thoroughly enjoyed it.

Back on Odessen, Jakaiah and Rass Ordo arrive in a shuttle and let you know that they are pissed off about Shae's prison break too, as it meant that she effectively abandoned her position as Mandalore. I wonder if there are any precedents for that kind of thing in Star Wars lore? Either way you agree to pursue the matter together, which leads us to the aforementioned three mini arcs that can be done in any order, taking you either to Tatooine, Hoth or Elom. I've played through them in different orders and can confirm that your choice in that regard makes absolutely no difference. I did wonder at one point, when Rass made a complaint about something that included the line "if we got here sooner, this might've been a whole lot easier", whether there might be slight differences in voice lines depending on the order, but that didn't turn out to be true. He says that line even if you go to Hoth with him first. 

On The Run

In my first playthrough however, I started on Tatooine, so I'll start there in this post as well. With the help of Akaavi Spar, you go there to answer a distress signal from a high-ranking Hidden Chain defector. You eventually find her, though it turns out that she didn't actually signal you, which points towards a mysterious third party interfering. Nevertheless you make a deal to help her and her love interest get rid of a band of mercenaries that have been hired by Heta Kol to hunt them down. In turn they provide you with the intel that Heta's fleet is moving through Sith space, seemingly unbothered by anyone even though she doesn't particularly like the Empire, which again, is somewhat mysterious.

Shintar trooping riding across the Dune Sea, with Akaavi lounging in her speeder's sidecar

Gameplay-wise, this section is probably the least interesting as it involves a lot of running around to first track down the defector's safe house, and then to hunt down the mercenaries scattered across all four corners of the map. I could see some people not being too thrilled by this, but to me, cruising across Tatooine for a story mission actually felt very nostalgic and I even made a point of not always taking the fastest route via quick travel and instead using taxis and my speeder so I could take in the scenery and pause for the occasional dynamic encounter on the way (at least on my first playthrough). I also liked the mechanic for finding the stealthed mercenaries and how you could tell you were getting close by either your character or Akaavi emitting a small startled sound.

Story-wise, Jemala from clan Ha'rangir and her lover Ora are certainly... memorable for their slightly melodramatic behaviour, and I think people were just happy to see a lesbian NPC couple in game for what I think might be the first time. (Darth Krovos and Zasha Ranken are pretty clearly an item as well, but it was never that obvious and depending on your choices you may be responsible for Ranken's death, so less of a happy story.)


It was also interesting to get more interactions with Akaavi that showed more of her character to players who perhaps never played a smuggler and aren't that familiar with her. The letter she sends you afterwards also ties in nicely with her origin story in the base game.

Hoth Pursuit

On Hoth you're after the slicer from Shae's little band, and you're accompanied by Rass Ordo, who continues to be in a very bad mood about the whole Shae thing, which manifests in a lot of anger and disgust about the slicer and how Shae could throw everything away just to do a heist with a low-life like him.

You visit a place called Shai Tenna's Pleasure Den and I was a bit disappointed that smugglers don't get any comment about their previous adventures with Shai. Also, am I the only one who found the concept of a "unique slicer signature" a bit weird? I always thought the point of slicing was to do things without being traced... but that's just an aside.

Close-up of Rass Ordo and Greb Besrik standing next to each other

After a lot of searching you finally manage to corner Greb Besrik the cyborg Mon Calamari (for some reason I found his name extremely difficult to remember and spell correctly) and he confesses that he doesn't know where Shae and her crew are right now, as he doesn't hang out with them all the time, he just sends them stuff via a broker. He just knows that Shae and Malgus are still sticking together, as they seem to have some sort of plan that involves both of them going after the same target for different reasons.

Gameplay-wise, this section also has a lot of running around, but slightly less than Tatooine I guess. Also, the final chase to catch Greb at the end was actually really funny. Usually I'm not necessarily a fan of these kinds of scenarios where you're running after someone who keeps getting away repeatedly, but this one was really well done. I had to chuckle at the bit when you're almost caught up to him and he lets out a yelp, gains a sudden speed boost and just jumps into the ice water. And they make you climb a ladder! I always thought it was weird that they introduced ladders on Onderon as a terrain mechanic and then promptly seemed to forget about them again, forever. 

A stealthed Scoundrel under a large tube filled with liquid, in which a small humanoid shape can be seen swimming

I needed Illeva to point out that you can see Greb swimming through this tube above you during the chase sequence.

The Library of Nul 

The Elom bit of the story actually starts on Nar Shaddaa, where you help Talos Drellik procure an ancient droid part to repair a droid that's meant to help you access Darth Nul's library. The game repeatedly hits you over the head with how everything about this replacement droid part is odd and weird, to the point that I thought to myself "if this doesn't go wrong in some way, I'll be very disappointed". I was not disappointed.

The repaired droid seems to work fine at first and does indeed grant you access to Nul's sanctuary, where you find old holos of Nul and three small puzzles. It felt like ages since we last got to do a little puzzle as part of the story, though I guess thinking back, there was a short one as part of the story in the Interpreter's Retreat, back in 7.3. I know I've said in the past that puzzles in SWTOR can be contentious, but I enjoyed this little change of pace.

Shintar the trooper, Arn and Talos look up at a giant holo of Darth Nul

You learn from Nul's holos that she seemingly didn't fully embrace the Sith code but rather warped her old Jedi teachings into something new that suited her better. She also talks about how she did indeed design the machine that Heta replicated with the goal of expanding on her personal power to awaken the Force in people. Her last recording has her explaining that the Emperor is on to her and that she intends to distract him to keep her secrets hidden. At that point the spare droid part suddenly starts transmitting data to somewhere else, and if you don't interfere yourself, your faction companion smashes it. Here too, you worry about what mysterious third party caused this to happen.

I enjoyed the different pace of this section of the story, with minimal movement and combat but instead featuring those three puzzles. It also adds a taste of faction flavour as you're either accompanied by Arn or Major Anri, both of whom have some great, amusing commentary on Darth Nul's little setup. 

Dark Heart of the Fortress

During the intermission conversations between these three mini arcs, Lana updates you about a survey team sent to Ilum to investigate the old ruins of the Emperor's crashed space station (where we also found XR-53). If you ever wondered why nobody looked at that thing before, the implication seems to be that at least part of the stealth technology actually survived and hid it from view.

A female cathar smuggler rappeling down into the icy ruins of the Emperor's crashed space station

As the survey team becomes non-responsive and seems to have run into trouble, Lana asks you to go to Ilum with her to search for them. You follow their tracks and eventually find their bodies in the ruins of the station, though it's not clear what killed them. Soon afterwards some of them get up as zombies though, and I immediately thought "uh oh, just like those Czerka guys who messed with the Rakata mind trap on Tatooine" - good foreshadowing there, as you eventually do find a Rakata mind trap, as well as some Malgus holos that seem to indicate that he talked to someone there. You also pull Darth Nul's holocron out of your back pocket and the mind trap tugs at it, though I was a bit baffled why my character would be just carrying that thing around with her so casually. In general, this whole section was really well done in terms of atmosphere though - I was very immersed in the creepy vibes.

You check in on the mind trap and find Darth Nul herself inside, or at least what's left of her mind. She talks about "he who came before" and you conclude that she must mean Malgus, though she doesn't really confirm this, so I'm not sure that's actually who she meant. What's left of her mind doesn't seem to be entirely there anymore (she also has the equivalent of a legacy title under her name that says "Fragments of Intellect") and she attacks you in an attempt to take over your body. After you successfully fight her off, the sparse scenery inside the mind trap comes crashing down and you awake outside to see the physical mind trap fall over, seemingly lifeless.

A Dutch angle of Darth Nul inside the Rakata mind trap

Back on Odessen, you're given the option to share everything that's happened with your faction or hold back, and you suddenly find yourself with a mysterious recording that someone seems to have smuggled into your situation room. It reveals Darth Jadus of agent story fame, enlightening you that he's been the one leaving hints for you (such as the distress signal that led you to Jemala). He sees the galaxy changing with the events that are already in motion, and wants you to follow his advice on what to do next (without telling you more about that). He also reveals that Sa'har and Ri'kan are not dead (not the biggest surprise in the world I guess, though I didn't expect it to be revealed so soon) and that Ri'kan appears to have taken Sa'har prisoner, presumably in an attempt to get back into Heta's good graces.

We already knew about the Darth Jadus reveal thanks to the trailer from Star Wars Celebration, but at the time I wasn't sure what the context for it was. I'm pleased to see that he seems to be back "properly", though I was taken aback by how different his voice sounded. I was convinced he had been recast, but according to the credits it's the same voice actor (Stephen Rashbrook); he just sounds quite different to me (and I've seen others comment on this too). I guess it must be hard to hit the exact same pitch you once used for a character you recorded some fifteen years ago and haven't revisited since then.

Conclusion

While this update didn't have a big "whoa" moment - the Darth Jadus reveal would have qualified if the devs hadn't opted to spoil it ahead of time - I thought it was really strong in other ways.

I've generally been positive about all the goings-on with Shae, Sa'har and other important NPCs, but I did note as far back as 7.2 almost three years ago that I was getting a bit concerned that we were perhaps spending too much time watching other characters having adventures that didn't really involve us. And I do think that has kind of held true over the patches that followed. I still enjoyed those story updates, don't get me wrong, but you know how sometimes you don't realise you miss something until it suddenly comes back and you go "oh wow, I forgot how good that was"? That's how this update made me feel by limiting its "meanwhile, somewhere else" segment to that brief shot of Malgus and Shae and then focusing everything else on the player character and their relationships with existing companions. I feel like I haven't had a chance to take so many screenshots of my characters just looking cool in a long time! We also get to interact with half a dozen different companions who often have interesting banter that fleshes out their characters or our relationships with them, or that's just plain fun. What's not to love?

A female Sith pureblood holds Darth Nul's holocron while Major Anri and Talos Drellik look on with mixed emotions on their faces

In terms of overall plot progression... eh, I wouldn't say that we made huge strides in this update, but I've got to admit the structure with the three mini arcs actually made me appreciate how frikkin' complex this plot they've been building is in terms of what all the different characters' motivations are, and I think this was the first time the writers really managed to pull it all together a little bit.

The Tatooine arc reminds us that Heta is a threat by herself, regardless of her rivalry with Shae and the details of her goals and motivations, while the trip to Hoth deals with the impact of Shae's betrayal and her alliance with Malgus. The visit to Elom finally provides some clear answers about Darth Nul, which on Ilum then get tied back to Darth Malgus. All of these people are converging towards something, and it feels like whenever they all finally manage to meet up, it could result in massive fireworks due to their different alliances and rivalries: Heta hates Shae, who works with Malgus, who in turn doesn't seem to care about Heta but actually appears to have similar ideas as her (wanting to carry on Nul's work) even as he helps Shae fight her! Just thinking about all that makes my brain hurt!

And now we also know that the Kateen siblings are still alive, and Darth Jadus has been planning something too. Where the heck is this going? At this point I feel like all of this could be heading towards a pretty epic finale.

26/09/2025

10 Moments in SWTOR's History for Which You Had to Be There

Star Wars: The Old Republic is primarily know for its developer-crafted stories, but any player who's engaged with the social side of the game for any length of time knows that there are also community-driven stories and dramas, and moments when you simply had to be there to know what made them so exciting, even if some of the related content is still available in the game today. As someone who's been a subscriber since early access and never stopped playing, I thought it would be fun to share some of the most interesting moments I remember with my readers, especially with newer ones who may not have been playing as long.

Note: If you've never played through some of the expansion storylines, some of the later items on this list will contain story spoilers.

The /getdown bug

Going chronologically, let's start with a story with which I amused my guildies one night. Back when the game launched, you could apparently do dance emotes in combat, and someone quickly discovered that doing /getdown would suddenly prevent opponents from attacking. This was actually picked up by several gaming news sites at the time, both because SWTOR was the newest hotness in town and because the mere idea of enemies being stunned into inaction by your dancing skills was a very funny thing to write headlines about.

I never saw this bug in action myself, but I did come across this comic on social media at the time which made me laugh so much that I saved it:

A cartoon shows a large battle droid saying "Prepare to be crushed, foolish Jedi" while facing two Jedi knights. As it's about to attack, one Jedi yells "Stop!", followed by a more quiet "Hammertime". He's then seen dancing to "can't touch this", and the droid mutters "Gr-groove sensors... overloading". While the first Jedi continues dancing, the second Jedi smashes the droid in the head, with its last words being "Why do I even have groove sensors?"

Click to enlarge and read properly. I wish I could credit the original artist (Minicrit?) with a link, but alas, RIP Google Plus.

The big PvP debacle on original Ilum

Another thing that made headlines around launch was the planet Ilum and the PvP taking place there. You see, the western ice shelf where the Gree visit nowadays used to be a dedicated PvP area. This brief video by Force Gaming should give you an idea of how it was supposed to work. It was released about two weeks after launch, and the video notes that at the time, people were just flipping objectives and not much PvP was going on. This was "fixed" with a patch... that in turn broke the area in a whole bunch of other ways. The result were crazy AoE fests that the game's engine couldn't deal with very well, which caused people to gain valour way too fast, even as they were just dying over and over in the mayhem. It was just chaos and caused endless complaints.

Once again, this is something I didn't actually get to experience directly, as I took my time levelling and didn't get to Ilum until about three months later, by which time all the craziness had already died down. In January 2013, I actually wrote a post called "The strangeness of Ilum a year later", but in those first weeks after launch, it was seemingly all people would talk about on forums and news sites, about how this newly launched MMO clearly didn't know how to deal with PvP and was therefore already failing horribly.

The original Rakghoul event

The recurring Rakghoul Resurgence event is probably old hat to most of you at this point - just another world event that comes around every so often and which has been around for what feels like forever. The very first Rakghoul event in April 2012 though... that was something else. The activities it came with weren't really any more exciting than what we have in the repeating event, but the vibe was very different and unique, mainly because we had no idea it was coming.

The game was still very new at the time, had a lot going on and we were getting patches and updates about more patches all the time... but this came as a complete surprise, and the experience of everyone being confused about what was going on and slowly figuring things out over the course of the first day was unique and exciting in a way that I think is hard to convey nowadays. You can read the blog post I wrote about it at the time to get an idea though. (I also wrote two follow-ups.)

Ultimately the fact that it was a time-limited one-off was also one of the biggest criticisms Bioware received, which is why they eventually swapped to making new events recurring. The Rakghouls would eventually join the rotation in early 2014.

The Grand Acquisitions Race

The Grand Acquisitions Race (sometimes also referred to as "the Chevin event") was SWTOR's second one-time world event, and a lot less exciting than the original Rakghoul incursion on Tatooine. One reason for this was that we actually knew that it was coming, even if we didn't know the details. The second reason however was that it was simply a lot less exciting in terms of activities, as all there was to do was a time-gated puzzle quest chain and farming currency crates on Nar Shaddaa. I have to chuckle a bit when I occasionally see people say that this event should be brought back. People didn't even care about it that much when the game was still in its heyday and a limited-time world event was something exciting! Still, I guess my point is you had to be there to know just how underwhelming it really was.

The return of Revan

I think this one might be a bit hard to parse for anyone who started playing after 2014. We all know Revan is in the game, right? There's a whole expansion called "Shadow of Revan", no? Well, for a moment, try to imagine that there wasn't. Revan is in the game, but only in this weird side quest that you'll only see if you like doing group content, and he's a prisoner one moment and a genocidal maniac the next, and if you blink you'll miss him dying as well. Also note that you had to have levelled through and done group content on both factions to be able to make sense of this brief cameo, something which fans of the original KotOR were not at all happy about.

Then it's 2014 - we've been level 55 for a bit over a year, got several new daily areas and raids, everything's kind of chugging along nicely if you're not dying for your character's personal story to be continued... and then we start getting a new series of flashpoints that's being promoted as a new story arc called "Forged Alliances". That Theron guy is kinda cute, but aside from that it's all a bit mysterious. Who are these new troublemakers in the shadows? The answer came in September, in a post in which I felt the need to give a spoiler warning.

Whoa, Revan is back? Revan is alive? Is it really him though? And then a whole expansion with his name! It was exciting times for a while, showing once again that Revan's name still attracted the crowds. I think reception of the expansion storyline was ultimately a bit mixed - it gave the character a better send-off than the base game had for sure, but it was still a bit awkward in the eyes of some.

The launch of Knights of the Fallen Empire

Did you realise that we're less than a month away from the KotFE expansion turning ten years old? I'm sure I'm not the only long-time player who still thinks of everything pre-KotFE as the good old days, and everything that came after it as "the new stuff". It is after all a fact that it changed the game in bigger ways than perhaps anything that came afterwards, with the introduction of features like level sync or its complete overhaul of the companion system.

Still, I'm not even talking about all of that. What made KotFE's launch a "you had to be there" moment was just how absolutely insane the hype was. A new CGI trailer for the first time since launch! Accidental leaks with announcements that could be interpreted in multiple possible ways! General Star Wars hype as we were all looking forward to the sequel trilogy! (Oops.) Absolute mayhem!

And when it came out, people (including me) did indeed love it! Mainstream gaming sites were like "hey, this game still exists and is good"! It felt like we were all set for a big SWTOR renaissance... except it all fizzled out within a couple of months. People thought the story was neat, but they didn't want to hang around to wait for one new chapter per month. They felt there wasn't enough to do at endgame. And those of us who did stick around quickly found out how tedious the new story was to play through on alts, never mind the plot going in directions that became more and more aggravating. For the second time in its life, SWTOR had released (something) with a lot of hype and then failed to live up to it.

Galactic Command

For anyone who might not know, Galactic Command was a new gearing/endgame progression system introduced with the Knights of the Eternal Throne expansion, and in its original iteration, it was the worst system of its kind that I've personally ever seen. To add insult to injury, people (including me) were telling them from the moment it was announced that it was a bad idea, but the devs were all "nah, it'll work and be fun, you'll see".

It didn't and it wasn't. For me, the early days of Galactic Command were one of my all-time low points with the game. Fortunately the devs scrambled to fix it immediately after launch, but it took about six months to get it into what could be described as an "acceptable" state and many players held a grudge long after. It's another one of those things that in hindsight makes you wonder what could've been sooo bad about it, but if you were there, you know.

Theron's betrayal

I did say there were spoilers in here, didn't I? I think looking at the game's storylines as a whole, the Fractured Alliances story (consisting of the three flashpoints Crisis on Umbara, Traitor Among the Chiss and The Nathema Conspiracy) is probably not among many people's favourites. The writing definitely felt like it had dug itself into a bit of a hole with Knights of the Eternal Throne, and it wasn't clear how it was going to get out of it.

I actually think that Fractured Alliances ultimately succeeded in what it set out to do, but it's fair to say that it was a bumpy ride. One thing I really did enjoy about it though was the community interactions it created. Theron's betrayal in Crisis on Umbara was not well-received for a variety of reasons, but it was interesting to watch the conversation around it evolve as more people started to believe that the whole thing was just a ruse. In hindsight, there are some hints towards this from the beginning, but they were easy to overlook at first.

People just didn't want their love interest to betray them, and there was even a hashtag called #believeintheron making the rounds on Twitter. I remember seeing screenshots of people assembling on Odessen with all their Therons out and forming a heart-shape or something. I just thought that was very cool, and actually kind of made me more invested in the final outcome than the story itself would have been able to do on its own.

Darth Malgus' return

Back in 2017, I wrote a post called "11 NPCs That Died Before Their Time" and Darth Malgus was second on my list. I just couldn't believe that they put him in all the cinematic trailers and then simply had him get killed off in one of the first endgame flashpoints! I'm not sure I was aware at the time that there was a supposedly deleted scene from the KotFE trailer that showed Malgus being delivered to Valkorion, frozen in a block of carbonite. Even if I was, it seemed obvious at the time that they'd deleted it for a reason and for all intents and purposes, Malgus was still considered dead.

When he really did come back with the Ossus update at the end of 2018, I absolutely loved it. It was a really well-presented surprise, and while I don't think it was as big as the return of Revan, for me personally it was actually more meaningful than that had been. It's hard to think that it's already been seven years since then - at this point it feels like it should be obvious to everyone playing the game in any capacity at all that Darth Malgus is alive. However, that moment when we first found out was definitely special. (Cue some comment about how he's unfortunately outstayed his welcome since then.)

Move to Broadsword

Two years ago, when IGN leaked the news that Star Wars: The Old Republic was going to be transferred from Bioware to some largely unknown studio called Broadsword Entertainment, all hell broke loose in the community for a few weeks. I think dedicated SWTOR players are quite used to endless doom-saying about the game and are well-practised at ignoring it by this point, but this sounded serious, and it was not at all clear what the consequences were going to be.

To me it was probably more worrying than even the original free-to-play announcement had been, and I found myself seeking solace in spending a lot more time than usual talking to fellow content creators. I also felt compelled to try and do my own part by practising something vaguely resembling journalism, which meant assembling information from different sources and trying to put it into context for people. In hindsight it seems almost silly how much we worried, considering how little changed from a player perspective after the studio transition, but at the time it was big news.

Runner-ups:

I could've tried to come up with even more stories, but I thought that 10 was a good number to stop at. Nonetheless, here are three more events that I considered mentioning but decided against because they were mostly negative but also ultimately not that interesting to talk about in detail in my opinion:

Which of all of these events were you personally around for? Do you agree with my characterisation of how things went down? Are there any other major events in the game's history that you would've included on this list?

08/09/2025

GS9 Flashpointing, Week 3

I wasn't planning to keep a diary of my weekly activities this season - and I guess I'm still not really keeping one, at least not one that involves the level of detail with which I kept Galactic Season diaries in Season 1 and Season 6 - but I do find the weekly flashpoint objectives interesting enough that I keep wanting to take some notes on them.

In general, the third week of Galactic Season 9 was another really pleasant one with multiple easy objectives, to the point that I ended up going 7 out of 7 on all servers. You know it's an easy one when you set yourself a goal to reach a certain objective by the end of the week and end up ticking off several others by accident before you even get there! That's the kind of week it was.

The dynamic encounter planet of the week was Ilum. It's the planet I've ranked as the least fun in terms of dynamic encounters so far, but the reason I did so was that I think many encounters have a high mob density that tends to get in the way of whatever the actual objective is. In a week like this one, where there were plenty of people on Ilum every day, this wasn't nearly as bad as mobs were constantly getting cleared out left and right. Turns out even the rather tedious Fall of Fort Tonvarr can be fun with a sufficiently large crowd of people around.

The featured veteran mode flashpoint of the week was Mandalorian Raiders, which is another relatively easy one. I wonder if all the featured flashpoints will be softballs or whether the devs will make us "graduate" to some of the trickier ones as the season progresses.

Anyway, nothing too noteworthy happened in any of my runs of this particular flashpoint this week, except that in one run where we had particularly high dps (it was a group with multiple level 80s if I recall correctly) the last boss was burned down so quickly that he completely forgot to do any mechanics, just stood there and didn't move until he died. The only downside of this was that this also seemed to bug out his on-screen position, as none of us were able to loot him, always getting the "you can't reach that" error message.

I still remember when at least parts of this flashpoint could be quite deadly, such as if you pushed the last boss himself too quickly and got too many turret adds, but in the one group where this happened it was no problem to survive the turret fire anyway.

Also, the dog trash used to hit so hard, I remember on master mode we'd have to rotate stuns to make sure the tank would survive. I will say though that in runs with lower-level characters, I did notice that ahead of some pulls with multiple dogs, people often suddenly step on the brakes, clearly waiting for someone else to go first and get pounced on (I tended to volunteer).

The more exciting thing were once again the master mode flashpoints though, even if I got a pretty tame selection this week.

On Leviathan I got Hammer Station at last! I'm happy that it took until week three for it to show up in my randoms. Also, we actually killed all the trash to the first boss properly instead of trying to run like headless chickens, which is something I appreciated.

On Tulak Hord I got into a Maelstrom Prison and nearly died on the first pull when I got all the healer aggro just as a guildie was asking me something, but other than that it was smooth. And yes, a guildie was actually online in the largely inactive guild I joined! They asked me to invite an alt of theirs into the guild, so I had them invite two of mine in return after the flashpoint, so I can at last reap a few more Conquest rewards on this server. (Now, if only I knew what to do with my Imps...)

On Star Forge, I did several flashpoints on Swtorista's stream, and we got Nathema Conspiracy and Legacy of the Rakata. In the former, we actually did no skips, and we all agreed that the last boss used to be way harder somehow. In the latter, we wiped once on the bonus boss, oops! But it was all good fun.

On Satele Shan, I once again used my magic tank powers to get an instant pop for a pug. The power is addictive! This time I got into Red Reaper, a flashpoint I hadn't done in ages. A dps Powertech was constantly running ahead, which annoyed me a bit because if you're on a class that can tank and you want to always be the first to charge in, just queue as tank, damn it! These sorts of damage dealers are my least favourite to tank for. Though this one did stop just short of actually trying to pull for me. Fortunately I did still end up remembering all the pulls and skips so I managed to keep up reasonably well. I was really just having tank ego problems here: I got an instant pop and had a smooth run where nobody died, but one of the dps was playing in a manner that was slightly annoying to me, woe is me.

On Darth Malgus, we managed to field two groups for master mode flashpoints after our social ops run on Saturday, which was something I was very happy to see as I've always felt that flashpoints are a great social activity. My group got the Esseles, which I didn't have any particularly strong feelings about at this point, but Mr Commando groaned as it was the third time he'd had to run the Esseles in three weeks. I will note that I think for master modes the cut scene skip is fine by the way, because these were always meant to be a gear grind above anything else.

I'm curious to see what exciting places the group finder will take me next week!

03/08/2025

Ranking the 7.7 Dynamic Encounter Planets

I've been meaning to write more about the dynamic encounters that were added with patch 7.7 for a while, but I struggled to make up my mind about what format I was going to use for the post. I had fun with the top ten lists I made for Hoth and Tatooine, but that format doesn't work so well when you're dealing with a larger number of planets, each of which has a much smaller number of dynamic encounters than those two.

I ultimately decided that I'm just going to rank the planets against each other instead, talking about each planet in more general terms instead of discussing too many individual encounters in detail.

Going from best to worst, I would start with: 

1. Dromund Kaas

If you split the seven planets that had dynamic encounters added in 7.7 into three groups - capital worlds, starter planets and Ilum - I think both of the capital worlds definitely came out on top. With more than twenty unique encounters per planet they offer the most variety of the bunch, as well as offering an easy way to grind Conquest points.

The encounters on Dromund Kaas are thematically very varied, mostly leaning into the different regional "themes" previously established in side missions, such as the spaceport being somewhat in disarray or the lightning spires being under attack. They mostly seem to be set in the same time period as those original exploration missions, though I noticed while dispersing unruly Imperial citizens in Kaas City that one of them yelled "What is Xarion hiding?", which I thought was an interesting detail that would place that one after Onslaught in the timeline.

In general, most of the encounters are quick and fun, and strategically placed in locations where people are bound to come through on their way to some other mission objective, making it very temping to allow yourself to be distracted for a moment to complete an encounter. Prime examples of this are doing "Bad Monkey" just after arriving at the spaceport, or hunting down the rogue bounty hunter while passing through Kaas City.

If I had to cite anything negative, I'd say that there are a couple of encounters with flaws. The Apex Predator in "Shock and Awe" feels way overtuned for levelling players (trying to solo it on a level thirty-something with a healer companion I was chunked to death within only a couple of hits), and the final boss for "Kubaz Incursion" can be a bit annoyingly hard to find. "Powder Keg" actually being possible to fail is a neat idea but the fact that it's the only encounter of this kind and that it's not obvious at all what is going on unless you're already in the know makes it a bit unpleasant in that regard.

Also, I wish they'd fix encounter voice lines sometimes playing when the encounter isn't even up, because every time my speeder rides past the lightning spires I get spammed with yells about multiple encounters that may not actually all be active.

Anyway, all in all it's still a fun romp, and the reason it's edging out Coruscant for first place in my opinion is that the map makes it both cheap and easy to get around if you want to do multiple encounters. Which brings us to...

2. Coruscant 

In general, Coruscant is one of my top three planets in the entire game, and most positive things I said about the dynamic encounters on Dromund Kaas above also apply to Coruscant. The reason I put it in second place is simply the fact that it's a bit of a pain to travel between dynamic encounters due to the planetary layout with the different sectors, which all count as being really far apart, which in turn means that moving between them always requires either a looong taxi ride or paying the maximum price for quick travel. Even if you do opt for quick travel though, the sectors are still laid out in such a way that it can be a pain to just travel from one dynamic encounter within the same sector to the next one.

The said, I adore most of the encounters in the Senate Plaza, which is where I'm always passing through when I exit my stronghold, and I basically never pass on an opportunity to set off some fireworks or to help clean up the party's aftermath.

Fireworks going off at the Senate Plaza on Coruscant

Negatives are that some of the Black Sun and Justicar encounters don't have nearly enough clickies if there's even more than one person trying to do the encounter at the same time, the way Ugnaught Engineering was horrifically bugged when it first came out and made people get into fights about who was supposedly causing it to bug, stealing kills or whatever (regardless of whether it was true or not), and the one encounter on the Senate Plaza that I don't like, "Understaffed". Like with "Powder Keg", you can tell someone just wanted to try something different there, but the final result is just too undercooked, with a tutorial mode that teaches you to do things the wrong way, and people being able to ruin the encounter for each other - both intentionally and unintentionally - which is never a good thing.

3. Tython 

Next we have the starter planets, which I think are all pretty similar in quality, and I don't feel particularly strongly about the order in which I've ranked them against each other. The main reason I consider them worse than the capital planets it that there are very few encounters, so you'll run out of things to do pretty quickly if you're just trying to grind on a single planet, and that none of the DEs on the starter planets give Conquest points. I can see why the devs decided to have that limitation, but it still means that for someone who's very Conquest-focused like me, they tend to have a lot less replay value.

With that general preamble out of the way, Tython is definitely my favourite of the bunch, since it's my favourite of all the starter planets and I think all its dynamic encounters are very on point, whether you're doing simple chores at the Jedi Temple or beating back the flesh raiders.

The only thing I'll say is that I do wonder a little how having a dynamic encounter pop up the moment you leave your intro phase is going to affect new players' perception of the planet and the game as a whole, and whether it might make things come off as a bit "loud" and overwhelming to less experienced gamers. I would love to have insight into the devs' behavioural metrics on the starter planets for that one... 

4. Hutta

Hutta is actually one of my least favourite planets, generally speaking, but I think in terms of dynamic encounters it works well enough. Again, the themes of the encounters go very well with what's also conveyed via the existing side missions, from dangerous wildlife to rebellious evocii.

The only thing I'm not so sure about is having an encounter that is basically a vehicle quest right outside the spawn phase, because it makes me wonder whether that isn't a bit confusing/overwhelming for new players. Even if seeing a bunch of droids enter the gang wars right outside the Poison Pit does serve to drive home the point that the town is a bit of a mess. 

A walker on Ord Mantell surrounded by dozens of loot beams

5. Ord Mantell

Ord Mantell is one of two planets where I actually feel like some of the encounters are slightly off in tone. This may very well be my personal bias speaking, as someone who mains a trooper and was instantly scarred by being blamed for the death of Bellis the informant at the hands of the separatists by multiple people, but I always perceived the whole setting with the separatists as very dark and desperate. Even the smuggler story with all its goofiness has a pretty dark turn here with Corso's parents being dead because of the separatists and him having that one moment where he wants to execute that random sep in cold blood.

With that said, I just feel like some of the encounters involving separatists feel a bit too silly. Like that mad scientist type sending you out to shoot separatists with one of his droids? It's one thing if there's a specific NPC that's bit ridiculous when you talk to them, that's clearly just that one character, but the fact that you hear the dynamic encounter yells repeated endlessly even when you're just driving by gives them a much stronger impact on the mood in my opinion. Might just be me.

6. Korriban

That's also the reason why I rate Korriban last of this batch, because again, several of the encounters just feel a bit too goofy to me personally. Don't get me wrong, both the Sith warrior and inquisitor stories have plenty of humorous moments even on Korriban, but I still always got the vibe that as a setting, the planet is clearly meant to be very grim, with all the racial purity nonsense and dog-eat-dog behaviour encouraged in the acolytes. Stuff like k'lor'slugs running wild around the academy feels more like the kind of hijinx you'd find in a young adult book series about a magic school. (That said, looking at how busy each planet is, this one actually seems to be very popular with people, so again, this might just be me.)

7. Ilum 

Finally, in last place - alas, poor Ilum. I really wanted the addition of dynamic encounters to this planet to feel like a revival for it. I have some fond memories of Ilum from the game's early days, even though it felt somewhat unfinished even then, but over time it's only ever declined in relevance. Sadly I can't say that I feel like dynamic encounters have put it back on people's radar, and based on the small number of other people I see doing encounters there, I get the impression that it didn't really land for the majority of the population either.

Good things first: the theming is once again spot-on on this one. They really leaned into the Republic vs. Empire conflict from the original storyline and even added some encounter achievements that are meant to encourage world PvP. (I'm 99% sure that almost nobody will bother with those, but I appreciate the effort.) On the Western Ice Shelf, they've expanded on the lore of the Tonvarr Pirates that were previously only really relevant during the Gree event. It all works.

A female Sith Pureblood, surrounded by pets and companions, sits on the stone throne inside Fort Tonvarr

The problem is simply that too many of the encounters are just not very fun. Too many of them have multiple stages and feature a large number of mobs - when sometimes mob-killing isn't even part of the main objective, which makes it feel like you're just endlessly wading back and forth through constantly respawning mobs to actually get to the next clicky you need. It just feels tedious to the point that my brain keeps trying to forget that Ilum is another planet that has dynamic encounters now and I very rarely even remember to go there.

All that said, I wanted to also give a shout-out to a change to dynamic encounters in general that came with 7.7 but that I didn't see in the patch notes: When they released these new encounters, they changed it so that on staged DEs, you no longer need to complete every single stage by yourself to get credit, but rather you can join in at any time and still get completion. I feel that this has been a great change and has been most noticeable for me during encounters such as the base attacks on Tatooine and Hoth. It used to be that I felt that there was no point in joining in if people were already fighting the stage two walker, as it wouldn't give me anything and I'd just have to restart the encounter from scratch afterwards anyway. Now I'll gleefully jump in and help out because I'll actually be rewarded for it too, which I think has been a great change.

How many of the new encounters have you done at this point? And do you agree with my ranking of the planets or not? Let me know in the comments. 

23/11/2021

Day 6: Environments #IntPiPoMo

I'm taking part in IntPiPoMo, and this is the sixth of ten screenshot posts I'm making this month, each one themed around a certain topic. Today's topic is environments, which is honestly always the easiest one to find images for (though it can be hard to choose my favourites) as pretty environments are something I love taking screenshots of!


First off some more views from the original set of planets... I've said before that I don't tend to think of Taris as pretty, but look at it in the right light and from the right angle and it absolutely can be!


My Mercenary speeding across the dunes on Tatooine looking snazzy.


Another shot of a speeder ride, though this one is my Marauder on Ossus. Being one of the newer planets, it's perhaps somewhat less iconic, but I do like the increased graphical detail.

Alderaan is one of those classically beautiful places, but I hadn't really taken many screenshots of just the scenery until recently, when Swtorista asked for some submissions for a screenshot contest, which is when I took this (though it wasn't my submission).

Swtorista's contest was inspired by the official Best View in SWTOR screenshot contest, whose winners were announced today. Some amazing shots there! I did not win anything myself, but I did go around taking some pictures to submit at the time that made me appreciate the landscape in whole new ways, like the above two shots of Mek-Sha, a planet of which I don't traditionally think as good-looking. Loved those bizzare container building towers and the reflections on the tepid pool!

On the subject of strangely mesmerising environments, here we have the lair of the Mountain Queen on Ossus, a place not many people visit with any regularity or have seen at all I reckon, and yet the artists worked hard on nailing that alien feel of a giant insect hive.

Another indoor location, a simple Ilum crystal cave... but what's ever simple if you've got crystals that are glowing like lightbulbs spicing up the scenery?

IntPiPoMo count: 45

01/06/2021

Shintar's Galactic Seasons Diary, Week 5

Day 1:

For the first time since the start of the Season, neither of my weeklies involved PvP, as they were for flashpoints and operations. Ops were good again as I was planning to run Gods from the Machine with the guild on Friday, and as for the flashpoints... well, looking at the flashpoint list for the week I decided that I was going to do it this time, also because it was the fifth time in a row that I got the flashpoint weekly and I'd never actually done it. Yes, re-rolling it to GSF or warzones would have been more convenient for sure as I was bound to do those things for dailiy POs anyway, but I was craving some variety.

However, dailies first. One of them was to kill 75 enemies in unknown or wild space, meaning Ilum, CZ-198 or Iokath. I decided to go for kills on Ilum via a character that was on the Ilum storyline anyway, and was surprised to find that I only had one, my dps Sage. I seem to remember that there was a time when loads of my alts had yet to do Ilum... I guess I burned through them all back when Conquest actually required some work and questing on Ilum was a frequently reoccurring objective.

The other daily was a warzone again, which I played on my lowbie Merc. I was glad to see some map variety once again, as I got put into Yavin Ruins for the first time in ages. My team won - somewhat to my surprise, considering that they were not very responsive to my calls for help and multiple people were off to skirmish at the third turret when we already owned two, but I guess we just overpowered the enemy so much that it didn't matter.

For the flashpoints I decided to pick characters that had story missions tied to one of the flashpoints from the selection, so I started by queueing my original Sorc for Legacy of the Rakata. I got into a group with two stealthers, which allowed us to skip a few extra pulls, but nobody was obnoxious if we did end up pulling something after all. The other non-stealther, a bounty hunter, got stuck in the terrain at one point and I had to rescue him, but other than that it was a pretty nice and smooth run. I ended up involuntarily tanking the last boss and rotating through the kolto stations to keep myself alive, as we were a full dps team.

I then decided to go on another run, this time to Directive 7 on my DvL Commando. I did have slight regrets when I was reminded of all the annoying skips that many pugs insist on in this flashpoint as I got myself stuck inside a wall while running along one of the pipes. After I'd untangled myself with /stuck, I went and just killed the lone weak mob that we had so painstakingly avoided.

On Bulwark I ended up tanking once again, and actually died - much to my embarrassment - as I was surprised by how much damage I took and didn't click on a kolto station quickly enough. I felt a little sheepish for about a minute, but then the rest of the group actually wiped (!). After that, the rest of the run went okay, and the only other noteworthy thing that happened was that we tried to skip the boss with the two turrets near the end but someone aggroed him anyway, which made our main skipper quite annoyed, based on their "wtf" and "omg" comments in party chat.

After that I decided to leave the third flashpoint for another day. It felt strange to realise that I hadn't actually done a veteran mode flashpoint in many months and how everything felt slightly unfamiliar.

Day 2:

I logged on quite late in the evening, hoping for something quick, so when I saw the insectoid killing objective, I immediately re-rolled it and got CZ-198 dailies instead. The other PO was a warzone, which was fine.

I played another PvP match on my lowbie Merc and got into a Huttball, which my team won 6-0. Our opponents were dead set on killing, with me being a favoured target due to my low-ish level, but I can't say I'm upset about being killed if it leaves my team unimpeded to win more easily!

For the dailies I picked up my DvL Assassin, wanting to minimise mob killing since that wasn't part of the objective. Despite the late hour, there was a veritable crowd in the CZ-198 landing zone when I arrived, so I immediately switched to the PvP instance. I was surprised to see two people by the shuttle there as well, but once I went into the actual quest area I didn't see another soul during my entire round, which was pretty much what I had hoped for.

Day 3:

Another late night, I logged on to find more CZ-198 dailies and insectoid killing. I re-rolled the insects again and got generic mob killing instead... perfect combo, yes!

This time I took my Sniper to do the dailies and stayed in the PvE instance, since I suck at PvPing as Sniper. It was busy despite the late hour, but there were still enough mobs to go around. Only the champion droid for the heroic took some time to secure a tag on. Finishing the quests and my kills ended up lining up quite nicely.

Day 4:

This time I logged on earlier in the evening to get my daily objectives done before ops time. I had to do a GSF match, which popped almost instantly, and the match ended up being pretty close but ultimately a loss, sadly. The most interesting thing about it was the guy on my team who kept trying to give pretty detailed instructions, like "They have three slicer ships, get the slicers!" and I was just kind of baffled that he apparently expected the rest of us to actually know and understand what he was asking of us.

I also got CZ-198 dailies for the third day in row and briefly considered re-rolling them but then was like "nah". They are after all really fast and easy. This time I went on my Operative on Imp side and again switched to the PvP instance the moment I arrived and saw how busy it was. Unfortunately there were other Imps in the PvP instance as well... but I had the sense to not try to fight them over the droid crates (where I encountered them) but instead move on to the next area and complete the quests there first, including the heroic. That worked out well as the other floor was pretty quiet and by the time the others arrived, I was ready to go back and quickly finish off the crate quest.

Story mode Gods from the Machine with the guild was smooth and fairly unremarkable. In conversation I came up with the idea of maybe creating a YouTube video called "The Gods from the Machine story explained", which would then just be me saying: "Don't worry, it's not just you; it simply doesn't make any sense."

Finally I decided to finish off the evening by doing my last flashpoint for the other weekly. I decided to go for Czerka Corporate Labs on my DvL Juggernaut. I was actually kind of slow to notice that the Czerka flashpoints were on the list too; to be honest if I'd seen that earlier I probably would have done Core Meltdown instead of D7, but oh well. You live and learn. This run was super fast and smooth, with people who clearly all knew what they were doing. On our way to the second boss someone even said "remember not to pull the second boss until everyone's in the room" - that right there is a sign of someone who's pugged that place a lot. At the end someone commented that we had been so fast, it had probably been even more efficient than a Hammer Station run. Damning praise, but I'll take it!

Day 5:

Got generic mob killing and insecticide as my objectives again. Re-rolled the insects and ended up with CZ-198 dailies for the fourth day in a row. Could be worse I guess... (I said that last bit out loud, to which Mr Commando replied from across the table: "Yes, you could be doing this instead!" He was doing an archaeology quest in WoW.)

I hopped onto CZ and into the PvP instance on my dps Powertech, and actually encountered an enemy player for the first time! They were fighting the champion droid when I saw them and I briefly thought about attacking but then decided not to and disappeared around a corner instead. A couple minutes later I went for the droid myself, and as soon as I was done, what I suspect was the same person suddenly attacked me instead and killed me (I was in combat, not expecting it, and am not that great at death match PvP anyway). I suppose it was a small mercy that they at least waited until I was done with the droid too or just didn't see me any earlier. As it was, that death was barely a bump in the road and I quickly resumed my questing, to finish both the weekly mission and my two objectives a few minutes later.

Day 6:

Generic mob killing and insectoids AGAIN. I re-rolled the latter and got CZ-198 AGAIN. My guildies were complaining about GSF and Iokath dailies - how I wished I could have gotten some of those instead! Still, not the worst thing on the world, so I went to that little moon yet again, this time on the Sorc on which I had done Legacy of the Rakata on day one, since she still needed some Conquest points.

Once again I opted for the PvP instance, though it was surprisingly busy, at least with other Imps. I didn't see another Republic character until I spotted a guildie on one of their Republic alts, so I jumped him and killed him (admittedly with another random Imp joining in). We were both on voice chat so I also teased him about it there. However, he managed to revive quickly and then killed me in return, so fair play. We had a good laugh about it.

Day 7:

Generic mob killing again, but at least this time it was paired with doing a warzone. I decided to return to Ilum with my dps Sage and continued the storyline some more. As much fun as it is to give Lord Loyat a dressing-down, it did occur to me that I might have done that particular storyline a bit too many times (especially compared to other planetary arcs).

The warzone was once again done by my lowbie Merc - can I still say lowbie now that she's level 40? - and I got into an arena. I got a little excited to see that I wasn't the lowest level in the match when I noticed that there was also a level 18 Vanguard on my team. However, when I tried to seize up the opposition, I noticed that the only person whose level I could see was a level 60+ Sage... the other three were all stealth dps. I'm sure I don't need to elaborate on how that went, but at least it got the objective done quickly.

Week 5 thoughts:

We've now completed the last of the five weeks that were posted on Bioware's blog about Seasons - which means that after the reset we'll be back to week one and its focus on core worlds. Hopefully the worst bugs will be fixed by now, and if you ever found yourself annoyed in previous weeks by having made bad re-roll decisions based on that week's objectives, you'll get another chance at those.

I've definitely fallen into a routine of doing the warzone and PvP objectives every day, ops for the weekly if I get it, and always re-rolling insectoid killing. Dailies, heroics and generic mob killing are usually fine for me too but get tiresome if they repeat too many days in a row - then again, I've had to learn from experience that re-rolling them risks making things even worse.

I really wish there was a daily objective for flashpoints of some kind - it could be any difficulty to satisfy both soloers and socialisers - just to mix things up a bit I guess.

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!