1.01 Patch Notes

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1.01 Patch Notes

Post by Blackferne » Tue Dec 27, 2011 4:29 pm

Hello everyone!
With this update, the first of many for Star Wars™: The Old Republic™, we have addressed several high-priority bugs. We've implemented fixes for those players affected by performance issues on Taris and have corrected the problem preventing some pending mission rewards from being accepted. Additionally, the issue that could cause some gathering nodes to appear unharvestable has been addressed, and you'll notice several bug fixes relating to Flashpoint and Operation content.
We're committed providing the best possible MMO experience, and will continue releasing fixes and updates on a regular basis.
Thank you for playing Star Wars: The Old Republic!
1.0.1 Patch Notes 12/27/2011
Classes and Combat
Combat Bug Fixes
Fixed a bug that could cause the global cooldown to display incorrectly in the UI.
Abilities that require Companion Characters now always correctly require a companion.
NPCs no longer attempt to engage vanity pets in combat.

Imperial Agent

Operative
The tooltip for Acid Blade now displays the correct information.
Companion Characters
Companions

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

Bug Fixes
Companion Character dialogue now plays at the correct volume.
Crew Skills
Gathering Skills

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

Bug Fixes
Corrected an issue that could cause some gathering nodes to appear as unharvestable.
Flashpoints and Operations
Flashpoints

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

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

The Red Reaper
Darth Ikoral now uses his abilities correctly.

Directive 7
Mentor now resets correctly if he defeats the player group.

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

Operations

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

Karagga's Palace
Players no longer need to reset this Operation if they do not defeat Bonethrasher.
Corrected an issue that caused some players to become stuck at the throne room door.
Items
Bug Fixes
PvP lockboxes can no longer be sold for credits.
Fixed incorrect item rewards from PvP leveling lockboxes.
Missions and NPCs
Missions

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

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

NPCs

Bug Fixes
Corrected several instances of non-interactive NPCs appearing and disappearing from the player's view.
PvP
Warzones

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

Bug Fixes

Voidstar
Corrected an issue that could prevent some players from entering the Voidstar.
Made adjustments to prevent attacking players from reaching the doors in the reactor core before bridges are extended.
UI
Bug Fixes
Fixed a bug that could prevent players from accepting pending mission rewards.
Targeting a friendly player no longer occasionally displays incorrect text for the character's name.
Corrected an issue that could cause some auction expirations to behave incorrectly.
The splash screen no longer displays longer than the "accept changes" dialogue when changing resolutions on some computers.
Master Looter now works correctly for items being looted from chests.
The server select screen no longer displays over the character select after being disconnected for being away.
Corrected an issue that could cause mission mapnotes to disappear when a new mission is obtained.
Miscellaneous Bug Fixes
Special characters no longer display incorrectly in the French credits.
Remaining baby names have been added to the credits.
Corrected a link that displayed in French and German versions when the servers are unavailable
RIP slicing. We'll see how the rate of return is on it today I guess.
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Re: 1.01 Patch Notes

Post by Furiel » Tue Dec 27, 2011 4:31 pm

Figures they'd fix it just as my family left town and I had a chance to really try to abuse it over the next week.
They say when you go on a quest for vengence to dig two graves. They underestimate me.

The Plush Family:
DPS - Furiel: Commando, T'ony: Slinger, Kessilee: VG, Ziraava: Sent
Tank - Montae: Shadow, Gaen: Guardian
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: 1.01 Patch Notes

Post by Dodd Formeianna » Tue Dec 27, 2011 4:32 pm

Slicing

-Rewards from Slicing have been reduced to bring them into balance with other skills.
Heh - figured this would happen...
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Re: 1.01 Patch Notes

Post by Veela » Tue Dec 27, 2011 4:38 pm

Slicing
Rewards from Slicing have been reduced to bring them into balance with other skills.
Adjusted incorrect values for medium slicing boxes.
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Re: 1.01 Patch Notes

Post by Furiel » Tue Dec 27, 2011 4:39 pm

Dodd Formeianna wrote:
Slicing

-Rewards from Slicing have been reduced to bring them into balance with other skills.
Heh - figured this would happen...
The thing is TBH I didn't think it was THAT out of line, other than being able to do it at low level. A level 50 lockbox mission cost 2500 credits to send your companion on and they would return with 4-6k from my experiences thus far, and be gone for 30 minutes. At level 50 I would hope that in 30 minutes of playtime I would actually be able to pull in more than that killing level 50 mobs, doing quests and just selling the junk loot I got. Plus there was always the chance of failure and you'd be totally out the credits.

Oh well, we'll see how it is tonight, and if it's as bad as I expect ie. you're losing money on each one, I can drop it for UT.
They say when you go on a quest for vengence to dig two graves. They underestimate me.

The Plush Family:
DPS - Furiel: Commando, T'ony: Slinger, Kessilee: VG, Ziraava: Sent
Tank - Montae: Shadow, Gaen: Guardian
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: 1.01 Patch Notes

Post by Blackferne » Tue Dec 27, 2011 4:43 pm

I got what I wanted out of it namely the speeder training. I also expanded my bag space and am able to get a second cargo hold tab (though I haven't purchased it yet). If it is still a positive and moderate rate of return I'll probably continue out of laziness until I'm really ready to start crafting. If it is minor I'll probably switch to something else.
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Re: 1.01 Patch Notes

Post by Furiel » Tue Dec 27, 2011 4:46 pm

True, lets see what did I get, speeder training, a second cargo bay tab, 2 inventory increases and I'm still sitting on 35k+ in cash so yeah, I guess I got some good mileage out of it on Furiel. And if it is nerfed hard then it'll make it that much easier for me to not take it on my alts and to take the skills appropriate to their crafting abilities.
They say when you go on a quest for vengence to dig two graves. They underestimate me.

The Plush Family:
DPS - Furiel: Commando, T'ony: Slinger, Kessilee: VG, Ziraava: Sent
Tank - Montae: Shadow, Gaen: Guardian
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: 1.01 Patch Notes

Post by Blackferne » Tue Dec 27, 2011 5:05 pm

Actually I'll probably hold onto slicing for a bit just because I don't know what my crafting prof is going to be for Jounville (armor or cybertech). So I'll probably buy that extra bay and use my slicing to fund scavenging and start storing mats. And drop bioanalysis for UT and work on leveling that too.
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Re: 1.01 Patch Notes

Post by Raikir » Tue Dec 27, 2011 5:44 pm

Bioware designer 1: "Question: how can we punish the casual players?"

Bioware designer 2: "Nerf slicing."

Bioware designer 1: "Perfect!"
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Re: 1.01 Patch Notes

Post by Jimer Lins » Tue Dec 27, 2011 5:49 pm

Raikir wrote:Bioware designer 1: "Question: how can we punish the casual players?"

Bioware designer 2: "Nerf slicing."

Bioware designer 1: "Perfect!"
Eh, it was kind of stupidly OP. It's not really punishing anyone to bring it back into sanity.
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: 1.01 Patch Notes

Post by Veela » Tue Dec 27, 2011 5:49 pm

It's punishing my in-game wallet!
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Re: 1.01 Patch Notes

Post by Jimer Lins » Tue Dec 27, 2011 5:57 pm

Veela wrote:It's punishing my in-game wallet!
Well, that wallet needed a good punishin'. I mean, have you seen it carrying on lately?
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: 1.01 Patch Notes

Post by Raikir » Tue Dec 27, 2011 8:07 pm

I don't see how it was overpowered. I pay 95 creds for a mission and I get around 130 back. I pay 220 creds for a mission and I get around 300 back. That's not even the standard retail markup. Of course, I'm not "grinding" crew skills either, so my experience may be different.
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Re: 1.01 Patch Notes

Post by Blackferne » Tue Dec 27, 2011 8:25 pm

I was paying 1-2k and get 2-5k back on rich yield lockboxes for level 49-50 missions. That is a pretty larger payback since while my income may be in the same rate of return, my consumption isn't matching that. In reality I imagine they saw a huge spike in slicing as a profession instead of a normal spread and realized it would be an inflationary spike where people would have to take slicing to get cash just to be able to afford normal crafted gear.
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Re: 1.01 Patch Notes

Post by Furiel » Tue Dec 27, 2011 8:37 pm

The most I ever got from a lockbox was 6300 credits that I recall, and that was from a level 5 rich yield lockbox that I spent 2300 on sending my companion out to get.

In that same round I spend about 2000 and 1800 on a couple abundant yield level 5 lockboxes and got back around 850 and 1200 credits back from, so overall I made money, but it was only a couple thousand over the span of 35 minutes for them all to return. That's not a great ROI for the time spent grand scheme.
They say when you go on a quest for vengence to dig two graves. They underestimate me.

The Plush Family:
DPS - Furiel: Commando, T'ony: Slinger, Kessilee: VG, Ziraava: Sent
Tank - Montae: Shadow, Gaen: Guardian
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: 1.01 Patch Notes

Post by Bulwark » Wed Dec 28, 2011 4:23 pm

40% return on a 35 minute mission at level 30 isn't bad, but a 40% return on a 3 minute mission at level 10 is. I haven't checked the rates since the patch, but I hope the nerf isn't linear.

Either way, it sure was an easy way to finance cybertech and scavenging to 400. We may have to start subsedizing our alts on the crafting grind.

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Re: 1.01 Patch Notes

Post by Furiel » Wed Dec 28, 2011 5:25 pm

My results from last night can be summed in a couple lines...

18 missions total, 1 failure, 5 I lost money, 11 I made money, 1 critical.
Total money spent: 29093
Total money gained: 35903
Net profit: 6828
Average profit: 379.333 per mission.

This was doing 6 level 5 rich yield, 6 level 6 moderate yield and 6 level 6 abundatant yield missions.

I did read today though that your return is tied to your companion effection so if you have maxxed affection with your companions you can still turn a healthy profit. I'm going to hold onto slicing for a bit and try to test that further, but it might be true. Looking over my results last night my affection is the highest with Cat Bauer, aka Aric Jorgenson and on his 6 missions I did do better.

Aric only - 6 missions, all moderate yield level 6 boxes, no failures
Spent: 8490
Gained: 10797
Net: 2307
Average: 384.5
They say when you go on a quest for vengence to dig two graves. They underestimate me.

The Plush Family:
DPS - Furiel: Commando, T'ony: Slinger, Kessilee: VG, Ziraava: Sent
Tank - Montae: Shadow, Gaen: Guardian
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: 1.01 Patch Notes

Post by Blackferne » Wed Dec 28, 2011 5:59 pm

I'd be curious what the return on investment (ROI) would be for a wealthy+rich+bountiful only method. No moderate or abundant missions ever and if the highest tier doesn't have a wealthy/rich/bountiful option you drop a tier to look for the same and so on. That is how I was rolling before the nerf and it was working well for me since my goal was cash not skillups.
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Re: 1.01 Patch Notes

Post by Furiel » Wed Dec 28, 2011 6:10 pm

Blackferne wrote:I'd be curious what the return on investment (ROI) would be for a wealthy+rich+bountiful only method. No moderate or abundant missions ever and if the highest tier doesn't have a wealthy/rich/bountiful option you drop a tier to look for the same and so on. That is how I was rolling before the nerf and it was working well for me since my goal was cash not skillups.
I had C2N2 running only rich level 5 missions last night...results were mixed with him. I had 1 failure, 1 crit, one where I lost over 400 credits and 3 where I made between 300 and 500 credits. With such mixed results and a small sample size I could easily be off, but the ROI doesn't seem to be our of line with the previous on the 4 non fail/crits I had.

Edit - my full results:

Aric: ran 6 moderate yield level 6 lockbock missions at a cost of 1415 credits each.
Results were, in order: 1958, 1645, 1531, 2035, 1935, 1693

M1-4X: ran 6 abundant yield level 6 lockbox missions at a cost of 1485 credits each.
Results were, in order: 3454, 1235, 1731, 1228, 1193, 1512

C2N2: ran 6 rich yeild level 5 lockbox missions, 5 costing 1930 credits and one costing 2025 credits.
Results were, in order: 2269, 0, 6000, 2479, 1522, 2483
(note the crit was on the most expensive mission)
They say when you go on a quest for vengence to dig two graves. They underestimate me.

The Plush Family:
DPS - Furiel: Commando, T'ony: Slinger, Kessilee: VG, Ziraava: Sent
Tank - Montae: Shadow, Gaen: Guardian
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: 1.01 Patch Notes

Post by Blackferne » Wed Dec 28, 2011 7:13 pm

So looking at those numbers if you take them in aggregate and take away the crit and the failure as outliers you get about a 16% average rate of return where Profit=Return-Cost and Rate of return is Profit/Return. If you leave the failure and the 6k critical success in the data set that pushes the rate of return to about 19%. If you break up the sets by type (Rich was 21%, Moderate was 21% and Abundant was 14%). So without more data it would be impossible to pin it down, but my guess is they want a 16%-20% average rate of return on investment which is well below the 50%+ I think they were seeing prenerf. Decent enough for leveling but alternate methods of making money will be more lucrative (crafting once the economy starts to mature/questing/farming).
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Re: 1.01 Patch Notes

Post by Bulwark » Wed Dec 28, 2011 7:34 pm

Is the rate of return the same across all levels? Is a lvl 1 rich lockbox have the same as a lvl 6 rich lockbox? Would I be better off runing one 30 minute lvl 6 or ten 3 minute level 1s? Does the return increase with your Skill? if I am 400 slicing will I get a better return on a lvl 1 than if I am a 100 slicing?

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Re: 1.01 Patch Notes

Post by Blackferne » Wed Dec 28, 2011 7:40 pm

Bulwark wrote:Is the rate of return the same across all levels? Is a lvl 1 rich lockbox have the same as a lvl 6 rich lockbox? Would I be better off runing one 30 minute lvl 6 or ten 3 minute level 1s? Does the return increase with your Skill? if I am 400 slicing will I get a better return on a lvl 1 than if I am a 100 slicing?
Well for that we'd need to factor in time. If you can pump out 10 lvl 1 missions in the time it takes to do 1 lvl 6 mission and the costs aren't 10 times as much then you might come out ahead. But that is also a lot of micro management with companions saying hello" every 3 minutes.
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Re: 1.01 Patch Notes

Post by Furiel » Wed Dec 28, 2011 7:45 pm

Among the different experiments I want to do with the game, one of them is now going to be to level slicing 1-400 post nerf on missions only and see if I come out ahead, and if so by how much.
They say when you go on a quest for vengence to dig two graves. They underestimate me.

The Plush Family:
DPS - Furiel: Commando, T'ony: Slinger, Kessilee: VG, Ziraava: Sent
Tank - Montae: Shadow, Gaen: Guardian
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: 1.01 Patch Notes

Post by Blackferne » Wed Dec 28, 2011 8:07 pm

Keep in mind you can still probably make decent bank. Dashl said when we were on my tour of alderaan last night there is a republic npc map (where presumably sith come to gain XP/do quests) that have spawns on slicing nodes. No risk since mobs are friendly respawn on nodes. No cost since it is in the world. Rinse repeat.
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Re: 1.01 Patch Notes

Post by Dodd Formeianna » Wed Dec 28, 2011 8:09 pm

Blackferne wrote:Keep in mind you can still probably make decent bank. Dashl said when we were on my tour of alderaan last night there is a republic npc map (where presumably sith come to gain XP/do quests) that have spawns on slicing nodes. No risk since mobs are friendly respawn on nodes. No cost since it is in the world. Rinse repeat.
Just make sure you don't visit the Imperial Outpost located in fairly close proximity. :woe:
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