Bugs are frustrating, and inevitably some of them seep through to launch with a new MMO. Star Wars: The Old Republic produced a fairly polished end product, but there were still issues, most notably certain memory problems with Taris and some harvesting nodes that couldn't be harvested. As a result, the game's first patch has been rolled out following this morning's maintenance, and the first set of patch notes have gone live detailing the bugfixes and minor updates provided.
Aside from the two obvious changes, there has been a handful of balance adjustments. Slicing has seen a slight downgrade to bring its rewards more in line with those of other gathering professions, and the Mandalorian Raiders flashpoint has seen several enemies lose their immunity to crowd control. Players can look forward to more steady adjustments as the game continues, but some quick fixes to noteworthy issues are always good to see -- especially so close to the holidays.
Reader Comments (30)
Posted: Dec 27th 2011 7:33PM KvanCetre said
I'm sure we'll have a plethora of comments asking "WHY DIDN'T YOU FIX THIS YET" or "WHY ADD BABY NAMES INSTEAD OF X"
Please, let's all keep in mind some things are easier to fix than others. Adding in baby names was likely done by some guy in the art/design team in five minutes.
Fixing hard bugs is no simple task. There are a few I'd like to see fixed ASAP, but most of the ones touched in the last two weeks have ranged from the very simple to... Taris.
Or, we can all pretend we understand MMO development and yell and scream about how bad Bioware is. Either way, I guess.
Please, let's all keep in mind some things are easier to fix than others. Adding in baby names was likely done by some guy in the art/design team in five minutes.
Fixing hard bugs is no simple task. There are a few I'd like to see fixed ASAP, but most of the ones touched in the last two weeks have ranged from the very simple to... Taris.
Or, we can all pretend we understand MMO development and yell and scream about how bad Bioware is. Either way, I guess.
Posted: Dec 27th 2011 7:37PM mattward1979 said
7+ hours downtime for the most minor of fixes, slap bang in the middle of EU prime time holiday season...
Not a great start, but not the worst...
Not a great start, but not the worst...
Posted: Dec 27th 2011 8:07PM mattward1979 said
@Evo5537
I get that it has to clash with someones time, especially when its a global patch, but 3.5 hours earlier so that it cut US time short as well as EU (and presumably makes it better for the drones applying the patch) would have been better.
For the future, it is imperative that EU and US have separate patch times.. from the beta invites I already feel like a second class citizen to BW/EA.
Also, what the shit is up with hourly updates to say that they will update in an hour? Are they REALLY still developing the patches as they install them?
Reply
I get that it has to clash with someones time, especially when its a global patch, but 3.5 hours earlier so that it cut US time short as well as EU (and presumably makes it better for the drones applying the patch) would have been better.
For the future, it is imperative that EU and US have separate patch times.. from the beta invites I already feel like a second class citizen to BW/EA.
Also, what the shit is up with hourly updates to say that they will update in an hour? Are they REALLY still developing the patches as they install them?
Posted: Dec 28th 2011 10:48AM Croatoan said
@mattward1979
Personally i think EU and US should have seperated downtimes, so updates can come at night in each region, that would really be a bonus. when patch 1.1 rolled in I remember not being able to acces the game until the evening, because I'm from EU.
Reply
Personally i think EU and US should have seperated downtimes, so updates can come at night in each region, that would really be a bonus. when patch 1.1 rolled in I remember not being able to acces the game until the evening, because I'm from EU.
Posted: Dec 28th 2011 1:09PM mattward1979 said
@SirUrza
How repugnantly ignorant...
Many people take holiday across the Christmas period and the new year. So yes this downtime was slap bang in the middle of what would be prime time for many EU players.
Reply
How repugnantly ignorant...
Many people take holiday across the Christmas period and the new year. So yes this downtime was slap bang in the middle of what would be prime time for many EU players.
Posted: Dec 27th 2011 7:38PM Eamil said
Awesome that they patched the gathering node bug. That one was starting to get on my nerves. It got to where I would see 3 gathering nodes on my minimap at once and all of them would be bugged.
Not that I expect them to rush it but I wonder when/if they plan on patching AA in.
Not that I expect them to rush it but I wonder when/if they plan on patching AA in.
Posted: Dec 27th 2011 8:31PM (Unverified) said
@JonBuck
I really liked this addition, as it makes it easier to see (DK was a pain with all the foliage) and you know for a fact it can be accessed before you bother running in to try to claim the spoils.
Reply
I really liked this addition, as it makes it easier to see (DK was a pain with all the foliage) and you know for a fact it can be accessed before you bother running in to try to claim the spoils.
Posted: Dec 28th 2011 12:28AM RogueJedi86 said
@JonBuck
As a note, the hologram above the nodes says "Valid Sample" in Aurebesh, the "Star Wars Font". It's like BioWare is making it as obvious as possible that, yes, these nodes work now. :)
Reply
As a note, the hologram above the nodes says "Valid Sample" in Aurebesh, the "Star Wars Font". It's like BioWare is making it as obvious as possible that, yes, these nodes work now. :)
Posted: Dec 27th 2011 8:38PM Mode7James said
What are baby names? Btw I've really liked playing this game.
Posted: Dec 27th 2011 8:51PM (Unverified) said
@Mode7James I believe it is the names of the children that were born during the development of the game.
Reply
Posted: Dec 27th 2011 9:24PM moiax said
"Slicing has seen a slight downgrade"
It's been run into the ground, compared to what it was yesterday. Rich Slicing missions (the highest regular quality missions you can run) don't even hardly turn a profit it seems unless you crit on them.
Slicing properly (bountiful or rich missions only) was netting about 95 credits a minute, down to now 15-25 credits a minute.
I'm not saying a nerf or adjustment was unwarranted, but it's gotten turned into a useless profession overnight.
It's been run into the ground, compared to what it was yesterday. Rich Slicing missions (the highest regular quality missions you can run) don't even hardly turn a profit it seems unless you crit on them.
Slicing properly (bountiful or rich missions only) was netting about 95 credits a minute, down to now 15-25 credits a minute.
I'm not saying a nerf or adjustment was unwarranted, but it's gotten turned into a useless profession overnight.
Posted: Dec 27th 2011 11:31PM JonBuck said
@moiax Before this update I was planning on taking Slicing as my only profession since I couldn't keep up with my money needs and crafting can get tedious (it's like that for me in any game). Right now I think I'll keep crafting and just sell stuff to get money.
Reply
Posted: Dec 27th 2011 11:50PM Space Cobra said
@moiax
Yeah, I was considering slicing; it's always been the "rich" skill, even in Beta. Although money isn't too hard to get, but you can't buy everything you need in this game all at once. I do save up for things.
I also was about ready to start a slicer, but kinda glad they got around to a nerf, so my other skills don't feel as bad.
Reply
Yeah, I was considering slicing; it's always been the "rich" skill, even in Beta. Although money isn't too hard to get, but you can't buy everything you need in this game all at once. I do save up for things.
I also was about ready to start a slicer, but kinda glad they got around to a nerf, so my other skills don't feel as bad.
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