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Rise and Shiny recap: PlaneShift

Betas, Video, Bugs, Previews, Opinion, Free-to-play, Hands-on, Humor, Rise and Shiny, Livestream, Crafting

PlaneShift screenshot
As with many of the games I choose for this column, I am a bit lost as to how long the game has been in existence, what sort of time has passed since the game first began to allow players into its world, and what the exact state of the game currently is. With PlaneShift, a game that seems to have existed since I was 12 years old and has remained in some sort of testing or beta phase since then, I am even more unclear. Really, it shouldn't matter, but I can see the importance of knowing whether the game you are about to play is in testing or has even been released yet.

Without those key words, a player can become confused. Is this quest broken, missing parts, or just poorly designed? Is the game world empty because it's midnight or because the testing crowd is on at different times? I've heard from developers who keep their games in a beta state for years and years, and it usually means that they simply want a sort of explanation as to why the game feels incomplete. I say release it already and perhaps you'd attract more players anyway.

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BioWare: All our devs play SWTOR

Sci-fi, Bugs, MMO industry, News items, Star Wars: The Old Republic

Star Wars: The Old Republic - some smuggler who looks like John Marsden
Ever wonder if MMO devs play the MMO they're developing? Apparently the answer is yes in the case of Star Wars: The Old Republic. A new dev blog by BioWare executive producer Rich Vogel minces few words on that particular subject. "Every single one of us on the development team plays the game, and we see the same issues you do and where we need to expand," Vogel writes.

The rest of the wall o' text isn't quite as illuminating. Vogel starts by defining bugs and exploits, and he offers a few generalities in regards to BioWare's ability to quickly respond to both types of issues.

It's worth a read if you're heavily invested in Star Wars: The Old Republic, and you'll find it on the game's official site.

SWTOR pushes out ability delay improvements with promises of more to come

Sci-fi, Bugs, Patches, Star Wars: The Old Republic

SWTOR
BioWare wants to let you know that Star Wars: The Old Republic is sorry it hasn't been as responsive to your needs lately, and that after weeks of counseling (and back-room coding), its fledgling MMO is prepared to make up with you.

Principal Lead Combat Designer Georg Zoeller announced today that the infamous ability delay should be clearing up nicely, thanks to an overnight 1.1.0b patch. He says BioWare didn't want to wait until the next big patch to roll it out, opting to instead deliver it as quickly to players as possible.

However, Zoeller also notes that the team "is not done improving combat responsiveness" and has several other tweaks and fixes in the work for patch 1.1.1. Other areas of improvement that BioWare is investigating include UI clarity, making cast bars more accurate, and rectifying timing differences for specific abilities and animations.

SWTOR to get ability delay fixes but no Valor rollback [Updated]

Sci-fi, Bugs, Patches, News items, Star Wars: The Old Republic

Screenshot -- Star Wars: The Old Republic
Oh, happy day! BioWare's Georg Zoeller has posted a new entry on the Star Wars: The Old Republic official site addressing the incredibly frustrating ability delay that has had players up in arms. Zoeller states that the team has found a number of issues, including abilities on cooldown being displayed as usable, unreliable instant abilities, and significant input delay in "certain game situations, most notably (but not limited to) fast-paced PvP."

The team has worked out the two former bugs and is scheduled to get the respective fixes onto the public test server in the next update. Work on the latter issue is in "the later stage of testing," and the team hopes to be able to roll it out onto the live servers "very soon." Here's to hoping that when Zoeller says soon, he means "soon" and not "soon™."

[Update: A second dev blog, this one by BioWare's Jeff Hickman, explains the situation with Ilum PvP and why the team decided not to rollback Valor points in the wake of recent exploits. He does promise that the team will use game metrics to take action against the worst offenders if merited.]

SWTOR unsubscribe option goes missing for some [Updated]

Sci-fi, Bugs, Star Wars: The Old Republic

SWTOR
Call it the Case of the Canceled Sub: Many players have written in to us to report that the "cancel subscription" button on their Star Wars: The Old Republic account pages has mysteriously gone missing. Considering that tomorrow is the one-month mark where accounts are set to be billed following the free month of gameplay for those who started on launch day, we think this is particularly troublesome.

Some players have found a workaround link but have received a warning and seen their threads shut down by moderators as violating the Rules of Conduct.

BioWare is investigating the situation and has alluded to an issue with certain types of browsers. In the meantime, the CS team has asked those affected customers to contact the company by phone for help cancelling their subscriptions.

BioWare is awarding those players who pay for an additional month of game time by March 19th with a special "Founder" title.

[Thanks to the many, many people who sent us this tip!]

[Update: In a correspondence with us, BioWare has confirmed that it is aware of the website issue and is working to resolve it that the issue is now fixed.]

SWTOR's new patch makes a mess, BioWare looking into it [Updated]

Sci-fi, Bugs, Game mechanics, MMO industry, Patches, PvP, News items, Star Wars: The Old Republic

Star Wars: The Old Republic - Ilum PvP
Welp, Star Wars: The Old Republic's 1.1 patch has arrived, and it's brought a bit of baggage with it. Imperial PvPers have been taking advantage of faction imbalances to farm hapless Republic players on the level 50 world of Ilum, and BioWare has responded to the resulting outcry with a discussion thread and a plea for sanity.

"We're currently investigating potential issues related to the Ilum open world PvP area post-1.1. We understand that this is a topic of much discussion and we ask that you please direct all discussions to this thread," writes Joveth Gonzalez on the official SWTOR forums.

The devs adjusted both daily and weekly missions to require the killing of factional enemies, and they also increased the PvP currency rewards for doing so. As of right now, it's anyone's guess what the fix will entail, and we'll keep our eyes on it as the situation develops.

[Update: BioWare has issued a formal statement, which we've posted in its entirety after the break.]

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SWTOR Senior Community Manager responds to high-res texture concerns

Sci-fi, Bugs, News items, Star Wars: The Old Republic

Screenshot -- Star Wars: The Old Republic
Many keen-eyed Star Wars: The Old Republic players noticed that, while there were "low," "medium," and "high" options for the game's texture quality settings, there seemed to be only two different sets of textures, and neither of them includes the high-resolution textures seen in the game's cutscenes and conversations. As it tends to go with the MMO community, the forums were soon filled with cries of "WTFM8?"

And thus did BioWare's own Senior Community Manager Stephen Reid appear on the scene to clarify what exactly was happening. The low-medium-high texture quality scale is, he says, a bug, and the medium choice was never supposed to exist. So yes, the game has only two sets of textures, low- and high-resolution, but even the high-resolution textures don't look as shiny as the ones featured in SWTOR's cutscenes. And so the chorus repeated, "WTFM8?"

Reid drops a ton of technical information to explain why players can't run around with conversation-quality textures 24/7, but the fact of the matter is that an MMO could potentially have anywhere from one to who-knows-how-many people on-screen at any given time, and BioWare "discovered that using [...] 'maximum resolution' textures on in-game characters during normal gameplay could cause severe performance issues, even on powerful PCs."

That's the short of it, but if you'd like the full, unadulterated technical breakdown, just head on over to the official forum post for more info and screaming.

BioWare responds to The Old Republic performance issues

Sci-fi, Bugs, News items, Star Wars: The Old Republic

Screenshot -- Star Wars: The Old Republic
Many Star Wars: The Old Republic players have raised complaints on the official forums about the game's technical performance. A disconcertingly large number of users report poor framerates despite lowering the game's graphic settings or running the game on a high-end PC. BioWare, however, is not convinced that there's anything wrong with the game, and instead the company asserts that users' lame rigs must be to blame.

OK, not really. But game director James Ohlen told Eurogamer that "most players aren't really having performance concerns" and chalks the reported performance issues up to low-end hardware. He goes on to add that "[the team] knows that it's important that there is a smaller group of people usually with lower end machines that are having problems in some areas. And one of the most important things for [the team is] to grow [its] service is to continue to bring in more players, including those players who only have low-end machines." In light of this, the studio has a team of developers who are devoted to fixing performance-inhibiting bugs, so if all goes well, we poor low-end-rig-users will be able to play the game comfortably soon enough.

Hyperspace Beacon: Cheating vs. poor design

Sci-fi, Bugs, New titles, Opinion, Star Wars: The Old Republic, Hyperspace Beacon

Hyperspace Beacon: Cheating or poor design?
Recently, Ilum took center stage in an argument about exploits, and I honestly cannot say which side of the fence I'm on. When do the intentions of the designers take precedent over the players taking advantage of poor design? Well before Star Wars: The Old Republic even crossed the mind of BioWare's creative brain-trust, exploiters have been taking advantage of unintentional game design. Even more interesting about the situation with Ilum was that the design was not exactly flawed; instead, players did not respond to the designs the way the developers intended. The game was "working as intended," but the players weren't.

At what point do we blame the designers? In a game as large as SWTOR, we know that if someone is allowed to do something, he will. At the same time, players are lazy efficient when playing the game: They will find the fastest and easiest way to level or gear up despite the intended path. Designers should know this. I remember in Ultima Online when players would raise skills by poking each other with low-level swords for hours on end. I am sure the designers intended that players would earn skills by actually battling each other, but the simplest solution was to prod one another with a dull stick. I honestly don't know if that was ever fixed, but I certainly don't remember a GM tossing out a ban hammer for it.

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The Daily Grind: When does a clever loophole become a bannable exploit?

Bugs, Game mechanics, MMO industry, Opinion, The Daily Grind, Miscellaneous

SWTOR's Ilum
Trouble has been brewing this week over a Star Wars: The Old Republic "exploit" in which people use seemingly legitimate (but perhaps unintended) game mechanics to tip the balance of the game in their favor. Of course, this is nothing new to veteran MMO players, who have seen hundreds, even thousands, of such loopholes and bugs spackled and patched since first MMO came online. Entire World of Warcraft guilds have been banned, however temporarily, for "exploiting" poorly coded raid AI, for example.

I've always felt that it's the game company's responsibility to counter loopholes before anyone takes advantage of them; the onus should be on the developer, not the player, to set the rules of the game using hardcoded mechanics. The players can't be expected to suss out the game-designers' intent, after all. Other gamers believe that "exploiters" really ought to know better and deserve whatever punishments the game's GMs mete out. What do you think? When does a clever loophole become a bannable exploit?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

SWTOR's 1.1 patch adds anti-aliasing, level 50 Flashpoint

Sci-fi, Bugs, Game mechanics, MMO industry, New titles, Patches, News items, Star Wars: The Old Republic

Star Wars: The Old Republic - Smuggler freighter, which has little to do with this article other than being cool
Star Wars: The Old Republic's next big update is live on the game's public test shard. BioWare says that the 1.1 patch is chock full of bug fixes and is "the first of many content updates" for the sci-fi MMO.

New stuff includes a level 50 Flashpoint (Kaon Under Siege) and four new bosses for Operation: Karagga's Palace. Also of note is an anti-aliasing option in the preferences menu and a correction for the problems plaguing Kira Carsen's affection conversations. The full patch notes are viewable on the official SWTOR website.

SWTOR goes bug hunting with 1.0.2 and prognosticates PvP improvements

Sci-fi, Bugs, Patches, PvP, Star Wars: The Old Republic

SWTOR
With the abundance of bugs and glitches in Star Wars: The Old Republic, fans are looking to James Ohlen's promise of weekly patches to shore up the faults. Yesterday we saw patch 1.0.2 go live with some -- but certainly not all -- of these fixes, as well as an increase in the PvP lockbox rewards and allowing players to emote while mounted.

In addition to yesterday's patch, today BioWare plans to roll out an emergency fix to address a few important issues: players crashing to desktop at character select, a problem with the chat channels in which they would stop functioning for some people, and the now-infamous /getdown bug.

PvP Lead Gabe Amatangelo also emerged from the BioWare fortress to chat about plans for the future of the game's PvP combat. According to Amatangelo, the team is working on level 50 brackets for warzones, vastly improving open world PvP on Ilum, a new same-faction vs. same-faction warzone, team vs. team queuing, ranked warzone matches, and more. He says that to date, over a million warzone matches have been played, with 39% of those matches played being Huttball and the Empire winning 53% of every match fought.

BioWare's James Ohlen: Bug fixes coming weekly

Sci-fi, Bugs, Patches, News items, Star Wars: The Old Republic

Screenshot -- Star Wars: The Old Republic
Any new MMO, even big-budget behemoths like BioWare's Star Wars: The Old Republic, is often fraught with bugs and exploits that can keep the game from living up to its full potential. The Old Republic's game director, James Ohlen, recognizes this and has stopped by the official forums to let players know how the company will be handling the game's bugs, glitches, and exploits.

Ohlen states that "almost every week [BioWare] will be releasing a new patch." These pseudo-weekly patches will be focused almost entirely on fixing bugs, exploits, and glaring balance issues within the game. Ohlen does remind players, however, that bug-fixing is not always a simple task. "There are issues that we will fix immediately," he says, with the caveat that "these are rare and not every issue can be fixed in this manner. We usually reserve these 'emergency fixes' for bugs that are stopping players from playing the game or to exploits that could unbalance the entire game if not corrected." I'm sure players have a few things in mind to which an emergency fix could be applied, but we'll just have to wait for the next patch to see what the devs have cooked up.

Breakdancing breaks SWTOR enemies' spirits [Updated]

Sci-fi, Bugs, Humor, Star Wars: The Old Republic

SWTOR
We've heard of many a bug and exploit in MMOs over the years, but sometimes there comes along one special case that is so entertaining you can't help but wonder if some mischievous developer planned it on purpose.

Such is the case with Star Wars: The Old Republic's latest glitch, where players busting a groove actually affects combat. According to several sources that confirmed this, by typing /getdown during combat (a dance move) enemies attacking you will be continually interrupted -- including bosses. Perhaps the bad guys were so amazed that players could do the moonwalk that they become stunned out of awe?

If you're hoping to wield your incredible dance powers for either the light or dark side of the Force, know that BioWare is fully aware of this exploit. Considering that the studio removed all mentions of the bug on the forums, we can assume that a fix is coming to the game sooner rather than later.

[Thanks to Kaizlu for the tip!]

[UPDATE: The Reverend Shaw Moore has arrived in SWTOR and accounts are being banned for getting down. Accounts taking advantage of this bug are being sanctioned with the explanation that the offending characters "participated in abusing game mechanics to prevent enemy NPCs from targeting the user", and that "dancing is currently not permitted outside of special Dance Zones."]

[UPDATE #2: BioWare sent us a note saying that the previous update was based on a troll posting to Reddit and that this is a "fake ban email."]

Hyperspace Beacon: Sensing the future

Sci-fi, Bugs, Game mechanics, Guilds, Lore, PvP, PvE, Opinion, Star Wars: The Old Republic, Hyperspace Beacon, Dungeons

Hyperspace Beacon: Sensing the future
I like making predictions. When it comes to Star Wars: The Old Republic, I've been spot on about several things, but I've missed the boat on some too. "Careful you must be when sensing the future, Anakin. The fear of loss is a path to the dark side," Yoda warned the young Jedi Knight in Revenge of the Sith. It's a good thing I don't have anything to lose by guessing what I think will happen in the future for this game.

In 2011, we saw TOR launch with astronomical numbers, and all you have to do is look at our front page to realize how much people have been talking about this game. Hopefully, the future of the game is just as bright. Thankfully, developers at BioWare have been very talkative about what's coming in the future.

Let's combine what players have said with the plans developers have spoken about to predict the future of the game. After the break, I'll mix the news with my Force powers to see in the the future... the future... the future... echo... echo...

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