24/04/2014

In the News: Ranked Season 2 & Galactic Strongholds

I'm a bit late commenting on the developer blog about "What's New in Season Two" because it came out while I was away, and I wasn't sure whether I should say anything about it at all, seeing how I barely even played the minimum amount of ranked games required to earn a reward in season one. I was really chuffed by the news about the addition of quests for ranked PvP though. Why? Because they might actually get me to participate more regularly. I've never been and don't think I ever will be a hardcore PvPer, but with three max-level characters in full PvP gear that I play regularly, there's no reason I shouldn't participate in ranked at least occasionally... but I honestly simply forget about it most of the time. I mean, I open up the PvP window almost every day and look at the choice between unranked and ranked and then find myself thinking something like: "I should really do some ranked matches again some time, seeing how I only need ranked comms... but I have a quest for unranked. I'll do some ranked later." And then I never do. I can see a simple daily or weekly quest adding just the incentive I need to play more often.

Imagine my surprise when I then saw people whine about this promised addition on the forums. I get it, it's the forums, but what possible downside could there be to having a quest to do ranked warzones? Well, apparently some hardcore players are worried that this will attract too many scrubs. I can hardly roll my eyes hard enough at this. Player Teclado commenting on that thread summed it up best in my opinion, and I quote:

It seems like ranked pvp is having an identity crisis. Is it hardcore? If so, you want an atmosphere that discourages casuals (which is sort of what we have now), meaning that you get longer queue times but a higher overall level of play. Is it for everybody? If so, you want an atmosphere that encourages casuals, meaning shorter queue times but a lower overall level of play. I really don't think that you're going to get the best of both. 

It's really no skin off my back either way. I can easily live without ranked. But if you want ranked play to be a super exclusive club for the PvP elite only, you really can't complain about long queue times and lack of participation.

In other news, there's been another producer letter about what's coming up in the game's future, telling us more about Galactic Strongholds while also letting us know that they've decided to delay its release by nearly two months to make sure that players will have access to the expansion's full range of features right from the start. Delays are always a bit of a shame, but I think the reasoning presented in this case is fair - we'll still get patch 2.8 in June; it will just be smaller.

Many of the additional features that they revealed also sound super exciting to me and like they'll be well worth waiting for: I'll be able to get a house on Tatooine after all, and they've confirmed that things like vehicles, pets and companions will be available as "decorations" that we can place around our stronghold.

The additional functionality for guild flagships sounds like a pretty big deal too, but I'm a bit unsure how I feel about expanding on that feature. I like the idea of guild bonuses in principle, but I've also witnessed the negative effects they can have on the community when WoW introduced guild levels and achievements in its Cataclysm expansion. Suddenly guild alliances became terribly sub-optimal and you were encouraged to stick with people from your guild for everything. In SWTOR, a change in attitudes like that would certainly affect me, considering that my guild is regularly mixing it up with several "allied" guilds right now, helping each other to fill operation spots and the like. I hope that this is something that Bioware will consider when it comes to adding any future guild perks: while they should offer additional incentive to be in a guild, they shouldn't actively discourage you from mingling with players from other guilds.

21/04/2014

Mastered

I was away from the internet for a week and had three posts pre-written and scheduled to be published throughout my absence. I was looking forward to finding comments in reply to them in my inbox upon returning home. Unfortunately, I messed up the scheduled publishing process, so none of them actually went up until I returned home and made them all go live manually. I suck. If you missed any of these posts due to them all going up at once, I just wanted to briefly point them out now:

Assault on Tython and Korriban
300 Posts!
Huttball on Quesh



I've pointed out before that, for someone who never misses an opportunity to mention how underwhelmed she's been by the Galactic Starfighter expansion, I've actually spent a not insignificant amount of time playing it. In line with this, I'm proud to announce that last Sunday I finally achieved mastery of my first ship, the SGS-45 Quarrel gunship. It only took me, what, four and a half months since the expansion's early access for subscribers? Go me.


I remember when I first looked at the way you can customise different ships in GSF: it seemed to me that the available options were all about playstyle choice. However, while there is definitely some of that in the different components that are available, there is a significant amount of vertical progression to it as well. Fully mastering a ship is essentially the equivalent of getting a player character to the level cap. The power difference between a ship with no upgrades and a fully mastered one is insane.

That isn't entirely bad, mind you. With some upgrades in particular, you can really feel the difference it makes once you get them, and that sense of having achieved something feels good. But the way people of such vastly differing power levels get pitted against each other at random... is less so. There's an achievement for getting a silly amount of kills without dying, which I figured I was never going to get due to not being all that great... until I ended up in a match against a bunch of clearly un-upgraded ships that popped like bubbles whenever my gunship shot them. While I was pleasantly surprised to get the achievement after all, I also felt vaguely dirty after that match, as if I had ganked a bunch of newbies - which, in a way, I had - except that it was simply a consequence of the game thinking that this was perfectly fine match-making! The problem is, I'm not sure they can afford to split the game into brackets for different upgrade levels without making queue times go through the roof. Not to mention that things like people with both mastered and un-upgraded ships would present difficulties for any matchmaking algorithm.

All that said, I have to admit that I've honestly warmed up to Galactic Starfighter. Having a fully upgraded ship certainly helps, but I also feel like I've got a better grip on how to play by now, at least when it comes to the slower ships. I'm still far from being a good player, and maybe I simply benefit from flying a gunship a lot (as a lot of people on the forums claim that they are overpowered), but during most matches I feel like I can carry my weight. I've also grown fond of my bomber - for domination matches at least, hugging a satellite of my choice, pooping out drones on cooldown and firing the occasional torpedo at people engaged in dogfights with my more agile brethren. It's almost relaxing.

Who'd have thought that starfighting could be an acquired taste?

18/04/2014

Huttball on Quesh

After my initial struggles to get into the new warzone on patch day, I've had a chance to try it more than a few times by now. It looks great so far. I suppose my first impressions are to be taken with a grain of salt, as I remember enjoying Ancient Hypergates very much when it first came out, while it's one of my least favourites nowadays, but I like Huttball well enough in general, and the new map doesn't really change the basic gameplay of the warzone.

The first thing I found striking about the new Quesh map was the attention to detail that was clearly given to it by the devs. It didn't even occur to me that they might change the sound cues for example - it's still Huttball after all - but they actually recorded a whole set of completely new lines for Baron Deathmark, for everything from the intro to silly things like people kicking the Huttball. I haven't played a match yet where I didn't chuckle at one of his new sarcastic remarks.


The warzone itself seems slightly confusing at first, as it's more... cubic than original Huttball, meaning that vertical movement matters as much as horizontal movement, if not more so. While the original Huttball map has its ramps and pits, the one on Quesh takes things to a whole new level. As a healer it can be a bit bewildering to see someone clearly in range of you but be unable to heal them because they are on the level below you for example. Once you figure out where the ramps to climb different levels are located (around the edges), things become a lot more obvious however.

The thing that I found the most striking after a bit of observation is that this new map is not merely a reskin, it actually has a very different flow. Original Huttball is pretty much a straight line, with the Frog-Dogs on one end, Rot-Worms on the other and the ball in the middle. What this means is that you always want to push towards your enemy because getting closer to their line is beneficial both from an offensive (closer to scoring) and a defensive point of view (ball gets further away from your own goal line).

The Quesh Huttball pit on the other hand is basically an even-sided, downwards pointing triangle, with the ball spawn point at the bottom and the two goal lines located at the two top points. What this means is that as you climb the ramps to carry the ball towards the enemy goal line, the distance to your own goal doesn't diminish... in fact, depending on your route, the ball might be getting closer to your own line as well! A dangerous game, and if your ball carrier dies while on high ground, the enemy might be able to turn things around and score a goal of their own very quickly. At the same time, because so much of the fighting happens in between and close to both of the goal lines, it's a lot harder for a single person to just grab the ball and make a break for the line, away from the people fighting in the middle.

The area right in front of the goal line is also considerably smaller than in original Huttball, with fewer avenues of approach for the enemy, which makes it quite a bit more defensible from what I can tell. My impression of this so far is that it makes the whole game feel a bit more tense, as the only time you feel relatively safe from an enemy scoring is when the ball is at the bottom of the pit. It seems to me that there's less room for the endless back and forth in the middle, with no side coming even close to scoring, that you sometimes see in Huttball games on Nar Shadaa.

One "downside" of the more vertical design is that leaps, pulls and pushbacks are more powerful than ever, so if you have neither you might feel a little left out. However, I've always felt that way in original Huttball already, so it doesn't make that much of a difference to me now.

There are a few grapple tables around the area that are supposed to ease the issue of fast movement between platforms for the less mobile classes (if you're not carrying the ball) but so far I'm not convinced of their usefulness, as their animation is kind of slow and doesn't actually carry you very far. One time I even bounced off the ceiling and fell right back down to the ground, which just felt pointless. I don't know, maybe there's some kind of trick to it that I have yet to discover.

I'm definitely looking forward to perfecting my mastery of this warzone over time; it looks like it will offer a lot of opportunities for interesting gameplay.

16/04/2014

300 Posts!

Welcome to my 300th post on this blog! In what is starting to become a tradition, I used this occasion to have a look at Google Analytics to find out what sort of search terms brought people to this blog.

First off, there's the usual lot of people looking for a different kind of "going commando", including the lovely: is going commando an offence in north carolina? It did seem to me that there were slightly fewer of these than usual though. Is Google finally getting the hint that this isn't that kind of site? Then again, I haven't exactly kept count, so a reduction in that kind of traffic might very well just be wishful thinking on my part.

There are also still loads of people coming to this site looking for information on how to find a group in SWTOR. I've previously expressed confusion about this (because surely the group finder has made finding groups easy enough?) but looking at some of the more recent searches I'm starting to see the issue, as people ask questions like how do I get eternity vault in group finder or how to get groups for heroic missions - questions to which the answers are not exactly obvious. I think I'll have to write a guide about this some time, if for no other reason than so that someone can find something useful on here - unlike all the people who get sent here after doing searches such as swtor seeker droid dig sites, taris hk part coordinates or questions about level 55 hardmode flashpoints.

Random Q&A time!

swtor where to buy battlemaster schematics - This one came up surprisingly often. As of right now (patch 2.7) they are not available in game anymore, as they were removed back in 1.6. You'll just have to buy the crafted gear from someone else or hope that Bioware re-releases the armour model of your choice in some other fashion, just like they've done with the consular Battlemaster gear recently, which has made a re-appearance as a reward for running the new Forged Alliances flashpoints.

are the new czerka hardmodes really hard - Not very, but the first and second boss in Core Meltdown can be challenging to heal if your group doesn't execute the tactics correctly or your gear isn't so great.

did they fix the swtor problem with the commando trooper for pvp - Uh, you'll have to be more specific than that...

how to kill red and blue creat\ures on czerka corporate labs - On story mode, the blue ones will simply pull the red ones close after a few seconds, then they'll both explode. On hardmode, you need to do some damage to the blue ones before they use their "chemical attraction" move. You can't interrupt the red creatures' casting, however they can be crowd controlled and stunned to reduce their outgoing damage until the blue ones blow them up.

should I still play swtor? - I can understand people asking whether they should play SWTOR again, curious about what may have changed in their absence, but this one just has me confused. Are you having fun? If so, why shouldn't you continue playing? If not, what sort of reasons do you expect the internet to give you to keep playing anyway?

swtor bad dps - I wonder, did they want to know what qualifies as bad dps or were they looking for stories about bad dps?

swtor why does the male agent get 2 romance options but the female agent only gets one - Same reason the male smuggler gets two while the female only gets one and the male warrior gets two while the female only gets one: sexism. While Bioware is generally pretty good about gender equality, they are sadly not completely immune to showing bias when it comes to production values.

who likes galactic starfighter - The hosts of OotiniCast seem to be pretty fond of it...

Random bits of opinion:

galactic starfighter is hard - I hear you, man.
gree event boring fluff swtor - Don't hate on the Gree, man!
meh arena - That's what I said.
pointless gree event - What is it with hating on the Gree?
swtor idiots who haven't played kotor - As someone who hasn't played either of the KOTOR games, I take offense to that.

Why are you telling Google about this?

I did the esseles by myself - Good for you? It's not that hard.
im a sith warrior - Okay?
u cant see me face - I don't think I'd want to...

Still getting traffic from searches for games I don't play (anymore):

bioshock 2 crashes to desktop bcdedit
ffxiv arr hide helm
guild wars 2 crash to desktop
neverwinter online slayer achievement
tsw pvp
why is lotro crashing and quitting to the desktop
wow dbm comandos -
This is why spelling matters...

Just random:

funny image made from lasers
greetings from another planet
jgffdi - Why would that lead people to my blog?
men need to look vaguely presentable
my+thing+#+1+is+in+the+sky+my+thing+#2+is+in+my+belly

And on that utterly confusing note... to the next one hundred posts!

14/04/2014

Assault on Tython and Korriban

I've written about some of the little things that were implemented in 2.7 that I like, but the highlight of this patch's content additions are definitely the two new flashpoints and the story that plays out through them. (For what it's worth, this post contains spoilers.)

What with my main being Republic, that's the side where I decided to have a look at the new content first. I was immediately pleased to see a separate room for the story introduction, something that we haven't seen since Lost Island and something that I personally associate with the story being serious business. It was nice to meet Theron Shan (whom I knew from reading Annihilation) in game, even if I wish that they hadn't given him that overly gelled looking haircut. I wasn't the only one who was happy to meet him, and I rather cracked up when a straight male guildie commented that he thought Theron was "such a cutie".


Since both of the new flashpoints were labelled as tactical (in other words, doable without a full trinty group and therefore easy), my pet tank and I decided to just walk in with the two of us plus companions and do it that way. For what it's worth, they actually felt reasonably challenging. Mind you, our companions' inclination to stand in bad stuff and generally low dps probably didn't help, but even so, both the trash and the boss fights seemed a lot harder than anything in Kuat or on CZ-198. Many pulls contained a mix of strong, elite and champion mobs, and some bosses had abilities that genuinely hurt if you allowed them to catch you off-guard. I imagine that without a healer, these fights must be quite tough, kolto stations or no kolto stations.

We also ran into a minor bug with a platform that appeared to be incorporeal, so you could walk through it and would fall through the floor if you tried climb it via the attached ramp. This was a little confusing as you needed to press a button on said platform to proceed inside the flashpoint, but we quickly figured out that you could reach and activate it even while standing on the ground "inside" the structure.

Most of the boss fights were interesting simply because we were facing off against characters we recognised from levelling our Sith inquisitors, both quest givers and Sith instructors. The last boss, a Dark Council member I didn't recognise, was apparently a new guy though. (At least Wookieepedia says that he hadn't appeared anywhere before.) At the end a Jedi commander appeared and our characters talked to him as if he was someone they knew, but I had no memory of meeting him before (though upon re-reunning the whole thing I noticed that he was at least mentioned by name).

After completing the assault on Korriban and handing in the associated mission, the inevitable news came in that Tython had come under attack and that it was up to us to reclaim it. Again we just two-manned it.

Seeing the beautiful Jedi starter planet so ravaged by war was pretty heart-breaking. The bosses in there were somewhat less memorable though, except for Lord Goh at the end, whom we would later meet on Imperial side. He is extremely taciturn and pretty much never says more than a word at a time, which led to some joking around about how voice actors must charge by the word now and his monosyllabic-ness was a side effect of cost-cutting measures at Bioware.

After the mission is complete and you've been praised for your hard work, Theron says that he needs a drink and asks you to meet him in the cantina. (Comment from a guildie: "Now there's something that a real person would actually say after all that happened.") He expresses suspicion about the Korriban and Tython attacks coinciding and about how the other guy we worked with seemed to show relatively little interest in the implications. He promises to look into it some more and later sends you a mail with his findings (which do not reveal much yet). You also receive a mail from another NPC commenting on the events - which NPC depends on your class - which I thought was a nice little touch.

Changing to Empire side, we found ourselves invited to participate in an attack on Tython by a certain Darth Arkous and his assistant Lana Beniko. Unlike Theron, neither of them have any currently known backstory, but you could immediately tell that Lana was going to be important due to her having a unique character design and haircut. Unlike on Republic side, it's explicitly mentioned that "someone" leaked information to the Empire that enabled the assault on Tython.


This time around we were accompanied by a guildie doing dps, which made things a bit faster. I was a little disappointed to find out that the attack on Tython was pretty much identical to the defense of Tython in terms of gameplay, with the bosses being simple reskins that share the exact same abilities. As a side effect of this, a fight that makes perfect sense for one faction may seem a bit random to the other. The most obvious example of this we discovered on Tython was the second boss, Master Liam Dentiri. Playing as Republic, we fought a functional Imperial clone in his place who summoned a lot of droid adds, which seemed somewhat random at the time. While fighting Master Liam as Empire on the other hand this made perfect sense, as he's the guy who gives you all those missions to fight training droids when you're levelling up a Jedi on Tython.

Unlike during the attack on Korriban, Master Liam was the only familiar face we ran into while assaulting Tython. While doing a bit of reading up however, I found out that the last boss is apparently taken straight from Fatal Alliance, the one tie-in novel that I haven't bothered to read due to having heard too many bad things about it.

When we returned to Darth Arkous and Lana Beniko, news of the attack on Korriban came in and we were sent out yet again. Korriban was somewhat less interesting to play as Empire side, due to all the opponents being pretty much random Jedi that share the abilities of the instructors you fight on Republic side. The last boss was the aforementioned Jedi commander that appeared at the end of the Republic version.

Just like Theron, Lana wants to speak to you in private after the whole ordeal, though she's more secretive about it, making sure that Darth Arkous doesn't overhear. She reveals that he definitely had ulterior motives for attacking the Jedi temple and that she feels some kind of disturbance in the Force that she suspects she's connected to. Like Theron, she sends you a mail afterwards but has to admit that she hasn't really found out anything new.

I think what I liked the most about these flashpoints is that - "tactical-ness" aside - they feel like a return to what Bioware does best, telling a story. They introduce an intrigue that I can't wait to hear more about, though at the moment everything seems to point towards a third faction wanting to play havoc with both the Republic and the Empire once again. A return of the Shroud seems like an obvious possibility, but there are other options. Survivors of the Star Cabal? Who knows.

Characterisation is taken more seriously and we're being introduced to NPCs that are memorable and interesting. During some of the cut scenes, Bioware used a moving camera for the first time, which feels a little odd at first but makes for some interesting shots. The last boss in each of the flashpoints actually talks to you before the fight, giving them more distinction, and the replies you can give vary depending on your class. There are also light/dark side choices to be made that actually make sense in context, in short: it's got everything that made previous flashpoints in the game unique and fun.

If I had to criticise anything, it would be that they made the Republic and Empire versions of the encounters too similar, to the point where it seems a bit silly sometimes. For example it makes sense that there are Sith acolytes on Korriban when you first attack it as Republic, but encountering Jedi padawans (=reskinned acolytes) while retaking the planet on Empire side makes no sense - surely the Republic wouldn't have sent inexperienced padawans on such an important and dangerous mission. I'm also a bit disappointed that once again there is no hardmode that requires a proper trinity group, but at least the story mode is tuned to be less of a face-roll this time around. I'm still holding out hope that what I saw someone suggest somewhere else will turn out to be true, which is that Bioware might be "saving" hardmodes for Kuat and now these new flashpoints for when they raise the level cap again at the end of the year (which has been confirmed by now).

11/04/2014

Minor Out-of-Game Systems Rant

I briefly thought about titling this post "Customer Service Rant", but then I realised that this would be doing an injustice to all the times Bioware customer service was perfectly helpful with issues that I've had. This isn't really about the customer service reps anyway, more about two out-of-game systems that have annoyed me as of late.

First off, you may or may not have noticed that I added my referral link to the sidebar a little while ago. It's no big deal; I just saw other sites doing it and figured that I might as well. People that use it get some goodies, I get some goodies - it's a win-win, right?

The other week a friend e-mailed me to say that he had used my link to give the game another go. He had forgot his original account information, so he just signed up through the link again, made a new account, bought several months of game time... and neither of us got anything. Scouring the forums for information on what had gone wrong, I found out that I had missed an important line of small print that says that referrals only count if the referred person ticks the "please send me promotional e-mails" box when they sign up. D'oh! I can't decide what's worse: that this is a requirement to make a referral to begin with, or that they've hidden this requirement in the small print so that it's easy to miss. I mean, most people probably wouldn't mind ticking that box at account creation in order for the referral to go through, after all you can always untick it in your preferences later if the e-mails annoy you. But for that, you actually have to know about that requirement...

Oh, and forget about trying to ask customer service for help afterwards, apparently they have no way of tracking referrals if you don't accept those promotional e-mails at signup. Clicking that referral link and confirming that you want to be referred by an existing player is clearly just for show. /facepalm

The funny thing is, the other day another friend of mine used the link and his referral did go through. so now the referral page on my account management has updated to show that I've earned the first referral reward, the Kurtob Alliance speeder. Except that I already earned that one from referring a friend one and a half years ago, under the old referral system, and it has been landing in my mailbox on every character I've created since then. But clearly Bioware has no way of verifying that either. /eyeroll

It's not a big deal for me as I'm not exactly dying to get any of the referral rewards; it just strikes me as a very badly thought out system.

The other thing that has bugged me has been Bioware's billing. I had to change to a new credit card recently and was able to enter it into their system just fine, but when my sub ran out today and I tried to re-subscribe I kept being given an error message: "An error has occurred while trying to process your request. Please, try again later." Where had I seen that before? Oh right, I remember having the same issue at launch - Tobold even blogged about it back then. I can't believe that it's two and a half years later and they are still giving out the same completely unhelpful error message. I get that there can be problems with these things, but is it that hard to actually let me know what's wrong so that I can fix it? Again I tried Google to see whether anyone else with the same problem had made any useful discoveries, but all I found were reports of how phoning customer service about this issue would only lead to them blaming your bank - even if you had already tried three different cards from three different banks and they all assured you that they weren't blocking anything.

In the end I settled for borrowing someone else's card... the same thing I had to do back at launch. I love the game and am clearly willing to jump through all kinds of hoops to be able to play it the way I want, but you'd think that Bioware would be interested in making it a bit easier for people to give them money...

09/04/2014

Patch Day Joy

Content patch days are always happy days, but this one was particularly good from my point of view as 2.7 is chock-full of additions that are relevant to me personally and make me very happy.

I've run the new flashpoints once on both factions so far and will definitely have to make a full post about the experience. One thing I can already say is that I really enjoyed both of them and liked them better than either of Bioware's more recent flashpoint offerings (that is to say KDY and the Czerka ones).

I think it's good that they temporarily adjusted the warzone queue to make the new Huttball map pop more often, as after a patch like this, many people will queue up specifically just to see the new map: both to learn how it works and to see whether it's any fun. The learning part in particular can be quite difficult however when it only has a very small chance to come up in rotation. In fact, even with the supposedly increased percentage, I only got Quesh Huttball once in the nine matches I played. (The rest was normal Huttball x2, Voidstar x2, one Ancient Hypergates and three arenas.)

Ranked season one rewards were given out and I saw a lot of rancor mounts in the PvP area of the fleet. It was almost comical how common they were. Myself, I "only" got a title, a pet and a character-bound set of gear that looks just like Obroan with a bit of extra bling added. Not amazing, but definitely a good payout for the small effort of playing a total of twelve ranked games or however many I did (not a lot).

The changes to how AoE targeting works are amazing, especially in the aforementioned Huttball. The biggest challenge in getting a pass off under pressure has always been the problem of repeatedly having your cast cancelled just because your placement of the targeting circle was ever so slightly off. Now you can just target the person you want to pass to and double tap your keybind to pass the Huttball, which makes things so much easier. In PvE I wasn't immediately convinced that the new way of AoEing would be useful, but I was quickly converted. It's especially nice since your target's allegiance doesn't matter, so you can target your friendly tank for example and double tap to unleash AoE damage right over his head. It actually feels significantly faster than messing around with manually placing the targeting circle most of the time.

I have mixed feelings about the change to how mod levels are displayed. To be honest I never understood why items needed to have both an item level and an item rating anyway. What's the difference and what purpose does it serve? So in the long run this will be useful as it'll make things more consistent and easier to understand. (For example I always struggled to convert the item rating recommendations for certain operations to the corresponding mod levels.) In the short term however I'm very confused, as I see items drop and can't remember which of the new numbers corresponds to which tier of gear. I also kind of wish that they had kept the smaller numbers and got rid of the bigger ones instead, as the bigger numbers make gear inflation look worse than it is in my opinion. (My gear has a rating of 180? Really?!)

A small change that nonetheless made me squee is that they reduced the prices of the weapons from the CZ-198 reputation vendors to less than half of what they used to be. Arkanian level weapons are hardly anything to write home about at this point, but main hand weapons in general are hard to come by since they aren't available from the regular commendation vendors, so the reputation vendors are a nice way of gearing up alts and companions. And if you have a main who runs ops, you'll have more Elite Commendations than you'll know what to do with anyway. Now I just need the Gree to come back so I can buy a legacy saber for hilt transfers. (I have dozens of Gray Helix Components lying around, but they are all bound to different characters, so I'll need to do some dailies to actually be able to buy something on at least one character.)