20/06/2025

Galactic Season 8 in Review

We're once again at the point where the current Galactic Season has several weeks left in it, but more and more people are done (or close to being done) with it. Personally, I've hit level 100 on all servers, and on Darth Malgus I just need a few more weekly objectives to complete the last meta achievement. So what did I think of this season?

My main on Tulak Hord on her Coruscanti Typhloractyl mount, sporting the "Coruscant Resident" title, and with her C0-RU probe pet out. The background is the Senate Tower basked in fireworks from the dynamic encounter that takes place in front of it.

I was very negative about it when the details about it were first revealed, and was then disappointed a second time when even the few hopes I had for the uprising theme were quickly crushed. All that said, it ultimately turned out... alright, I guess.

I would still put it near the bottom of my ranking of all Galactic Seasons so far, for having a theme I didn't really care for, not having any rewards that particularly excited me (there was quite a lot of stuff that was "nice", but I've said before that I consider it a downside when there isn't a big central reward that also supports the theme), and for feeling more repetitive than any season before it (I still can't quite believe they made me kill all the DvL bosses again for a third achievement). 

At the same time though, things were not as bad as I had feared. Once they made the fixes to make doing your weekly uprising via the group finder more viable, the system worked well enough to funnel people into that to guarantee regular pops even on the smaller servers. (I could even get it done on Shae Vizla, where I hadn't done anything through the group finder in a long time.) With Trench Runner being the one notable exception, the tuning was such that even a group of low-level or generally underperforming characters could muddle through without too much effort.

I saw more than one comment, whether explicit or implied, that indicated that the person making it was actually doing uprisings for the first time, which is something that's always nice to see. And while my overall opinion of uprisings hasn't changed (still not a fan), I'll admit that I liked them more as levelling content than as max-level content, if that makes sense. The XP was pretty good every time I went in there on a levelling character, and somehow mowing down hordes of weak mobs feels more "on-brand" on a low-level character. It's what you do on the starter planets after all, when you're just learning how to play and might not necessarily have that many abilities yet. As endgame content I've always found that kind of gameplay a bit unsatisfying though.

The other thing I did like about this season was how the devs incorporated the dynamic encounters on Hoth and Tatooine into the weekly seasons objectives. I think they're a fun new kind of gameplay and I appreciated their addition to this. Especially on the other servers, where I hadn't had any reason to do dynamic encounters before, so I enjoyed gathering a bunch of achievements all over again.

There are a few things I hope they tweak in coming seasons though: First off, there were two variants of each dynamic encounter objective as far as I could tell, one that required you to do 15 for the weekly, and one that required 25. I thought the first was reasonable, while the second was too much. I still did both types this time around because I also had the draw of wanting to work on the achievements to keep me motivated, but when that's no longer applicable I don't think I would bother with doing 25 again; it's just too time-consuming.

The second "issue" I had was that just having encounters on Hoth and Tatooine made things a bit repetitive. One of my favourite weekly seasons objectives up until now has been the one to do "repeatable or exploration missions" on a number of planets, and I think the dynamic encounter objectives largely replaced those this season. (I did a count, and in the same number of weeks, Season 7 had 17 objectives of this type, while Season 8 had only 7.) This makes sense in so far as they fill a similar niche and the DEs were the new hotness, but it also meant that what previously made this objective so much fun to do - that it was so varied in its locations and could be done in a number of different ways - was kind of lost as we were just stuck on either Tatooine or Hoth week after week.

We'll see how they'll handle this in future seasons, but I think my personal preference would be if they simply merged the two types of objectives together, into something like "Complete Dynamic Encounters, Repeatable, Exploration, or Bonus Missions while defeating enemies on Coruscant or Dromund Kaas", therefore restoring the "rotating between different planets" aspect while also including dynamic encounters in the mix.

Still, I've got to admit I'm going to try and temper my expectations for whenever they announce Galactic Season 9, because I'm definitely a bit bored of the repetition and lack of even small bits of newness at this point. And by god, if they ask us to kill all the DvL bosses a fourth time... I actually don't know how to finish this sentence, but I still hope they come up with something different for us to do next time.

14/06/2025

Dread Master Shintar

I have a somewhat strange relationship with operations in SWTOR at this point. I think most raiders would posit that for them, raiding is about some sort of progression: seeing the content, beating the challenge, getting the gear... and once you've hit your goal, you move on.

SWTOR doesn't really support that kind of attitude towards raiding anymore, or at least not if you're a long-term player. If you're coming to the game completely fresh, there's plenty to do and many encounters to work your way through, thanks to scaling keeping all the old content relevant, but new operations come out way too infrequently to keep existing players busy for very long.

I sometimes find myself wondering why I'm still so focused on that part of the game after more than a decade to be honest. I've seen all there is to see, many times, and while my skill at the game has improved over the years from sheer repetition, if I haven't been able to beat a higher-difficulty encounter that's been in the game for over a decade at this point, I'm not holding my breath that it's still going to happen.

I guess it's just a habit, a way of hanging out a few times a week, and the fact that Mr Commando and I do it together has led to a sort of feedback loop where we keep each other going even if one person's interest flags at some point.

That said, there's been turnover in the people we raid with over the years, and every now and then we'll get some fresh faces who haven't yet seen it all and who'll be excited to tackle this or that operation for the first time, and I'll be like "sure", because what else am I going to suggest?

In line with that we cleared Dread Palace master mode again a couple of months ago, and it actually went so quickly and smoothly (considering that some people had never done it before), that I found myself daring to hope for some personal progression for the first time in a while, because I'd never gotten the achievement for the timed run, which requires you to clear the instance within an hour.

Everyone was game for working on it, so we kept going back every week, just to get better at the fights and progress that little bit more quickly, with fewer wipes along the way. Progression was far from smooth, as some nights would see us one-shot the first four bosses in a timely manner just to keep failing on the final Council fight, while on others, we would mess up repeatedly at the very beginning and then never even finish the instance.

However, improvement did happen, and this Wednesday we finally got there. We were actually off to a very bad start at first and wiped twice on the very first encounter. We'd learned early on that whenever this happened, it was possible and indeed recommended to just reset the entire instance and try again from the beginning, but it still didn't seem to bode well for the rest of the evening. However, it turned out that the third try was the charm, and we then proceeded to one-shot every boss after that, including the Dread Council themselves.

Embarrassingly for me, I died a few seconds before the end because I got into healer tunnel-vision mode, focusing so hard on keeping someone else alive that I missed my own health getting dangerously low - oops. Fortunately we'd basically won at this point so it wasn't a big deal; it just made my "victory" screenshot look a bit awkward.

The Dread Master achievement pops up at the end of the Dread Council fight in master mode Dread Palace. I am dead, while the rest of my group is alive.

A guildie also recorded the whole run and uploaded it to YouTube if you're curious, though he failed to record his own voice so some bits of conversation may sound like non-sequiturs without the inclusion of his comments.

Anyway, it was just nice to have one of those little success stories to share, as they've become more and more rare for me at this point.

29/05/2025

Some Rambly First Impressions of 7.7

Patch 7.7 dropped this week! MassivelyOP's post about this fact started with the line "A big Star Wars: The Old Republic game update without a story is kind of like Christmas without the presents", which I found surprisingly poignant... but of course there were still interesting things to discover and look forward to.

First there were the new alien skin colours, which seemed to be thing that had people the most excited on social media from what I could tell, based on the number of screenshots and clips from the very first cut scene that I scrolled past and that were meant to show off the poster's newest character in a brand-new hue.

I myself ultimately didn't end up creating a new character, because I realised I still had a bunch of lowbies that I hadn't actually played that much yet. Also, am I the only one who doesn't necessarily create and start new characters at the same time? Sometimes I'll just feel like playing with the character creator and come up with a new concept that I then end up not actually playing until weeks or months later.

Anyway, this week did not feel right for creation, so I just changed the shade of yellow on my newest already existing Twi'lek. After using the character customisation station, he got teleported onto the roof of my Coruscant stronghold... the last time that happened I thought it was just a one-time glitch, but I might have to upgrade it to bug - then again, it might just get filed away under "weird stuff that happens inside player housing" anyway.

A male yellow Twi'lek Jedi enters the Jedi training grounds on Tython and UI pop-up announces the dynamic encounter "Flesh Raider Assault".

The new dynamic encounters were very fun. I took some lowbies to the starter planets to check them out as I would've felt a bit weird razing all those level 5 mobs on a max-level character in raid gear, though other people clearly had no such reservations. The new events brought a lot of existing players back to the starter worlds to check out the the new content and earn some new achievements, and the experience felt like absolute mayhem. Anyone who just so happens to start playing SWTOR for the first time this week must be wondering what the holy hell is going on once they leave their first story phase. Now, this particular level of craziness obviously won't last, but I do think that in the long run these new encounters will still serve to make things a lot more lively on the starter planets going forward, and I can't help but wonder how that will affect players' first impressions of the game in the future. 

Unlike when the first dynamic encounters were added to Tatooine and Hoth, I didn't check these newest ones out on the PTS this time, so it was all fresh and exciting to me. Even having only checked out the starter planets so far, I thought it was very charming how the new encounters were used to enhance the mood and setting of each area. For example the Jedi training grounds on Tython were always meant to be under attack by flesh raiders when you first arrive there, but it was all fairly tame, with the same couple of NPCs shooting at each other without anything really happening. Now there's an actual dynamic encounter about a flesh raider attack on top of that, during which you'll see way more mobs spawn, as well as a proper flurry of activity from players joining the fight or otherwise defending the area. It's quite cool. Jiguuna on Hutta was another good example, as there's always meant to be a gang war going on there when you arrive, but now that is dialled up to eleven when the associated dynamic encounter is going on.

Players piloting Nem'ro battledroids in combat with Fa'athra gangsters in Jiguuna

I have yet to dip my toes into the encounters on the capital worlds and on Ilum, but I don't want to rush to "the end" and reach a point where I've seen it all too quickly. My ops team also wants to check out XR-53 on master mode, and while I'm personally not hopeful that we'll make much progress on it, it's at least another new thing to check out. 

19/05/2025

Ranking the First 7 Galactic Seasons

We're getting to the point in Galactic Season 8 where I'm starting to - one by one - complete my various goals related to the season. Once I'm all done, I'll jot down some thoughts on the season as a whole as usual, but in the meantime, I've been finding myself mentally revisiting Galactic Seasons of the past.

Seasons have been with us for four years now, which isn't that long in the grand scheme of things, considering that Star Wars: The Old Republic has been live for more than thirteen years at this point, but it is long enough for things to have changed over time and for people (including me) to start getting nostalgic about the way things used to be.

So I decided it would be fun to try and rank past seasons based on how fun I think they were. I'll be able to give some objective arguments relating to things like objectives and rewards, but I think my main points are going to be subjective. Still, it could be interesting to see how much people agree or disagree (so feel free to chime in in the comments).

Galactic Season 5

Season 5, titled "Confidence in Power" lasted from September 2023 to January 2024 and was controversial among at least part of the player base for being the first season to no longer include a companion as a reward, but to me personally it was my favourite season so far. It's not that I was against companion rewards in principle, but I did feel that the way they were implemented was becoming a bit stale at this point, so focusing on something else for a change was fine by me.

I loved the little storyline that came with the season, even if it was entirely KOTOR style with no voice acting - I enjoyed its mix of intrigue and humour, and the choices were meaningful enough that it was fun to replay it on multiple characters to see different outcomes. I also appreciated that for the reputation tied to the season, they added a major quality of life feature by making it so that reputation tokens could be acquired by any of your alts on the fleet instead of needing to unlock the seasonal companion on each character first.

A smiling Shintar kneels between two Loth-cat kittens on the fleet

The reward track didn't have a major season-defining prize (as cute and iconic as the Loth-cat kitten turned out to be) but was otherwise very solid. I was pleased by the many stronghold decorations, and while I wouldn't want to wear any of the armour sets in full, they contained some very nice and versatile pieces that I've gone on to use on several characters since then. My main on Shae Vizla also still rides around on her Armasaur. Overall this season just fully delivered for me in terms of fun, and that's all I can really ask for.

Galactic Season 3

Seasons 2-4 were very similar in their format and I feel that they were very close in terms of quality as well. The reason I rate GS3 the highest of the three is that it felt slightly more refined than Season 2, but didn't suffer from too much staleness creeping in yet (which was something I felt started happening with Season 4).

I really liked PH4-LNX as a companion - I thought her dialogues were fun and she had an interesting backstory, which was significantly fleshed out compared to what had been done in Season 2. I also liked the seasonal activity of catching cheating gamblers in cantinas.

The bright yellow weapons and dyes that were part of the reward track during "Luck of the Draw" were a bit garish and didn't necessarily match with a lot of things, but yellow is my favourite colour so I still appreciated them. The Security Officer and Pit Boss outfits that you could earn were fantastic looks for non-Force-using characters, and my bounty hunter on the Leviathan server still sports a dyed version of the Pit Boss outfit to this day.

Galactic Season 2

"Shadows of the Underworld" ran from February to July 2022 and made a major splash. It released at the same time as 7.0/Legacy of the Sith, and for those of you who weren't around at the time, the expansion was not well received at all. Yet even the loudest complainers could find no flaw with the new Galactic Season, which was a particularly powerful compliment at the time.

At the end of Season 1 I'd written up a list of things that I felt would probably need adjusting going forward, but the devs went above and beyond anything I could've ever thought of and gave the system a major revamp with Season 2, in a rare case of Bioware iterating on something quickly and decisively in a way that was pretty much universally well-received. The changes felt refreshing and smooth and everybody loved them. I remember Swtorista discovering that Fenn Zeil had more than one conversation and being all "OMG, the drama, I'm so here for it", which made me laugh. Really, the only reason it's not closer to the top of the list is that I didn't particularly care for the underworld theme or Fenn Zeil as a companion, and I don't remember any of the other rewards knocking my socks off either.

Galactic Season 4

 "A Passage of Peace" lasted from March to August 2023 and continued to emulate everything that had been good about GS2 and 3. Amity is another companion that I quite liked, though the backstory to justify him being armoured from head to toe and yet another follower who just spouts alien gibberish was particularly convoluted. The armour sets from this season were also very good-looking.

Amity talking to a male Jedi: "I have never felt such turmoil in naother. He is lost... confused. He requires a guide."

The season's only problem in my opinion was that because it was so similar to the previous two seasons, there was a definitive air of the whole thing becoming very routine and a little stale, even if nothing was really wrong with it.

Galactic Season 6

GS6's theme was "Building a Foundation" and it was active from March to July 2024. I can see my ranking of this one being somewhat controversial, because I think depending on what you care about in the game, you might have had a very different experience with it.

The Copero stronghold is gorgeous and made for a fantastic reward, plus I thought the stronghold theme in general worked really well (I really enjoyed visiting multiple different public strongholds for the seasons objective every week). And if that's the primary thing you took away from the season, I can easily see this one ranking in someone's top three, if not in the top spot.

However for me, the completely linear storyline that ended abruptly and didn't seem to go anywhere felt like a major disappointment after the high bar set by Season 5, and the meta achievement to collect vendor trash was initially confusing, then grindy and frustrating. Maybe those things didn't really bother you, and that's totally fair. But for me it was ultimately a season both of great highs and disappointing lows, with the latter pushing it further down in my personal ranking.

Galactic Season 7

I was really hesitant about which season deserved last place and went back and forth on the decision a couple of times. I might honestly feel a bit differently about it depending on the day of the week. As it stands, "The Greatest Bounty" was decidedly meh in my opinion, but in an inoffensive way. The white Loth-cat kitten was cute, and I think it's good that the DvL bosses were brought back to the game, but ultimately the whole bounty hunting theme felt very weak to me and I thought the whole thing was a bit boring.

Galactic Season 1

The other week I saw someone on the forums get all nostalgic for Season 1, to which my immediate reaction was "no way". I can't really think too badly of "The Strange from Kubindi" since it was SWTOR's first season ever, the devs were still figuring out how things should work, and we as players didn't have any set expectations yet. However, I also can't deny that Season 2 was a massive improvement on it in pretty much every conceivable way.

Season 1's heavy focus on daily objectives was quite draining, and I spent way more time running dailies, heroics, or just grinding mobs than I'd ever consider fun. I appreciated that Altuur had a bit of an intro conversation on Odessen, but otherwise I didn't really care about him, and I didn't like the season's insect theme either.

Altuur zok Adon on Balmorra

Like I said, I never felt too bad about it all since it was all new and I didn't know what to expect - plus we got the fleet strongholds during this first season, something I'd almost forgotten about. Nonetheless, I think that every season that's come after has been an improvement on the concept.

Even though seasons have "only" been part of SWTOR for four years, it's hard to imagine the game without them now, especially considering how many other MMOs include similar systems nowadays. I can only hope that the devs can continue to come up with ways of mixing things up and keeping them interesting to do.

09/05/2025

7.7 Dev Stream: More Alien Colours Are Nice, but Still No Story

Yesterday it was time for another dev stream, this time focused on the upcoming patch 7.7. There was some competition for my attention as the new pope had gone live mere moments earlier, but I loaded up Twitch on my laptop and dived right in.

There was a new Twitch drop to be earned (a purple-framed Dromund Kaas poster), for watching one hour of live SWTOR content, but apparently Twitch measures time a bit differently from the rest of the world as it took almost the full one and a half hours of the stream for it to show as earned. Yes, the stream lasted one and a half hours! I wish I could say this was a sign of it being chock-full of exciting updates, but to be honest I get the feeling that they've just got better at fluffing up what they have to make it look bigger. For example there was a whole section about fixing a bug with the sprinter guild perk, which... don't get me wrong, fixing bugs is a good thing, no arguments there! But is a single bug fix of that nature really important enough to warrant a segment with the game producer on your livestream to get players hyped up? Personally I don't think so.

The thing that we of course all wanted to know above all else was whether there was any update on the story content and sadly, the answer was not really. Basically, they've built 7.7, but the voice actors' strike is still going on, so we're still not getting anything. The only thing I noted down here was that they showed the little trailer from Star Wars Celebration again (the one that included [Spoiler?]) and the accompanying slide said it featured "a mysterious figure that has been pulling the strings behind the scenes", which does seem to confirm that this person's role is going to be more than a throwaway cameo.

Anyway, having the second major patch in a row release without story content will be a bummer, but I guess I can't really complain as we know the voice actors' strike is still a thing. I'd just gotten my hopes up a little as a "datamining-adjacent" friend had told me that something had happened and somehow the 7.6 story looked ready for release now. (You know who you are; consider yourself given the side eye!) But that's not the devs' fault, and just goes to illustrate once again why you shouldn't put too much stock in things that are datamined.

Anyway, they still managed to fill a one and a half hour stream, and it wasn't all bug fixes, so there obviously were some other things announced.

A screenshot from the dev stream showing the new eras window. The title says "The journey of Mehaynn" and it shows a timeline of images. The highlighted one is called "Interlude" and describes the Ilum story, with a link to the relevant mission underneath.

Among a number of UI updates to the mission log and map, the one that stood out the most was the addition of the so-called "eras window", a new tab on your mission log. All this does is basically show you the storyline split into "eras" (which mostly align with expansions, but not 100%), to show you where you are and what's coming up. This seems like it could be a major boon to returning players who don't remember where they left off in terms of story. It was also noted that it doesn't "currently" include notes on any decisions you've made, though I guess this is something they could expand on in the future. Either way, it's a good feature but won't do much for me as a "power user". I wrote about how I had to create a spreadsheet to keep track of all my alts' progress almost seven years ago, which is much more detailed and most importantly, let's me see where each character is at without having to log into them in game to check. I still rely on that to this day, but for less hardcore Swtorites this new window will be useful.

In terms of group content, we got the official announcement for master mode XR-53, which is cool for the relevant target audience but I suspect it will be too hard for me and my guildies so I can't muster too much enthusiasm for it right now. I was also a bit disappointed by the clarification that the new augment schematics it will drop will be brand-new gold augments that will outclass the purple ones that people spent the last few months researching and crafting. We don't even know whether you'll be able to reverse-engineer the gold ones by deconstructing the purple ones (it was asked in chat multiple times but not answered). So eh. As a side note to this, they said that PvP weeklies will start rewarding small amounts of corrupted bioprocessors, the (until now) unique crafting material dropped by XR-53, which is nice I guess, though for me personally the bottleneck has actually turned out to be other mats.

Speaking of PvP, PvP Season 8 will launch with 7.7 and in order to align it more with how Galactic Seasons work, it will now also include an option to just buy out levels with Cartel coins. I've got to admit there was a small part of me that bristled at this because isn't PvP about skill? You shouldn't be able to buy that, right? But then, these new PvP seasons have always been just about participation with no particular requirement to succeed, so I guess it's not that big a deal.

They talked about Nar Shaddaa Nightlife returning in July, which just felt weird to think about this early in May, but I guess summer isn't that far away. The main thing that irked me here was that there was no comment about making the various slot machine chips a legacy-wide currency. They talked about this last year and said it was complex and would take time - but then they managed to change the DvL tokens from character- to legacy-bound within a couple of weeks, so I was really hoping we'd be able to start this year's Nightlife with something similar. But nope, nothing. I guess I can still hope that it will be addressed later, but for now I'm just disappointed that the main thing I was curious about in regards to this event was not mentioned at all.

The biggest and most universally accessible bit of gameplay to be added with the patch will be new dynamic encounters on seven planets, which will include all the starter planets, the two faction capitals and Ilum. The starter planets won't have that many encounters due to how small they are, but still. I thought going for these early planets next was an interesting choice when I first heard chatter about it during the previous PTS. I thought Tatooine and Hoth made great sense as first locations for this new feature, and in my mind the best place to use it going forward were going to be other large planets with a lot of empty space, such as Quesh, Belsavis or Voss. Cramming them into the tiny starter planets is kind of the opposite of that, but I can understand the devs wanting to introduce the feature to new players early on in order to get people interested and familiar from the get-go. I'm still a little concerned that it might end up being a bit of a pain to have god knows how many players compete for the same six k'lor'slugs on Korriban (which would not improve the new player experience I reckon), but we'll see how it goes. In general I've really enjoyed dynamic encounters and am looking forward to getting more of them.

One interesting thing they announced closer to the end was "combat updates", which is to say they are going to make some changes to combat styles, such as which discipline is selected for new players by default and what order you get some abilities in. The example they gave was that Guardians/Juggernauts don't really have any AoE other than Force Sweep/Smash for a long time, so they want to pull Cyclone/Sweeping Slash forward and grant it automatically at level 7 instead of making it a level 27 optional choice like it is right now. This sounds like a good idea in principle, though I could have thought of better examples to choose. From what I recall there are currently some utilities that actually give you buffs to certain abilities several levels before you actually get that ability, which is just weird, and I'm hoping that this kind of thing will also be included in this overhaul. (I quickly logged in to find an example and e.g. Deception Shadows have a talent option at level 27 to add functionality to Force Cloak when they don't actually get Force Cloak until level 31.)

I do wonder a little though, as another example they gave about something they want to change was to make the default spec for Shadows Serenity (the dot spec) instead of Deception (the direct damage one). I just wrote down "why?" in my notes here as the latter is much easier to play, so why change to the more difficult one as default? So I have some reservations as well, not fully understanding what they are going for here.

A screenshot of a slide from the dev stream, titled "Expanded skin color options - new skin colors availavle to all players with 7.7!" It shows the number of options increasing for each species as follows: Cathar from 10 to 81, Chiss from 10 to 19, Mirialan from 8 to 47, Nautolan from 10 to 95, Sith Pureblood from 6 to 41, Togruta from 19 to 97, Twi'lek from 8 to 95.

The big surprise at the end of the stream (including one here seems to be a pattern they are settling into) was that they'll be adding lots more skin colours for aliens in the patch, and I do mean lots. Like, Nautolans will go from having 10 colours to 95 different shades. Now, only some of those will be completely new colours, like the (inexplicably, to me) popular purple Twi'leks, but just getting a lot more different shades of say, green, will be cool too. I think this was the most exciting announcement of the stream for many players, and I liked it too. It's just no replacement for actual story content, you know? I continue to wait.

Meanwhile, further info about the patch and stream, should you want it:

04/05/2025

May the Fourth Be With You

Happy Star Wars Day! It's that day when even people who aren't superfans are suddenly reminded of Star Wars, resulting in a bit of an activity bump for SWTOR every year (at least if Twitch stats are anything to go by).

It's also commonly a time when the devs are particularly generous with giveaways and freebies, and this year is no exception. The free pet and 50% off collections sale are pretty much expected at this point, but no less welcome for it. There's also a double XP event running until May 16th, which has never really been my jam but I do know plenty of people love levelling during double XP.

A male Jedi knight wearing the Gothic Master set dyed grey. He's accompanied by a B25-SAL Probe Droid and standing next to several cargo bays in the Coruscant apartment style.

The thing they really got me with this time was additional sales on various Cartel Market items. I'd been keeping an eye on the Gothic Master set for a while now since I wanted it for a specific character but didn't want to pay full price, and I didn't like the credit price it was commonly going for on the GTN either. At 40% off I finally picked it up, as well as copies of the Coruscant and Dromund Kaas utility decoration bundles on every server. (I'd bought both on Darth Malgus for full price, and decided that I was going to get them on the other servers eventually, once there was a sale. They are also 40% off right now, so I went for it.)

This resulted in me dropping below 1000 Cartel Coins for the first time in what must be more than a decade at this point. I have this post from 2014 as a record of me buying Cartel Coins, but after that I was more than sustained by the refer-a-friend program for a long time. (In this post from 2018 I mention casually that I was close to hitting 50k Coins from this passive income "again".) Once the RAF system was shut down, my virtual wealth slowly started to decrease, but my subscriber stipend and Galactic Seasons were still bringing in plenty since I didn't spend CC very often.

Now, however... I might actually have to think about giving Broadsword some extra money if there's anything I want soon! Though since I rarely do, odds are good that my balance will be topped up with more free coins soon enough before it becomes an issue.

22/04/2025

Pugging Trench Runner

I've previously talked about how the current Galactic Season's focus on uprisings was off to a rough start, though things improved once Broadsword applied some difficulty nerfs and replaced veteran mode in the group finder with story mode.

Since then, I've pugged the uprising of the week on at least some servers pretty much every week with no issues. Until last week that is, when it was Trench Runner time. It had been a little while since I'd last run that particular uprising before that week, but from what I'd heard from people who'd given it a go more recently, it was both very good for progressing the seasonal meta achievement to kill empowered mobs and one of the more challenging uprisings.

I got to experience that for myself when I got into a run on my level 63 Sniper on Satele Shan. Everyone else in the group was also still levelling, with the highest level being a level 79 Juggernaut. The other two members of the group were another Juggernaut in their 40s and a low-level... something, I forget what their combat style even was, but they were only level 18 and by their own admission fresh off of Hutta and new to uprisings as a whole.

Things did not start off too well as we suffered several deaths right at the start, and the low-level quickly became very apologetic, clearly assuming that it was their fault somehow. I assured them that it was alright and that this was simply one of the tougher uprisings.

However, things continued to be messy. I kind of expected one of the Juggernauts to pull by virtue of being melee, but everyone kept standing around awkwardly, waiting for someone else to pull. Eventually I got impatient and did so myself, just to die on every pull where I did so. At one point I realised that I was high enough level now to spec into the Sniper's OP self-heal in cover and did that in hopes of increasing my survivability, but it still wasn't quite enough. I tried kiting, but if I wasn't shooting things, they just weren't dying.

It just felt like nobody but me was really doing much damage to anything at all (not least because whenever I pulled, I'd keep aggro on absolutely everything until I died). I even fired up Starparse to understand what was going on and it showed people doing about 3k dps each, which seemed crazy with everyone being scaled up to 80. I figured that simply couldn't be correct and had to be distorted by the long periods in combat when you were just waiting for things to spawn. (After the run, I had a closer look at the log and at least one of the Juggernauts was spending most of their time just hitting their basic attack.)

Regardless, we slowly bumbled onwards despite the dying and sometimes full wiping, until we got to the third bunker, where we just ran into a hard wall, always wiping within a minute at best. "Alright, tactics time," I said and started to explain how the turret worked and how we needed it to kill most of the adds at the top. I explained how we needed to kill at least some of the adds on the ground as well and couldn't just nuke the boss because we were taking too much damage. And to their credit, people tried! But we just couldn't do it.

I think on our best attempt, the low-level handled the turret while we killed the first few rounds of unavoidable adds, but things were dying so slowly and we were taking so much damage in the process that we used up both kolto buffs in the vicinity and they took ages to respawn. At some point the lowbie would get kicked out of the turret controls and I would take over, but while I was shooting the walkers and droids at the top, the rest of the group in the trench would wipe quickly, at best having gotten the boss to about fifty percent health.

I don't recall how many times we tried this, but eventually I just didn't know what else to suggest. The lowbie was a bit helpless by nature and neither of the Juggernauts seemed to be using any survival cooldowns from what I could see, but trying to teach people how exactly to use their class toolkit seemed to go a bit beyond what's appropriate in a piece of group content that's meant to take about ten to fifteen minutes.

Eventually I just thanked everyone for trying and left (after sending the lowbie one more reassuring whisper that it wasn't their fault and that the combination of people not using their abilities and being put into one of the tougher uprisings was just unfortunate.) A few minutes later I re-queued and got another pop quite quickly - this time with a group of three eighties with whom we blitzed through the whole thing without any real issues. However, I still felt bad about the group I had abandoned, especially for that lowbie who'd tried an uprising for the first time ever and had been keen to follow instructions but we just couldn't make it happen. I can only hope they weren't completely discouraged by the experience, and that the devs maybe revisit this uprising in particular in terms of tuning before the season is over.

This was just one of those situations where I'm never quite sure what the right solution should be. Does story mode content really need to be tuned down to the point where it can be completed with a group of people just hitting their basic attack? Part of me wants to yell no and argue that it's okay to push people a little bit to learn how to play the game. But then, how are people supposed to learn how to play while being put into group content with strangers where there's an expectation that it's supposed to be super accessible and that you can be in and out in ten minutes?

(As a side note, the swarms of mobs gave crazy XP. Just from that one aborted run followed by the full run that I completed shortly afterwards, my Sniper gained three levels. So there's that, I guess.)

20/04/2025

SWTOR Teases the Return of a Popular Character

This weekend the annual Star Wars Celebration event took place, this time in Japan, and several SWTOR devs were in attendance. They were also able to arrange for a short segment about SWTOR to play on the big screen, which is not an unimpressive feat and makes good business sense. Most of it consists of Narrative Director Ashley Ruhl basically talking about how great the game is while old footage runs in the background, which should work well enough to intrigue Star Wars fans who may have never heard of the game and/or to remind lapsed old-timers that the game is still around and getting updates.

The last minute of the video clip features a teaser for the next story update that is a mix of old and new footage, so it's not quite clear whether the new bits are from 7.6, 7.7 or what. (The fact that locations in the new shots are recognisable as Tatooine and Ilum makes me think it might be footage from the unreleased 7.6 story, based on what we were told about that update last year.) Since this whole thing went down in the middle of the night in my time zone, I woke up the next morning to find a lot of chatter on social media involving the word SPOILERS (in all caps).

This actually made me a little hesitant to click on the video since I don't like to be spoiled, but then I figured what the heck - one area in which the SWTOR devs have never disappointed me is in terms of treating the story with respect, and I don't recall a single instance where they gave away crucial plot points in advance. And indeed, after watching the video it seems to me that all the people warning of spoilers were perhaps a bit overzealous. I appreciate that the community is overprotective in that regard instead of lackadaisical - and there are people who don't want to know anything about new content in advance - but to me things like a brief action shot or a mere mention of a certain character making an appearance do not qualify as spoilers. So I will go ahead and talk about the content of the teaser trailer in this post, which means that this is also your heads-up in case you really don't want to know anything at all about upcoming content, to not watch the last minute of the below video or read the rest of this post.

Now, as I mentioned, the teaser doesn't really tell us what exactly is going to happen next in the story, as the voice-over is just Darth Malgus monologuing once again - which is well done, don't get me wrong, but it's also becoming a bit of a trope at this point with how long this particular storyline has been going on.

However, the bit that got everyone excited (and what probably triggered everyone's spoiler alarms) is a shot in which we see a hologram of Darth Jadus. If you're not that big a SWTOR nerd, you may be wondering who Darth Jadus even is. The answer is that he's one of the main antagonists in chapter one of the Imperial agent story, and he's popular with people for a number of reasons.

One is that he's simply a cool-looking character, with a shiny mask that hides his face and a smooth voice. The second is that he's a sort of evil mastermind (those always tend to be popular), and the third is that the big confrontation with him at the end of chapter one of the agent origin story probably has one of the most interesting multiple-choice options of all class stories, in that you can outright side with the bad guy and the game lets you get away with it. It doesn't really change the following chapters as much as you might expect, but it's a cool touch nonetheless.

Darth Jadus talking on Dromund Kaas, with an Imperial flag in the background

No matter your character's choices, Darth Jadus is never killed on screen, and worst case for him he's taken prisoner at the end of the chapter and expects to be killed by the Dark Council, but this was never followed up on, so people have long suspected that he might still be alive and were hopeful that he'd make a comeback some day.

Now, we don't know whether that will actually happen - the teaser only shows us a static holo of Jadus, which for all we know could just be a display used as an illustration while somebody mentions him in conversation. That would be a pretty epic troll on the devs' side... but if he does indeed come back, it would certainly be an opportunity to take the story into an interesting new direction.

18/04/2025

Social for Seasons

Galactic Seasons are clearly designed to appeal to all kinds of players, from soloer to raider. The mix of weekly objectives isn't always perfectly balanced, but over time things should even out enough so that everyone can complete at least the main season track by only taking part in activities they enjoy. So even if you don't like doing group content for example, and there's a week where most weekly objectives require a group, you should be fine skipping that one while still being able to achieve your goals.

Personally, I'm kind of the opposite of that hypothetical example as I rather like the group objectives. We have a thing called "social night" in my guild, and during seasons we always knock out whatever items require a group on that evening.

Usually there's one or two of these per week, but last week was unusual in that no fewer than five of the eleven available objectives required a large group, plus there were a few more for which having a small group was at least beneficial. My guild group knocked out all five of the large group objectives in short order (pulling in some pugs for Nightmare Pilgrim, but that barely took five minutes) and a few of us also ran the uprising of the week afterwards. I'd initially felt a bit awkward making almost no progress towards any of my seasons objectives for most of the week, just to go and reach 7 out of 7 completed within a single evening on Saturday.

Several guildies also expressed delight at having been able to max out their progression for the week within only a couple of hours. The group objectives are really great that way, in that they require a bit of extra effort to get the group put together, but if you can be efficient about that part, actually completing the tasks themselves is super quick.

That said, I didn't expect to make much progress on the other servers during that week, as I don't have guild events to rely on for progression there, as they are either non-existent or take place at bad hours for me. However, I was really surprised that pretty much on every server, the moment I logged in, went to the fleet and took a look at general chat, someone was putting together a pug group for something, and I managed to join at least one such event on every server.

It wasn't always the same thing either. On Leviathan I got pulled into a DvL boss group for example, while I joined a Sparks of War group on Tulak Hord, and a Nightmare Pilgrim run on a different evening (which got me invited to a large German guild's TeamSpeak server).

It was all rather delightful. I know people often say that SWTOR's MMO parts were an afterthought and not well done, but my experience was always the opposite. When I first started playing back in 2011 I enjoyed the storylines for sure, but the reason I stuck around and didn't go back to WoW was the social aspect and that I was having such a blast raiding and doing group content in the open world. This week actually made me really nostalgic for that, and also made me wonder whether I don't spend too much time in my stronghold nowadays instead of on the fleet. I usually hide general chat because in the places where it's busy it tends to be filled with nonsense at best or utter toxicity at worst, but seeing all those random "looking for more" requests last week really took me back and I wanted to see more of that. 

This week has actually been similar, with another five objectives for large groups. I don't know yet how things will go for my guild on Darth Malgus tomorrow, but since I'm on holiday for a few days, I actually stayed up late on Wednesday and Thursday to join guild events on Shae Vizla and Star Forge, which might see me hitting 7/7 objectives on those servers this week, which hadn't really been my intent at all.

However, even without guild support the ease of objective completion has been amazing. The combination of Dark vs. Light world bosses and the regular world bosses on both Coruscant and Dromund Kaas both being objectives had people logging back and forth between both factions and looking for groups constantly. Leviathan may generally be a small and quiet server, but I've never seen it as packed on Coruscant as when I was killing the bosses there this week. On Star Forge I didn't even bother to look for a group, I just kind of hung around the boss spawns for a bit as a new group was coming by to kill them pretty much every five minutes or so anyway.

A large group of characters fighting the DvL boss Tulo the Fearless in the Works area on Coruscant

I don't think this is the first time I've gone on about how open world group content in this game makes me feel nostalgic, but it's simply true that nothing brings back memories of launch day crowds for me like these kinds of events do.

07/04/2025

Lacking Enthusiasm

It's been a bit quiet here recently, and I think it's going to stay that way for a while longer. I'm still playing the game and having fun, but I do kind of feel like I lack things I want to talk about at the moment. I'm a firm believer in the adage that there's never nothing to talk about when it comes to MMOs, but you do need to feel sufficient motivation to sit down and create content about your game of choice, and I haven't had a lot of that recently.

Part of that has had to do with real life, but primarily I'm just a bit down on SWTOR to be honest. Not so down that I don't want to play at all, but lacking that extra level of excitement that makes me want to share my thoughts about it all the time. With the devs seemingly focusing most of their resources on building new story content that they then can't release because of the voice actors' strike and the new season being focused on a theme I don't love, I'm just finding myself a bit short on nice things to say at the moment.

I have a few half-baked posts about evergreen topics in my drafts but those require a bit more energy and work than the more rambly takes about whatever's been going on more recently. And the detailed diaries I kept about my Galactic Seasons progress in the past were something that entertained me at the time but is no longer interesting to me at this point.

Last week I was actually thinking about cutting back my investment in seasons, since I was once again starting to feel a bit stressed out trying to complete my objectives for the week on all servers. It's kind of funny how much more that's become an issue since the addition of Shae Vizla, since you'd think that six servers is only one more than five servers, but looked at differently, doing seasons on all servers now basically requires twenty percent more time, and that's not nothing. I looked back at my posts from Galactic Season 2, when I first started this whole multi-server completion project, and at how much fun I had with it back then, while barely ever feeling stressed at all. I've been wracking my brains about how to get back to that and what might be the best way to perhaps apply some more limitations to my seasonal efforts while still hitting level 100 everywhere, but that's turned out to be trickier than I thought.

The easiest way to go about it of course would be to simply cut a few servers, but that then leaves the question of which ones. Star Forge and Shae Vizla are the ones where I'm the most involved with guilds so surely those should stay no matter what, but I really love my stable of alts on Leviathan too, even if I don't know anyone there... you can't ask me to choose between my babies like that! So I just keep on trucking for now.

At least the weekly uprising is quick and easy now since the devs put story mode into the group finder, and this week has generally been very easy for earning my daily Conquest points since it was Death Mark, a Conquest event that we haven't had in many months due to Galactic Season 7 locking it out for its entire duration, and which makes it incredibly simple to rack up points due to to the repeatable Taskmaster (complete missions anywhere) and Galactic Rampage (kill any mobs, anywhere) objectives.

Sometimes you also get an unexpected windfall in terms of seasons objective completion. I hadn't planned on doing DvL bosses on any server other than Darth Malgus for example, but on Leviathan a guildie was building a pug for them just as I logged on on Tuesday this week, and on Saturday I was up and awake late enough that I managed to leech kills off my guild on Star Forge. On Sunday morning I even stumbled my way into a pug for Colossal Monolith on Shae Vizla of all places, something I definitely hadn't been counting on or actively trying for.

So I'm doing all these things and having fun with them, but that's about as much SWTOR as I can take at the moment, with not much energy or enthusiasm left over for writing about it. I can only hope that 7.7 will bring a couple of new talking points with it whenever it arrives. While I expect that we still won't see any story by then and that master mode Propagator will be out of my league, I've heard talk of the PTS showing dynamic encounters on some new planets, which would definitely be something to get excited about. And well, whenever the voice actors' strike does end, we'll hopefully get one massive story dump all in one go. I'm just not holding my breath for that one at the moment, since we really have no idea when an agreement will be reached and it could still be a while.

23/03/2025

A Rocky Start

I've made it clear that I wasn't enthused by the announcement that the current Galactic Season's theme would be uprisings, but I was willing to give it a shot to see how things would play out. Specifically, there were three items that stood out to me as promising during the announcement dev stream:

1. The talk about the Czerka combat enhancers and the fun effects they'd have on your enemies reminded me of WoW's Mists of Pandaria Remix event from last year, which did something similar in an effort to make old content interesting to replay in a new way, with special gems empowering your gear in that content only. I played a lot of that and it was quite fun whenever I'd fire off a simple attack just to trigger a hail of meteors around everything in the vicinity for example. Now, things got a bit crazy in Remix due to the fact that the gems also levelled up, with people being able to one-shot raid bosses solo in the end, and I didn't expect (or even want) SWTOR to do anything close to that, but I figured there'd be some flashy effects and we'd get to feel a bit OP in uprisings compared to how our characters usually behave.

2. There was mention of uprisings being something that you could do solo, which implied to me that either as a side-effect of the above making us OP or through re-tuning, uprisings might become easy enough for the average player to solo, at the very least on story difficulty. This struck me as a solid idea to expand their appeal, especially considering that the three existing difficulties weren't really differentiated by much other than mobs having more health and doing more damage.

3. With the minimum level to queue for them dramatically decreased, I imagined levellers that had only just arrived on the fleet queueing up for uprisings instead of veteran mode flashpoints, and "levelling through uprisings" potentially becoming a new way to spice things up for long-time players who are levelling their umpteenth alt.

Unfortunately, none of the above actually matched the reality of what we got.

First off, there are only three different buffs you can get from the Czerka boosts, and they are mostly underwhelming. The one I've got most frequently so far is the one that supposedly makes every fifth enemy explode, but in reality only counts personal killing blows, so if you're in a group and/or (god forbid) not in a dps spec, you can forget about this doing anything at all. When I got this buff as a healer, I saw it go off maybe twice during a run. Utterly useless.

The one that makes you leak puddles of "radiation" is a bit better, though I wish they'd given it a different animation than the pink agony circles from the DvL bosses, because my brain does not like that the exact same visual effect is something to avoid on penalty of death early in the evening and then something to actively stand in two hours later. Still, it's decent in boss fights when you can place it directly under the boss's feet, though it's pretty useless on trash, especially if you're ranged, as you generally won't be pooping out circles anywhere near to where the actual mobs are.

The one that summons little droids seems to be the only one that manages to be both useful and fun, and naturally I've never gotten that one myself yet in more than half a dozen runs. As a result, most of the time the buffs feel like they make zero difference to your runs and you only apply them since they are required for one of the meta achievements for the season (something I wasn't aware of until I actually saw it in game).

The devs also did not retune uprisings to make them soloable in a way that is comparable to solo mode flashpoints. I know that someone, somewhere is gonna go "well, I solo them all the time" and you know what, good for you. But they are only soloable in the same way that other pieces of group content are technically soloable if you min-max your character's output and are willing to bash your head against the wall repeatedly until things go just right. I was expecting something that would be accessible to the average player and would be quick to do, in order to make the uprising of the week an attractive seasons objective to complete. This has not been the case.

Well, at least it should be easy to run them in group finder if they are kind of like veteran flashpoints now, role neutral and accessible from a low level? Also wrong! I was surprised to find that at the start of the season, story mode uprisings weren't in the group finder at all, only veteran mode. As all my own uprising runs have always been with guildies, I have no idea when this happened, but I'm pretty sure you used to be able to queue for story mode as well.

Anyway, having veteran mode accessible from level ten but still having it require a trinity group and be somewhat challenging was just a disaster. People were reporting everywhere that queues took ages to pop, even on the biggest server, and that the groups that did form seemed to struggle more often than not. I ran the first uprising of the week, Done and Dusted, on veteran mode with a group of guildies and was surprised by how hard everything hit. We were all max-level in top-end gear and still suffered some deaths, so I can only imagine the kind of shit-show a pug consisting of low levels would have been.

Oh, and the whole "levelling through uprisings" idea was also dead in the water since the devs changed it so only the featured uprising of the week is available in group finder. I mean, you could still technically just spam that one over and over again, but why would you want to? I can understand why they did that, but it was still another small disappointment.

Basically, my first impression was that the much-hyped buffs were boring and useless, and the devs were funnelling people into a mode that took ages to pop just to provide a terrible experience, something that players were understandably balking at. I was just baffled by how undercooked this all seemed. I can imagine people making arguments in defence of some of the decisions they made, but only having veteran mode in the group finder and funnelling low-levels into something with a similar difficulty to a master mode flashpoints was just such an obviously bad idea, I couldn't believe they went live with that.

Now, in my earliest draft of this post I was going to make a list of bullet points for what Broadsword could do to still salvage this whole thing, but fortunately they did actually take some actions already. Most importantly they took vet mode out of the group finder and put story mode back in, as well as further tuning down the difficulty of both modes.

Veteran Firefrost with my guildies this week already felt a lot easier to me, and I successfully pugged story mode on all the other servers. I even got a quick pop on Shae Vizla! A lot of people were clearly new to the content as well, as I saw visible confusion about where to go and what to do more than once, and in one run, two of my group mates immediately jumped to their death upon spawning in, not realising they had to wait for an elevator.

I was surprised by how many of them didn't use any of the Czerka buffs either. Yes, they are mostly useless, but usage is required for one of the meta achievements. I wonder if maybe people haven't quite "got" how this is supposed to work yet and buff usage will go up as the season progresses or whether they just don't care at all.

With the group finder and difficulty fixes applied, I guess doing a quick story mode uprising once a week will be an acceptable effort for a weekly seasons objective for many, but I still think it's a far cry from the way all this was promoted on stream. In my opinion the devs would have to go ahead and significantly buff at least two of the three combat enhancers to actually make them worthwhile and fun, but I'm not sure they'll actually go that far. It just strikes me as a missed opportunity.

19/03/2025

A Farewell to the OotiniCast

OotiniCast banner

According to the OotiniCast website, they posted their first episode on November 19, 2011, almost thirteen and a half years ago. I myself didn't find out about them until about two years later, with the first mention of them on the blog dating back to February 2014 and a post called "Some Podcast Recommendations". It's funny to me that even back then, more than eleven years ago, I described OotiniCast as "one of those SWTOR podcasts that have seemingly been around forever".

However, even "seemingly forever" eventually comes to an end, and I was slightly dismayed when I found out on Bluesky last week that they were going to record their very last episode this past Tuesday. I very rarely caught them live, as time zones meant that their recording time usually started around midnight in the UK, but as we're currently in the strange twilight zone of the US having changed to daylight savings while Europe hasn't done so yet, this particular show started an hour earlier for me than usual and I was able to stay up to tune in. It was a good and wholesome time, even if cried right along with Chill at the end when he wrapped things up, explained what was going to happen next and thanked everyone for their contributions over the years.

I'm not going to pretend that I was OotiniCast's number one loyal fan who listened to every single episode, because I didn't. I think I used to listen to them more frequently in the early days compared to later on, but even so my engagement was always a bit on and off from what I remember. It's not that the show wasn't interesting enough, but it never tried to promote itself as hard as other fan sites. They talked about the news, but they weren't your number one news source about SWTOR, and while their tip of the week could be insightful and useful, they weren't exactly aiming to teach you how to play the game either (a bit like me on the blog really). I reckon this was both a blessing and a curse.

I think it was clearly a blessing in so far as I don't think the show would've been able to keep going for as long as it did if it had tried to be something other than a couple of friends chatting about the game and inviting the community to join in. I watched so many other podcasts come and go over the years, and they often managed to entice me with catchy episode titles or in-depth discussions about specific topics - but two dozen episodes later they'd run out of interesting subjects to talk about at length, quickly followed by them burning out and/or losing interest.

I do however think that the more meandering nature of the podcast was a bit of a curse in the sense that it made it a lot harder to promote it in a way that grabbed people's attention. In the early days, they would at least have detailed show notes on the site that would give you a glimpse of what to expect from each episode, but at some point that was replaced by a simple copy and paste with just a bit of information about the show in general, including a link to their guild website which had stopped working years ago. I imagine that with every new episode announcement simply being summed up as some variation of "here's a new episode in which we talk about stuff", it became a lot harder to draw in new listeners.

That said, I feel like OotiniCast's influence on the community over the years should not be understated. I think due to its sheer longevity, pretty much anyone looking up anything about SWTOR online would stumble across it eventually. While most episodes were just the hosts chatting, over the years they also included interviews with devs, voice actors and other content creators, and I think you'll struggle to find people who've been involved in SWTOR fan spaces who haven't been touched by and/or involved with the OotiniCast at some point. (Checking my email, I found that I myself sent them some suggestions for questions for an interview with Charles Boyd back in 2020.)

I remember crying over nine years ago when Chill shared the story of his wife's death (which was absolutely heartbreaking), but there were also many more happy moments. OotiniCast was where I first heard about the notion of levelling from one to cap purely via GSF for example (yes, there was a time when you could queue for GSF at level one).

In recent years, Chill would always tell stories about wacky projects he'd start, such as farming Coruscant heroics on every single alt for Alliance crates, levelling without a companion, or levelling his newest alt named and dressed up based on another IP and the strange shenanigans they would get up to. In the last episode he talked about how he'd created a trooper called Zapp Brannigan (based on the character from Futurama), how he made him make all the worst choices, and how he was going to turn Yuun into his version of Kif. I always thought that was funny and fascinating, because it's not how I'd play myself but sounds really fun in its own way.

Chill didn't go into much detail about why they decided to end the show beyond mentioning changes in his real life and that he just didn't want to keep going with it. Considering that he was there from the beginning (unlike his co-hosts, who seemed to change every few years), I think he definitely earned the right to just go "I think I've done this for long enough; I want to do something else now." I appreciate that he did draw a clear line to end the show instead of letting it simply fade into oblivion, with updates just stopping with no further notice.

That said, I've got to admit I've been kind of surprised by how hard the news hit me, considering that I wasn't someone who listened to every single episode. I think it's because OotiniCast is the one SWTOR fan site I could think of that was actually older than mine and was still receiving regular updates. I feel kind of like when you've been employed somewhere for a while and find out that the last guy who's been there longer than you is leaving. Suddenly you're the most senior person in the room, and there's no longer anyone left who can reminisce with you about "the good old days". I mean, does anyone reading this in 2025 even remember Darth Hater, TORWars or TOROCast? I kind of feel like I'll be entering my "old lady yelling at clouds" era soon.

All that said, I salute Chill and the rest of the hosts for their dedication over the years (putting out more than 500 episodes of a single podcast over so many years is amazing) and I hope they can continue enjoying the game even without podcasting about it. Your contributions will be missed.

17/03/2025

Best Ding in a While

I overestimated my guildies' interest in generating Conquest points on Imp side this week... which meant that I buckled down over the weekend and put in extra effort myself to make sure that we'd still hit our large yield target. As part of this I dusted off my old DvL Merc, who'd been sitting at level 79 for ages, and did some PvP on her, even though I finished the PvP season a few weeks ago.

PvPing at level 79 can feel a bit like cheating, considering how much more powerful you are compared to most other characters in the bracket, but since you can't halt your XP gains, it's a fleeting pleasure that I'm simply happy to enjoy while it lasts. Even without any augments and with gear that had never been the best even back when 75 was the level cap, my Merc was rocking the damage charts hard, and the matchmaking algorithm blessed me with a winning streak to boot. There was one match where I was startled to find upon consulting the scoreboard at the end that we'd apparently been a man down the entire time but had still come away victorious somehow.

With only a tiny sliver of my XP bar left to go, I knew that my next match was going to be my last one in the midbie bracket, and since my warzone weekly mission was on 9 out of 12, I really wanted one more win in order to complete it before levelling up. I still would've been able to finish the quest at level 80, but then I would've had to sort myself out with level 80 gear before queueing again, which would've meant extra effort.

I got into a Voidstar that started with both teams severely under strength and my team on attack during the first round. I wouldn't swear by it, but it certainly felt like we were a man down again at least to begin with, which made it difficult to make any headway for a long time. However, we did eventually manage to breach the first door and cross the bridge, with the round ending at the second door - a situation that isn't really a clear indication of an impending win or loss, as matches that end there can very much still go either way.

As we started the defence round, it quickly became apparent that the rest of my team (which had filled out by then) seemed decent enough at watching the doors, however there was zero communication going on. I just kept running back and forth between both sides as I noticed our opponents changing their angle of attack repeatedly.

At one point I ended up fighting on the left side with only one other person against about four enemies. The other guy died and I soon followed, realising too late that nobody else had moved over and I had been the last person standing. I typed "left" into the chat but it was too late. Waiting inside the respawn area, I saw one person still try to reinforce from the right but they didn't make it over in time to prevent the enemy team from planting the bomb.

I got out of the respawn just as the door was blown off and hurled myself right back into the fray in an attempt to stall the enemy forces. They enjoyed taking me down but sadly I barely slowed them and soon found myself in the respawn again, this time on the other side of the bridge. However, this turned out to be a blessing in disguise, as the rest of my team did not do a great job at halting the enemy advance at this point, and one of the bridges was activated mere seconds later.

I typed "bridge open" into the chat in an attempt to get those who were still brawling wherever to pay attention to the objectives, and then ran forward to shoot the first enemy that came into my range, to make sure that I was in combat and couldn't be CCed by one of the enemy's stealthers.

I frantically shot two attackers going for the right door, but then saw a stealther appear at the left door as well, so I quickly whirled around and interrupted them too. I knew I wouldn't be able to hold both sides by myself for long, but by god I was going to try (while hoping that nobody had a stun or root up because that definitely would have screwed me over in that moment).

After what can't have been more than thirty seconds but what felt like an eternity of me having to cover both doors by myself, a friendly arrived and started defending the left door, freeing me up to fully focus on the right one. Eventually the rest of the team trickled in as well and we established a more solid defence.

My togruta mercenary completes her last warzone at level 79, a Voidstar, triggering the "Warzone: Achiever" conquest objective.Immediately afterwards, she levels up to 80.
The final scoreboard for the warzone, showing my Merc having gotten 31 kills and having done close to 5.7 million points of damage.

Finally, it was over, my quest ticked over and I dinged 80. The final scoreboard showed me as having the most kills and damage taken out of everyone (the enemy clearly hated me), most damage and healing on my team (apparently we had a proper healer at one point who had left), and third highest objective points to boot.

It's rare that I get to rock the numbers like that in a warzone (I'm not usually focused on them and happy to spend a match just standing guard for example), nor do I generally feel like I did the bulk of the work, but in this one I feel confident in saying that I carried a heavy load for my team, especially with that solo defence of the two doors across the bridge. Too bad there are no more MVP votes to earn, so I'll never know whether any of my team mates appreciated it... but it sure was a great and memorable way to hit max level.

12/03/2025

Season Launch

Sooo... since I expressed my disappointment about the last dev stream, I've been feeling a little demotivated. However, the actual launch date for the new season followed soon after, and I'm not so disenchanted that I won't take part in it! I might do less if I don't find it that fun, but that's not a foregone conclusion (sometimes things turn out to be more or less fun than I originally expected).

It was certainly interesting to get some more details over the past few days that hadn't been revealed on the stream yet. I was kind of fascinated by how many people I saw going nuts over the thigh high boots reward for example... always makes me feel a bit alienated from the rest of the player base when I'm reminded that I don't care nearly as much about the Space Barbie aspect as a lot of others apparently do. I mean, I like my characters to look nice too, but I really don't have much of an eye for detail in that particular area. There was also a patch note about moving parts on helmets in cinematics that I saw some people get excited about and I didn't even know what they were talking about.

The main thing that caught my eye was that the DvL bosses are making a return for Season 8, both as weekly objectives and for the meta achievement, which made me scream a little on the inside. Don't get me wrong, I was all in favour of bringing them back in GS7, but after months of death zergs on Hoth I'd had more than enough of them. Learning that I'd be back to revisit them every week for this season as well made me wish the meta achievement would've been to just run 40 uprisings instead or whatever, even though I'm not a fan of those either. Just strikes me as a classic case of "be careful what you wish for" - things could get worse!

Yesterday the patch actually dropped, and the first thing I heard about it was a guildie complaining that he wasn't earning any Conquest points. A forum thread on the matter narrowed it down to the affected people being players who still owned multiples of any strongholds from the server merges years ago (such as two copies of the Coruscant apartment). This included me.

It was kind of a mix of funny and sad, as I believe this was the second patch in a row where they tried to fix something Conquest-related and then broke something else instead. At least last time my points were only reduced, not completely zeroed out...

As someone whose gameplay is very much driven by Conquest, I decided to just not play on Darth Malgus that evening and focus on dusting off my legacies on the other servers instead (where I didn't have any duplicate strongholds and therefore wasn't affected by the bug). I'll say that I like the new weekly objective to do dynamic encounters, as that's easy to do on multiple servers without feeling repetitive. Also, since dynamic encounters still count as missions, it also has nice synergy with another objective this week to complete 15 missions as a smuggler or bounty hunter.

I was a bit unsure before going to bed whether I should just go and deactivate my duplicate strongholds as some people had done. It apparently worked as a bug fix, and I hadn't actually used them much in ages, but at the same time they're something unique that you probably can't get back once deactivated. I decided to hedge my bets and hope for a hotfix overnight, and in this instance the devs did not disappoint, as I woke up to the problem having been fixed, meaning I was able to earn some Conquest points and complete the first daily objective of the season the next morning before the reset.

02/03/2025

Around the SWTOR-sphere: February 2025

I'm a little late posting this due to real life reasons, but I certainly wasn't lacking in interesting material to share in February!

  • First we have "I Soloed SWTOR's TOUGHEST Raid Bosses!" by Snoopster, which was posted on the 31st of January and therefore just missed getting into the January round-up, but which I loved so much that I just had to feature it here instead. For those who're not familiar with his work, Snoopster used to be known as SWTOR Snoopy and is an old-school content creator who's seemingly less concerned with maximising his view count and more with having fun, with many of his videos being goofy and silly. He just seemed to kind of lose interest in SWTOR at some point, so it was an unexpected (but welcome) surprise to suddenly see him coming out of the woodwork with a two-hour magnum opus unlike anything he'd done before. I know the length may be intimidating to some, but it's filled with his usual fast-paced editing throughout and at least to me, there wasn't a boring moment. As a bonus (for me) I unexpectedly got to see one of my guildies included, as Aregelle (who's featured in the section about Bonethrasher) is in my guild and ops team.
  • It being a new year, it's time for a new round of "Is SWTOR worth playing this year" videos! Unfortunately the first one I saw in January was an utter disappointment (which is why it didn't get featured). I'd seen the creator's 2024 version and it looked like they hadn't even logged in during the past year. I (politely) queried this in the comment section, just for my comment to quietly disappear into the aether, which told me all I needed to know, really. "Is Star Wars the Old Republic Worth Playing in 2025?" by Emperor Bebop on the other hand was more to my liking, as even if it doesn't get everything 100% correct (I did leave a comment on the video about the point about inflation being outdated for example), he does show some knowledge about the game (including endgame, which is somewhat unusual for this type of video) and is pretty funny. The self-awareness at the start of the video sure made me chuckle.

    That said, if you're looking for something that's more factual and not aiming for five jokes a minute, Swtorista just released her own "Is SWTOR worth trying in 2025?" video a few days ago, which is still the gold standard for providing accurate and concise information for new players. Though I was a bit surprised that she apparently already forgot about the existence of the Shae Vizla server, as she talks about "all three English servers" at one point. Then again, she gave a warning that the population of Satele Shan isn't as high as it used to be, so maybe her not even mentioning Shae Vizla is meant to tell us something in its own way.
  • Following the Bioware lay-offs in January (I shared some links on the subject last month), the Ask a Game Dev blog was asked "Why did SWTOR get shuffled to a different developer if it was apparently Bioware's most steady source of income for the better part of the last decade?" The answer isn't exactly going to shock and surprise anyone who's been following this blog and everything surrounding the move to Broadsword from the beginning, but it's nice to see someone else lay it out in even greater detail.
  • Fellow SWTOR blogger Intisar continued his Pets of the Old Republic series (which I failed to give its proper due to when he first started it) with two new installments posted in February, about Dwedtoof and the Heartglow Mewvorr. I really like this series because I think there's generally not a lot of conversation about pets in SWTOR other than urgency to log in and grab them whenever they're being given away as subscriber rewards. Intisar's series goes into a lot of detail about the surrounding context for each creature, including lore from the wider Star Wars universe, and I always learn something new from each post.
  • Speaking of learning new things, SWTOR content creator Illeva put out an updated companion customisation guide last month, which I took a look at because I was curious and wow, I didn't even know Treek and other Cartel Market companions had customisations! I used to not care about companion customisations that much because I generally quite like the default looks (plus some of them are quite iconic, let's be honest), but by the time you're levelling your tenth trooper it can be fun to make Aric look a bit different, you know?
  • Getting in just under the wire, Chash Larol of the Old Republic Era blog posted about "The State of SWTOR's Economy Part 2" on the last day of the month, a subject that hasn't been getting enough exposure I think. What I mean is that people were crying endlessly when inflation was running rampant, yet ever since the devs actually fixed it, things have been conspicuously silent on the subject, so that I still see people talk about the economy being crazy (like in the video I linked above!) even when that hasn't been true in several years now. We need to be louder about the fact that this is no longer true. Many commodities and Cartel Market items on the GTN are probably the cheapest now that they've been in about eight years.

Got any SWTOR content of your own to recommend that was released in February? Feel free to leave a comment!