Showing posts with label conquest. Show all posts
Showing posts with label conquest. Show all posts

21/05/2026

The Dantooine Crash Site Five Months Later

It's been more than five months since the Jannimak crash-landed on Dantooine and I wrote about how I thought it was bold of Broadsword to experiment with a new form of endgame, though I also saw the potential for problems with the way certain mechanics worked. I wanted to take some time to look back at how things have panned out for me in practice, because not everything has gone as expected, at least for me personally. I obviously can't speak for everyone.

Firstly, I've not been as persistently engrossed by the crash site as I expected, and I think it's the first in-game reputation grind they've added that I didn't max out in close to the minimum amount of time required. At the time of me writing this, my reputation rank on Darth Malgus is still only Hero (the 4th out of 6 in total).

Usually, with a new daily area, Mr Commando and I would do the weekly mission there every week and max out our reputation in short order. He's not into SWTOR anymore to the degree that I am, but that's the kind of thing he still logs in for. However, Mr Commando didn't like the crash site on Dantooine at all. I did briefly mention our abysmal run through the area together in my original post, and he basically told me he never wanted to go back there again. Countless deaths to overtuned encounters aside, he just didn't like the whole gameplay of it one bit I think.

There was one week when there was a seasons objective to do 15 Dantooine encounters, and since I figured that this is something that should be pretty fun to do as a group, I co-opted the latter half of my guild's social night for it. Even that turned out to be a bit of a mixed bag though. It's true that having a dozen people in an ops group made every encounter pretty quick to do, but it was also like herding cats, as people's experience levels ranged from "had been grinding the rep to the max every week" to "had never stepped foot in the area before" and it was challenging to keep everyone working together. The newbies needed guidance on where to go and what to do for each step of the introductory quest chain, while the more experienced players constantly wanted to wander off somewhere else for reasons such as "oh, I see that one encounter is up over there, I still need that one for the achievement so I'll just pop over there quickly". In the end, people said it had been fun, but I felt exhausted and didn't really want to go back to do it like that again.

So I've mostly been on my own in terms of working with GSI (the other one), and I kind of found that it didn't gel very well with the way I usually play. For example, long-time readers of the blog will know that I'm very motivated/guided by Conquest. When I decide to play a character in a given week, I usually want to play them enough to earn 100k conquest points and not much more, and then I switch to an alt. And for a conquest player... Dantooine is kind of meh!

You get a small amount of points for each encounter you do, but you could complete that objective faster and more easily on pretty much any other planet. Aside from that you get a good chunk of points for advancing the reputation from each encounter completed, but that's only once per day. At the same time, the place lacks many sources of easy points that you'd find pretty much everywhere else: there's no "complete missions" objective, nothing for killing enemies, and no harvesting nodes to gather (except for a few enemies that can be bioanalysed or scavenged).

So from a Conquest point of view, the best thing to do is basically to go and do one encounter per day for the rep and leave it at that. Even that can be awkward to do because due to the limited quick travel options available, just getting to the encounter can take longer than the encounter itself sometimes, meaning I haven't always bothered.

Lest you might think that this means I haven't actually spent that much time on Dantooine, there is an aspect to this that I haven't gone into yet: As mentioned above there was a seasons objective in the first week of this season to do 15 crash site encounters, and a couple of weeks ago there was another one to do 25. And I've actually gone and done those on all servers, racking up over 250 encounters completed in those two weeks alone.

(If that makes you go "Shintar, how that does gel with you saying that you haven't been that enthused about the game and that you've been finding the current Galactic Season too grindy?", I never claimed to be an entirely logical actor. Yes, doing all those dynamic encounters was grindy as heck too, but it just happened to be something I wanted to do at the time.)

Doing this gave me a very different perspective on the zone. Firstly, it's definitely more fun and feels more "worthwhile" when you're doing more than one encounter at a time. The most entertaining thing is probably when you manage to get a "train" going with other players that just surges from one encounter to the next, dispatching each one quickly and efficiently. However, that's not something you even get a chance to experience everywhere, because which server you're on makes a huge difference.

While interest in the crash site has generally dropped off since its launch, you can still go there on Star Forge for example, and on this biggest of all servers it'll be bustling at pretty much every time of day. If you ever find yourself going to Dantooine there and it seems a tad quiet, it's usually because the game actually spun up a second PvE instance and that one doesn't have as many players in it.

Compare this to somewhere like Shae Vizla, the tiny APAC server, and it's like night and day. On Shae Vizla it was rare that I'd even run into a single other player most times. On the plus side, this taught me a lot about various encounters, because when they fly by really fast it can sometimes be hard to tell what's happening. When you're the only person doing anything on the other hand, you get to see every single stage properly and actually have to learn what to do because there's nobody else there to hold your hand or help you out. I learned to solo certain tough encounters via use of crowd control and kiting, but I'm still convinced that there are some that just aren't doable alone. There were several times I found the glacial biome stuck on the "Cryonest Matron" transition encounter for example because that one's just too overwhelming and with no groups around that area was basically dead and could no longer be played.

There was exactly one time I managed to get it down, when I think I happened to be on at around APAC prime time on a weekend and there were at least a few other people in the zone. When glacial went into transition, we all converged there and managed to take it down with the whole five of us or however many we were (not a huge number).

The other servers were all in-between. Darth Malgus and Satele Shan always felt reasonably busy. Tulak Hord had some good times and some bad times, and Leviathan was also very quiet but not quite as bad as Shae Vizla. So I don't think this area (and any similar ones Broadsword decides to create in the future) does the game any favours in terms of the perception that certain servers are dead or dying.

Another aspect of the Datooine experience that hasn't worked out quite the way I'd hoped have been the reputation rewards. It was my understanding that as you went up in levels, you'd unlock counters to the various hazards that would make all three biomes less painful to traverse on all your alts. However, this turned out to not be the case, as access to the console that gives the various immunity buffs is actually locked behind completing the intro quest chain at least up to the point where you get sent to the core on every single character.

As someone who's done encounters on Dantooine on something like twenty different alts, this meant that each and every one of them had to do at least ten encounters without any of the buffs, which in practice has meant that I've only been able to use the reputation rewards very rarely, and the vast majority of my time has been spent on foot, suffering from debuffs, regardless of my reputation rank. Needless to say, this has sucked. Fortunately this is something the devs have said they will actually rectify in the next patch, so we'll see how much that improves my experience.

Regardless of that though, the rep rewards I've actually had a chance to try have all felt kind of half-baked to be honest. Like the fact that the immunity console only lets you apply one buff at a time when the way the whole zone works encourages you to hop between different biomes every twenty to thirty minutes, meaning you have to constantly switch buffs and pay for a new one or stay in the same area way longer than makes sense.

Same thing with the weird taxi pass, only with that one the problem is the other way round: the taxi pass allows you to hop back and forth between different biomes more quickly - for half an hour. But I just said that the game encourages you to switch every twenty to thirty minutes (whenever an area transitions basically), so you buy the taxi pass to use it... once? Twice at max? All these different pieces just don't fit together in a way that makes sense to me, so I've been largely ignoring them even when I did have access. Which again, is kind of disappointing.

Finally, there's the NiM-level core boss at the end of the quest chain, for which you need to have pushed all three biomes to level three to unlock access to it for two hours at a time. People were sceptical about that setup from the beginning, but I was more sanguine about it. Truth is, it hasn't really worked out for me either, though not in exactly the way I expected.

Getting the core to be aligned isn't that much of a problem at least on Darth Malgus, as it does happen reasonably often, but the timing can be a random and that is a problem for a group of middle aged raiders with average jobs and families that usually carve out a specific time slot to do progression content with their team. Without wanting to sound judgemental, I get the impression that most of the people who have successfully tackled the core are not limited by such constraints, for example because they stream as part of their day job. This also aligns with the fact that the only time I've seen the core myself (not killed it) was when I was helping out Swtorista and friends on one of her streams.

On Darth Malgus, I've grouped up with random guildies who just happened to be online a couple of times and went inside to have a look, but we didn't even make it past any of the mini bosses. They really are super hard and you can't really expect to take them down with any old group. The buffs are supposed to help, but you'd really need the whole group to have them, and I clearly underestimated how many of the people I run ops with just don't engage with casual content like a rep grind at all. So you've got all these hurdles of needing people to be able to be online at the right time, they need to be sufficiently skilled, and they need to have had an interest in grinding the rep, and that's just too many obstacles. I'm not personally upset about this because I don't feel like I'm missing much, but it does feel a bit like a design failure to have this content that will only ever be seen by a miniscule part of the player base, not just because it's hard but because it also has these additional hurdles to access on top of the difficulty. 

A couple of months ago I filled out a dev survey about Dantooine and I did put a lot of what I said above in the answers to the questions there. One question that stood out to me was that they asked whether I thought that Broadsword should invest in making more planets/zones like the Dantooine crash site, and my answer was "not exactly like this, no" because I think it has too many issues that the devs are unlikely to want to go back and address. (I was actually very surprised when they announced on stream that they were going back to change things like the intro quest chain being mandatory on every single character.) I still think the idea of dynamic encounters as endgame has potential, and as I said, the basic gameplay of running around with a group of people to do encounters can be very fun. I just feel like on Dantooine, the puzzle has too many pieces that don't fit well together and prevent the experience from being as fun as it maybe could be.

23/03/2026

First Impressions of Galactic Season 10

I know we're already two weeks into the season, but I'm behind in terms of blog posts I want to write because with everything going on in SWTOR and the new WoW expansion (which I'm also playing), there's just way too much to do in the limited free time I have. I'm reminded of that comic where a guy looks at a pillar made of blocks representing his life, bemoaning that he doesn't have enough time for video games in his schedule, until he considers replacing the sleep slot in the last panel.

The comic I just described above

The comic in question. The "Owlturd" site no longer seems to exist, but I can still credit "Shen Comix".

Galactic Seasons are often particularly bad for this because no matter how much I tell myself that - even with my cross-server ambitions - I don't need to go quite so hard to achieve my goals and that there's plenty of time, it's still easy for me to get caught up in doing just one more objective because it was already halfway done anyway, and before I know it it's 1 a.m. and I curse myself for not being a more sensible adult.

Anyway, that is my way of saying that I jumped into the new season with gusto but almost immediately regretted it a bit and had to remind myself to step on the brakes a little. It's fun but I'm over forty now! I do need my sleep!

While I said that I didn't mind this season being a combined re-run of Seasons 1 and 3, I've got to admit it does feel a bit weird and bad to constantly claim rewards just to delete them (because I already have the Mythran armour set unlocked in collections and really don't need another copy of its belt right now).

My own crazy tendencies aside, I'm also a little worried after two weeks that this season may end up feeling somewhat grindier than previous ones. When it was said during the livestream that the "themed activities" for this season would basically be objectives to kill mobs and earn Conquest points with Altuur and PH4-LNX, I didn't think too much of it, but after two weeks of seeing these objectives in action I'm not so sure I like them.

They're not "hard" exactly - but they are a lot more demanding and restrictive than the objectives they replaced. Take the "earn 200k conquest points" weekly for example. In a regular season, I would often complete this automatically on the first or second day of the week without even really trying, just by playing the game in the way I enjoy. But earning those same Conquest points with one specific companion out is an entirely different kettle of fish.

Any group content that dismisses your companion is out: flashpoints, operations, PvP, GSF, world bosses. (Occasionally the points seem to get attributed even if your companion was forcefully dismissed, but this seems to be very inconsistent and is probably not intended.) Story content also either requires or at the very least encourages you to have a specific companion along that is not Altuur or PH4-LNX - this is also an obstacle to the "get kills with this companion out" objective.

So the only really viable things to do are to... do grindy open world solo content like heroics or dynamic encounters, probably my least favourite way of getting anything seasons-related done. Oof.

Mind you, even there you're not 100% safe. The most heart-wrenching experience I had in that regard was in week one when I was on 14 out of 15 dynamic encounters completed when I got a flashpoint pop. When I came out of the flashpoint, another dynamic encounter was active right on top of me and I was immediately in combat again. It completed and... I realised that my companion hadn't automatically been re-summoned when I came out of the flashpoint, meaning that the resulting 85k Conquest points were completely wasted as far as seasonal progress goes.

So I don't love that part. We'll see how I get on with it as the weeks progress. I did enjoy that the "do a master mode flashpoint" objective from the last season stuck around, and I had a bunch of very entertaining pugs that week. The integration of the Dantooine Crash Site into the weekly objectives was also welcome, and seeing a dozen Altuurs zerg every encounter that week was certainly amusing. I'm just wrinkling my nose a bit as I'm looking ahead at the next couple of weeks, as I fear there'll be a lot more dailies in my future.

Oh, and let's not forget that Broadsword brought the DvL bosses back yet again. Funny how they didn't mention that during the dev livestream, huh? I'm guessing they knew it wasn't going to be a popular decision and it was simply the easiest option to copy and paste that meta one more time. I've killed these buggers three times over at this point, so this will be my fourth time on Darth Malgus, not counting additional duplicate kills and the fact that I've also done some on other servers. Just ugh.

03/03/2026

Total Galactic War: A Challenge over Taris

If it seemed like I fell off the face of the earth about a week ago and you were maybe wondering why I wasn't posting about recent events about which I should surely have something to say, such as last week's dev livestream or the new WoW expansion, it's because it was Total Galactic War in SWTOR again, and it ended up being another very intense one. I don't mean for these things to swallow up my entire free time, but sometimes it just happens!

As the last TGW had occurred only about a month ago, I wasn't exactly itching for a particularly tough or involved competition, but unfortunately it doesn't matter how much care I take in selecting an invasion target and avoiding the mega guilds, it seems to be becoming a trend that some relatively unknown guild likes to muscle in on our territory, and it's always one that is both very determined to win while also not really knowing what they signed themselves up for. (Twin Suns Squadron has won every single planet it invaded during Total Galactic War since at least 2022. We're not easy prey for newcomers.)

I had chosen for us to invade Taris since a couple of our members still needed the achievement for that one, and it's often one of the easier options as it's split by faction, meaning we'd only have to go up against other Republic guilds, with any Imperial competitors completely out of the picture. On top of that, the guild that was in the lead when we invaded didn't have a very high score, nor did they look particularly threatening.

Trouble on the horizon (or scoreboard) 

However, we'd barely claimed our spot when another contender appeared, a guild called "Sequels are trash". Now, I'm not going to lie: that guild name immediately made me want to beat them more than our average opponents. While I'm no fan of the sequel trilogy myself, I'm very wary of people who make disliking a certain piece of media their primary flag to fly online. (That said, it was amusing to me how whenever I wanted to check what they were up to during the event, I had to type "/who trash" and their guild name gave me an excuse to refer to them as "Trashies" when discussing the competition with my guildies.)

Initially, I thought that beating them should be easy enough. They were not a known entity in the Conquest scene, and the only achievement they had to their name was conquering Balmorra in the previous TGW, but with a relatively low score and against no real competition. So my guildies and I didn't really fret too much about it for the first couple of days. We made a point of taking part in some dedicated activities to earn Conquest points like we always do, but without too much pressure.

When my ops team didn't have a good group for master mode Dread Fortress on Wednesday for example, we decided to do MM Explosive Conflict instead "for the Conquest points". While we did complete it, we made quite a mess of it and it took us all evening to clear, which meant that it didn't really make for a very effective method of Conquest point acquisition. However, we weren't really worried yet at this point, as our competition didn't seem super organised yet either, even if they were initially ahead of us in terms of points. Like us, they visibly had some people working on Conquest but no large-scale efforts were in progress whenever we checked.

However, as we ramped up our efforts in order to catch up to and overtake them, so did they in order to stay in first place, seemingly always just a little bit ahead of us, no matter how hard we tried. When we did more uprisings for points, they also started doing more uprisings, and they always had just a few more people online - not so many that they were unbeatable, but just enough to always stay that little bit ahead.

By Saturday morning I decided to post a call to action on Discord, asking more guildies to take part in our Conquest shenanigans, as clearly more numbers were needed. That same evening, we decided to go rampaging across the galaxy as a group to mass-generate points. (I explained this concept before.) We thought that this was going to be a sure-fire way to overtake the Trashies, but lo and behold, two hours after we started, they suddenly had twenty people online rampaging across the galaxy too. We couldn't help but wonder what was going on in that guild, for them to be able to spontaneously get so many people online to grind points late on a Saturday evening (since the rampage clearly seemed to be a response to our own). Did none of them have anything else going on in their lives? Either way we had at least briefly overtaken them by this point, though somehow they always seemed to be able to pull another million out of thin air at the end of the day.

A strange proposition

Things took a strange turn on Sunday evening. We had just set out to start rampaging again when a member of the guild brought to our attention that someone from the Trashies with whom he had sometimes interacted in PvP and pugs had messaged him about Total Galactic War. Specifically, the person had asked whether we were saving our Personal Conquest Requisitions for the end, as he had heard from someone else that we had "cheated" our way to victory that way in the past. (I bet that was someone from Ace of Saints!) Specifically, he stated that if we were planning to do that again, they might as well give up now and not waste their time.

We were on voice chat when we were told about this and weren't quite sure what to make of it - it sounded almost too good to be true! Sure, we'd enjoyed the competition well enough until then, but we hadn't really intended for it to be quite so tough this time around, so being handed a win a few days in advance certainly seemed appealing, though there were also concerns that it might be some kind of trick or trap.

Either way, we advised our guildie that it was okay to answer honestly and confirm that yes, this was usually our MO during Total Galactic War. He also hinted that we'd made up pretty big discrepancies via the use of PQRs in the past, without giving away any exact numbers or what we had in store this time. For a brief while we were very cheerful at the idea that we'd practically won already.

However, not long afterwards, the Trashies once again formed up to start rampaging again too. I'm still not sure what happened there exactly, considering the guy seemed so close to understanding the situation - whether his offer to surrender had never been genuine and he'd simply been fishing for information, whether there was some kind of miscommunication or what - either way they were once again back to fighting harder than ever. We initially just shrugged it off as an oddity and continued our grinding for points as before.

Another twist and - a spy?

However, things took an even stranger turn less than twenty-four hours later, as the guy from the Trashies whispered our guildie again, this time to tell him that someone from his guild had transferred in Personal Conquest Requisitions worth thirty million points from other servers, and while he didn't exactly approve of winning that way, he could hardly stop him now, could he?

This 180 degree turn from seemingly being ready to give up to "no, you should probably give up" was very surprising, and to be honest, not very believable from our point of view. Only the day before, he'd been very incredulous at just how many points worth of tokens my guild had saved up in previous Total Galactic Wars, questioning whether that was even possible without exploiting, just to suddenly find a guildie of his own who'd had millions worth of tokens in his back pocket all along?

We had first-hand experience with what it meant to use thirty million points worth of PQRs in a single event, and while it's very much possible, it takes a lot of time and considerable effort to accumulate that many of them. In our case, it had been years in the making, after we'd missed out on our chance to conquer Belsavis again and again, and had reached a point where we were basically willing to do whatever it took to win it. The idea that someone in a guild that hadn't really been interested in Conquest before would just suddenly be able to conjure up 200+ PQRs on a whim seemed highly unlikely.

We'd barely had time to discuss this when another twist occurred - another guildie who isn't actually very involved in guild business and doesn't care about Conquest (but had taken note of all the chatter about it this week) piped up to say that he was on a lot of different Discord servers, including the one for Sequels are trash, and that someone there had just posted a screenshot of a character with a whole cargo bay full of Personal Conquest Requisitions, which he then went on to share with us.

One reason this was startling was that someone had been joking off-handedly about how we might have a "spy" in the guild, and now it turned out that we kind of did. Since the guildie in question doesn't care about Conquest either way, I doubt he was intentionally leaking secrets to the Trashies, but he might well have thrown some off-hand comments about our strategy their way, just like he'd now shared their screenshot with us.

The other surprise was that the screenshot seemed to provide proof that the mysterious Trashy with his thirty million points worth of tokens appeared to be real - though doubt remained of course, because no character or guild name were visible in the screenshot, so it really could have been anyone, or it could have been photo-shopped, or... well, you get the idea.

I'm not gonna lie: in the moment, seeing all of that was a bit disheartening. I was willing to believe that we were unlucky enough for the story to be true, and thirty million points is a lot to overcome. I was pretty sure that we didn't have that many PQRs lying around at that moment ourselves. Did that mean we had already lost?

No, giving up over mere words was not the Twin Suns way. I quickly pulled myself together and told the other officers that while I'd acknowledged the risk of losing, we weren't just going to hand victory to the Trashies without them still having to work for it. I did a tally of our biggest token holders and decided that all was not lost yet, though there was a potential chance that things could still go very wrong for us.

The final countdown

On Monday things seemed to be fairly quiet in Sequels are trash, which certainly aligned with the idea that they were confident in their victory now that this one guy had an additional thirty million points in his back pocket. I'd shared my plans with my guildies on voice chat, and they agreed that we weren't just going to lie down and give up, though we considered not bothering with a rampage that evening to give ourselves a bit of a break.

However, not much later the Trashies suddenly surged in activity again and were back to rampaging themselves - which was odd and seemed to contradict the idea that they were sure of their impending victory. We decided to follow their lead at least for a couple of hours so as not to fall too far behind, and for once, we actually had more people online than they did. We were slowly but surely catching up again - until, like clockwork, they always seemed to gain another 200k points from somewhere. This made it very obvious that for all the questioning of how legit it was to be using Personal Conquest Requisitions at the end, they clearly had no qualms about popping them like candy to stay in first place at all times - something that people had already suspected, but which to me hadn't been fully proven until that night.

There was one funny moment when both guilds ended up running into each other in the heroic area on Oricon, and things were extremely manic for a minute or two as people were surging all over the place and both friendly and hostile emotes were flying left and right. Personally I just kept yelling "follow the star" as I was worried about some of my more easily confused guildies running after the other ops group by accident.

We finished the night being somewhat behind yet again, but only by a few million. Just as I was about to log off, I saw someone from Sequels are trash walk up to me on the fleet and recognised the same guy that had been talking to our guildie. He soon whispered me too, to ask about our token stockpile once again, and happily chattered away about how it had been a fun competition but surely there was no point in either of us wasting our resources on a big token battle tomorrow. I gave a few polite but non-committal replies and then logged off. For someone who seemingly wanted us to just fold, he still seemed quite uncertain of his own guild's position.

The next morning a small number of us ground out a few more points the normal way and then gathered round just before Conquest's end. The worst case scenario I could think of was that the enemy's big PQR holder just decided to pop them all to ensure the Trashies' victory, but on the plus side, since 200+ tokens which are subject to the global cooldown actually take more than ten minutes to click, we'd be able to see it coming.

What I considered the more likely scenario, since they did have a "natural" lead of several million points and based on the previous night's whispers showing a reluctance to go all out and "waste" resources, was that they'd be at the ready to use some Personal Conquest Requisitions if we showed any sign of fighting but would probably prefer not to use too many, if any at all. This seemed confirmed when they used a few tokens to increase their lead back up to about five million and then stopped.

Meanwhile I'd instructed the guildies online with me to "play dead" and wait. Based on some of our previous token clicking wars, I had a pretty good idea of how long personal point gains took to be added first to the guild total and then to the global scoreboard, so I waited until the Conquest timer had nearly run out and then told everyone to go (as well as clicking my own Personal Conquest Requisitions). About a minute later, our guild score jumped, and with less than a minute to go on Total Galactic War, our new, massively increased total appeared on the board and we leap-frogged the Trashies' score by about ten million points. Seconds later, Twin Suns Squadron had officially conquered Taris, without our opponents having had any real chance to react. We did not get any more messages about what a great competition it had been after that.

The scoreboard for Republic Taris at the end of Total Galactic War. Twin Suns Squadron finished in first place with more than 138 million Conquest points, with Sequels are trash in second place with 127 million points

Ultimate thoughts

And thus another epic tale of Conquest victory was added to the annals of the Twin Suns. It definitely was a bit of a weird one though and provided some interesting food for thought. I find it interesting for example that everyone is fine with Personal Conquest Requisitions being used at the start or over the course of the event, but if you save them for the end, some people consider it "cheating".

All the conversations with what I can only assume was an officer or even the GM of Sequels are trash definitely added a strange new dimension to things as well. It made me realise that I definitely prefer to not get interpersonally involved with our opponents in Conquest. "Psychological warfare" via the scoreboard is one thing (such as by pushing your score up strategically to demotivate your opponent), but trying to talk them into or out of things one to one is a bit too awkward for my personal taste. I just want to compete based on the rules of the game, and maybe do the virtual equivalent of a polite handshake at the end to pay respect to a good competition.

With all the messages we got... I still don't quite know what to make of them even now. Was it all part of a grand game of deception/trying to get us to give up? The kindest interpretation I can think of is that the guy kind of thought of a stash of Conquest Requisitions as something like a pile of nukes - better used for deterrence than actually deployed - and that it genuinely pained him to think of seeing it all get burned up. But this is just a game; nobody gets hurt in Total Galactic War and the resources are there to be used.

I do think it was ultimately ironic that the Trashies had more information about us than most of our recent opponents, that we explicitly told them what our strategy was going to be - and yet they still fought until the very end just to lose to us doing exactly what we said we were going to do. If you read this, man, I hope your guildies didn't end up being too cranky, and I do still agree that it was a fun contest.

18/02/2026

Back in My Day: Conquest

"Back in My Day" is an (extremely) irregular series in which I muse about how certain aspects of SWTOR have changed over time. Today I'd like to talk about Conquest, a system that heavily influences the way I play the game. On any character I'll play in a given week, I try to accumulate at least 100k Conquest points to hit my personal target, and on the flip side, I often see hitting my personal target as a cue to switch to playing a different character. This wasn't always the case, however, and I think it's interesting to think about how this system has evolved over time.

The Early Days: A Different Time

Conquest was added to Star Wars: The Old Republic when it was less than three years old, with patch 2.9 in August 2014. It was part of the Galactic Strongholds update that introduced housing to the game, and to this day I wonder a bit just how these two systems ended up being bundled together, as their connection through the guild flagship - which is both a type of housing and required to take part in guild Conquests - is rather tenuous. I can only guess that the original plan for guild warfare was perhaps a bit more involved than what we ultimately ended up getting.

This original iteration of Conquest was quite different from what we have today, with the most important difference being that there were no guild targets, so the "guild component" of Conquest was entirely a matter of PvP. The guild in first place on the scoreboard would be the official conquerors of the planet, and the other nine on the board would get a consolation prize, but for everyone else there was nothing beyond their personal rewards.

The Conquest UI during the week of its launch. The active event is Balance of Power, with the focus being on the guild leaderboard for Alderaan, where Twin Suns Squadron is in 9th place.

Objectives and scoring were also somewhat different. As you can see in the above screenshot, everything about Conquest was contained in a single window. The personal target score varied from one event to the next from what I remember, with some weeks requiring as little as 20k points, while Total Galactic War required a whopping 50k.

Earning those points was also quite a bit harder due to the dearth of objectives (and completing objectives was the only way to earn points). There were only two types: one-time and endlessly repeatable. "Once per day per legacy" wasn't a thing yet, and the few objectives that existed were very limited in number. Crafting war supplies and running warzones were present pretty much in every event, but aside from that there tended to just be a few items like killing a specific world boss or running low-level heroics (which I thought was very pointless and boring, as this was before level-scaling, so you were literally going back to low-level planets just to farm grey mobs).

The one exception to this state of affairs, which weirdly made hitting your personal target even easier than it would ever be again later on, was crating war supplies, which as mentioned above was one of the endlessly repeatable objectives. So if your character was a crafter and you were interested and/or wealthy enough to accumulate all the right materials, you could basically send all your companions out to craft war supplies, log off for a few hours, and then come back to a completed conquest target.

The invasion bonus you got for invading a planet wasn't a flat percentage but rather a multiplier (usually 2x or 3x) tied to certain objectives. These varied per event and planet and were supposed to be loosely thematic I think, so if the event was "Clash in Hyperspace" there were bigger multipliers on GSF, or if the Nar Shaddaa world boss was a one-time weekly objective, you'd get a bigger multiplier if you'd invaded Nar Shaddaa than if you'd invaded another planet. These connections were fairly tenuous though, and most of them didn't make obvious sense to the same degree as the examples I just cited.

Other differences to today's system were that your stronghold bonus was based on how much furniture you had in your home, leading to people with no interest in decorating to stuff their houses with nothing but chairs or posters just to get the numbers up.

Also, each event only lasted six days, as the scores would lock in on Monday at reset time, followed by 24 hours of "downtime" until the next event.

The initial response to Conquests as far as I could tell was bemusement and slight confusion (my own first post about the subject was called "Conquests - what are they good for?") but the system got its hooks into people pretty quickly. I noted that "one of my guildies commented that he can't remember how he used to spend his time in the game before he started grinding conquest points" and for a while it was pretty exciting, but I think for most people a sort of disillusionment set in after a few months, as - crafting aside - Conquest did not mesh well with other in-game activities. The limited number of objectives meant that you had to play in a pretty repetitive way to earn points, and wanting to do other things like level an alt or play group content with guildies was not supported by the system. Obviously people still took part, but my general observation from the leaderboards at the time was that participation seemed to be decreasing, and my own interest kind of dropped off a cliff when the Shadow of Revan expansion came out (because there basically seemed to be a hundred other things to do than Conquest).

I then basically stopped paying much attention to Conquests for the next two years or so, except when my guild managed to secure a spot on the leaderboard a couple of times a year, but even about that I don't remember that much. The devs made the occasional tweak to the system, but it just wasn't that interesting to me anymore.

The Big Conquest Revamp of 2018

Everything changed in March 2018, when patch 5.8 brought with it a big revamp to the Conquest system that largely made it what it is today (one of the few great things to come out of Knights of the Eternal Throne). Changes included:

  • Conquest being split into two windows in the UI, one for objectives and personal progress, and one for the guild invasion
  • The introduction of planetary guild targets
  • Lots of new objectives, including ones you could complete once per day per legacy
  • Invasion bonuses for specific objectives were removed
  • Stronghold bonus being based on the stronghold's expansion (how many rooms you'd opened up) instead of decoration percentage 
  • Completing Conquest objectives also gave XP and credits
  • The endlessly repeatable war supplies objective was no longer there all the time (and had also been nerfed I believe, though I don't recall the exact numbers)

This wasn't without hiccups - going back to what I wrote about it at the time, I'd forgotten that initially the devs had been so conservative with how many points were awarded for the new objectives that during the first couple of weeks of the new system, almost no guilds on the large and medium planets even managed to hit their targets, but this was quickly rectified in subsequent patches.

The guild Conquest UI shortly after the 2018 revamp. It shows Twin Suns Squadron successfully completing the small yield target on Ilum during the Relics of the Gree event, but few guilds on the board even managed to score more than a million points.

The following months actually turned into a bit of golden age for my guild in terms of Conquest, as we'd just absorbed members of another guild that were quite interested in Conquest, and our collaborative efforts to pursue the new objectives together were very successful - also largely due to the fact that it turned out that crafting had, in fact, not been nerfed nearly as much as everyone initially believed. Patch 5.10 in December 2018 also added guild perks and guild levelling, which was also based on Conquest point gains and added that extra cherry on top of our successes. 

This was not to last, however. While there hasn't been another change to Conquest as big as the revamp of 2018, some smaller changes that were made further down the line still ended up having a pretty big impact on the experience.

Conquest Points for Everything

Possibly the biggest of these came with patch 5.10.3a in June 2019. (It was actually meant to launch with 5.10.3 a week prior but had basically crashed the servers, so they needed to make some modifications before pushing it live again.) As of this patch, a "percentage of all experience earned [was] converted into Conquest Points". This included Galactic Command experience at the level cap, and kind of made Conquest objectives obsolete overnight, as you'd get more points than you would ever need just by doing dailies or killing random mobs. I was very dismayed by this, as actively being strategic about earning Conquest points no longer mattered - all you had to do was play any way you liked (as an individual) or make sure you were the biggest guild in town (as a guild).

Fortunately Bioware made further adjustments with the launch of Onslaught in October of the same year, not by nerfing anything but by massively increasing the points required to hit your personal target (from something like 15k to 50k) while also boosting the points earned from objectives, in order to put them back on the map as something that was worth pursuing.

Things swung slightly the other way again with patch 6.1.1 in April 2020 when the devs introduced the three different level brackets for Conquest objectives and added a ton of new objectives that were often ridiculously easy to complete. Again, I was personally kind of uncomfortable with this and ended up playing less since Conquest had been a big motivator for me and I could easily reach my personal target just by logging in and pressing a few buttons. My guild also went back to not being competitive outside of Total Galactic War since effortless point gains from just levelling and doing the story were too much to keep up with.

One degenerate practice that developed over the following year was that of "newbie farming" - creating a guild that invited low-level players to generate easy points, and then the GM would boot them again the moment they became inactive. Bioware eventually addressed this by making it so your personal points no longer counted towards the guild target during your first week, as well as changing it so that getting kicked would also remove that person's contribution from the guild total.

Stabilisation in Legacy of the Sith

With Legacy of the Sith, the pendulum swung slightly back the other way one more time as the devs decided to rein Conquest rewards in again ever so slightly:

  • Personal Conquest targets were doubled from 50k to 100k, because people were basically overshooting their targets constantly as it was.
  • Credit rewards were removed from Conquest objectives as they were apparently a massive contributor to inflation.
  • Conquest objectives and completing your personal Conquest also no longer awarded XP. In the previous iteration, it had been possible to get into a loop where you earned XP for completing Conquest objectives, then got more Conquest credit for levelling up, which resulted in yet more Conquest objective completion, and so on and so forth. (One of my own alts made it most of the way to the level cap just by standing in her Coruscant apartment that way.)
  • With Season 2, Conquest also became an integral part of Galactic Seasons, with the daily objective requiring you to earn 25k points. (In Season 1, all seasonal objectives had simply required you to complete distinct activities, independent of Conquest.)

And that's more or less where we've been for the last four years. It's honestly been nice to have some stability in that area of the game, and while I still feel wistful for the times when Conquest objectives were more limited and required active pursuing, I can't deny that I've had a lot of fun competing in Total Galactic War for the past few years.

We'll see whether Broadsword will feel the need to tinker with the system again when 8.0 comes around, or even with Galactic Season 10, which is supposed to mix things up in some form as well. 

20/01/2026

My Total Galactic War Routine

Last week was Total Galactic War again - my first after successfully conquering the galaxy with my guild last June. I was kind of wondering at the time what that would mean for my interest in future Conquest events, and last week I got my answer: I wasn't any less engaged and it was still as much fun; I was just a little less tense now that the stakes were no longer as high for me personally. We re-conquered Ruhnuk and it took some effort, which made it more enjoyable, but it wasn't as manic and crazy as the last few TGWs have been.

It also occurred to me that maybe the time has finally come to share some more of my accumulated knowledge about Conquest. It may sound a bit paranoid, but I've actually held back a bit on that subject in the past because I didn't want to accidentally help any of our opponents in case they came across this blog. At this point I'm not really that worried about that anymore though, plus as a guildie pointed out, any guild coming across this place in search of more information about how to take on Twin Suns at Conquest should mainly come away with the conclusion that we are all maniacs and they are better off not messing with us.

As a start, I thought I'd share my Conquest routine for Total Galactic War, which always has me generating between five and fifteen million Conquest points across my legacy, depending on how much time I have and just how much effort I'm willing to put in for that particular week.

To begin with, I tend to mentally think of the objectives I decide to tackle as split into roughly three "tiers". Tier one includes the ones with the best payout for the time invested, and the ones I try to do every day, even if I don't have a lot of time after a long day of work. Tier two is how I generate additional points if I have extra time, and tier three is what I do when it's the weekend, we desperately need more points and I'm trying to find just a few more activities to squeeze points out of. 

All number values cited in this post are rounded up or down using a full stronghold bonus as the baseline. Yours might be smaller if you don't have that maxed out, or bigger if your guild also has a Conquest guild perk slotted. The point here isn't to provide exact number values to do maths with, but just to give a general idea of how rewarding an activity is - it obviously makes a difference whether something awards 5k, 30k or 100k Conquest points.

Tier 1:

- My first priority of the day is to do the Galactic Starfighter weekly objective, "Starfighter: Achiever". It requires you to play only two to four matches (depending on whether you win or lose) and grants over 100k points. Make sure to fly all four different types of ships whenever you get the chance and over the course of the week you'll also earn an additional 120k or so for completing the "Starfighter: Bomber/Gunship/Scout/Striker Pilot (Eternal)" objectives (after flying each type in six matches). The only downside to this objective is that GSF queues don't pop at all times of the day even on busy servers, so you've got to make sure to get this done during prime time. Also, you can only repeat it up to three times on the same character. If you want to get credit for more than three days you need to use alts.

- My next priority is to do the weekly warzone objective, "Warzones: Achiever". If you win every single match it will be done after only four games. Now this one carries more risk than the GSF weekly, as the worst case - if you were to lose every single match - would require you to play twelve of them, but realistically you'll get something closer to a 50/50 win rate while queueing solo, which would then complete the quest for you after six matches. You'll also earn additional points from "Warzones: Medalist", "Warzones: Victorious" (which comes in three tiers) and "Activity Finder: Socialite" (which also comes in two tiers). If you win a lot, there's also the infinitely repeatable "Warzones: Infinite Domination" which grants an additional 80k for every tenth win. Like with GSF, you'll need alts after three completions.

- While sitting in queues for the above activities, I do the Iokath weekly. Many people seem to hate Iokath, but it really doesn't take that long once you know what you're doing and awards an insane 50k points for "Iokath: Patrol" plus some extra from "Iokath: Mission Complete" and "Iokath: Defeat Enemies". Last I checked, this can be done twice per week per character, so again, alts are needed to get the most out of it.

- Alternatively, you can also do heroics. I prefer to use a stealther to do a really quick one on each planet, since you get bonus points for one planetary heroic per day, but you can also go for one that requires more mob killing and try to knock out the "Defeat Enemies" objective for that planet at the same time. 

- Alongside all of this, I also do various easy clicky objectives if I have the resources for them, such as "Advancement: Reputation", "Companion: Influencer", "Crafting Invasion Force", "Crafting: Dark Project", "Crafting: Inventor", "Crew Skills: Missions" etc. None of them give huge numbers anymore, but they can add up to an easy 50k or so points that you just earn almost passively/in the background. If you haven't fully expanded all available strongholds yet, opening a new room also earns 30k per day.

Tier 2:

- If I have time to get into tier two territory, the first thing I like to do is to play a low-level alt (below level 70). You gain about 4k points each time you level up, plus 30k every fifth level once per day, plus 25k for completing ten quests of any type once per day. If you do your personal story, that also gives 6k for each quest completed.

- Next it's doing three uprisings for "Uprisings: Veteran Weekly", which is worth over 100k points by itself. You should also get credit for "Uprisings: Tour of Duty" along the way, though that one's buggy and not all uprisings count for some reason. If you do Landing Party, you'll also get credit for the one-time "Chapters: Defeat Skytroopers" for about 20k plus the less profitable daily repeatable version of the same objective. In terms of raw points earned per time investment, this is really a tier one, but to do it efficiently you kind of need to create a pre-made group that knows what it's doing, which takes extra effort. Personally I also find uprisings a bit tedious, so I don't actually want to do this one every single day.

- I have a similar attitude to the arena weekly for "Arenas: Achiever". Everything I've said about the warzone weekly actually applies to this one as well, I'm just personally not as fond of arenas. You objectively also need to do more arenas to complete the quest, even if you win all the time, and pops tend to be less frequent than for warzones, meaning it takes longer. Still, if you enjoy warzones and arenas equally, you can almost double your daily points by doing both of these. I limit myself to doing this one maybe twice over the course of the week.

- Another thing you can do while waiting in queues - if they take long and you've already done Iokath and a heroic on every planet - is work on dynamic encounters (outside the starter planets, since those don't count) for about 4k points per encounter and an extra 80k+ for completing fifteen (up to once per day). This isn't huge but can add up, especially if you choose encounters that don't take too long. You'll also get points for killing mobs for "Defeat Enemies" on that planet, so it might be worth moving around the galaxy a bit. The only risk to doing these while queued is that you might get a pop before you're able to complete the event you're currently working on.

- Finally, there are daily areas other than Iokath that award points for completing their weekly mission (usually once per day): In descending points order: Makeb ~50k, Ossus ~30k, Kessan's Landing, Manaan, Ruhnuk, Yavin 4 ~25k each, Rishi, Onderon, Oricon, Section X ~20k each, Black Hole, CZ-198, Ziost ~10k each. I'd actively avoid Makeb since its missions are way too spread out and take forever to complete, and I very much recommend Ossus as something that gives a lot of points for how quick and easy it is to complete, but beyond that, your mileage may vary. Personally I can't do too many of these without starting to feel burnt out.

Tier 3:

- Star Fortresses were my bread and butter during Total Galactic War at one point, when they awarded about 100k per completion, but the devs realised that this was perhaps too good and nerfed them heavily. Nonetheless, the weekly mission still gives over 60k points, plus 10k+ per heroic or 5k for a normal run. There are also additional objectives for completing specific Star Fortresses. It's not the best way to earn points, but if you've exhausted most of your other avenues or are just looking for a change of pace, there are some valid points to be gained here. Though they do require your character to be past KotFE chapter nine to start doing them. While they are technically soloable, this is another piece of content that greatly benefits from bringing a competent friend along.

- Finally, there's what we tend to call "Rampaging" after the "Galactic Rampage" objective, though that one is no longer part of Total Galactic War and limited to other Conquest events. Its goal is to simply kill mobs of any type. While that particular objective is no longer relevant during TGW, there are still all the other "Kill enemies" objectives on most planets, which net about ~15k points per planet for killing 75 mobs. Now, I mentioned above that these can feel like a nice bonus to get while you're already doing dailies, dynamic encounters or heroics, but just running around killing mobs is pretty dull. Still, if you're out of other things to do, it's an option. It's also worth noting that as an organised guild activity, this can be extremely efficient, because having a whole ops group scouring the landscape makes 75 mob kills go past in a breeze. Still, this post is primarily about what choices to make as an individual player, and from that perspective simply killing mobs is a lot less exciting and profitable. 

11/08/2025

Skilling Those Crews

We're in that quiet time between Galactic Seasons - technically PvP Season 8 is still going on, but I got my last achievement for that the other week and didn't really have anything to say about the experience that I haven't already said after the last couple of PvP seasons (about how lowbie and midbie queues are increasingly anaemic even on Darth Malgus and it's something that worries me a lot in regards to the health of the game... but that's not the subject of this post).

Usually I'd stop playing on the other servers during this time, but this time around I've kept logging in... to work on crew skills. As a general rule, I like the crew skills system, but it hasn't had a meaningful update in forever at this point, and the devs giving us ever more powerful augments to craft recently is something I feel a bit meh about.

That said, I've done minimal work on my crew skills on the other servers, because I primarily play there for Galactic Seasons and Conquest, and raising a crew skill by one point gives a nice number of Conquest points for the mere seconds of interaction it requires. So I've always had it in my head that I'm better off not raising my crew skills on these characters, because capping them would mean losing this source of Conquest points.

There was just one problem with this: I kept getting "mission discovery" items from login rewards (consumables that grant you a one-time crew skill mission with a wealthy yield) and most of my characters weren't actually high enough to use them. Watching my legacy cargo bay slowly drown in these things started to give me flashbacks to when I first created my characters on Leviathan and Tulak Hord and just collected login rewards for a few weeks, until their inventories became so full that I felt I had to start actually levelling them, in order to get access to a cargo hold and legacy storage if nothing else. Like I said back then, other people feel motivated to play in order to earn free items; I feel driven to play in order to deal with all the free items that are being thrust upon me!

I also realised that with each character having three crew skills that cap out at 700 points each, raising them at a rate of one skill-up per day to maximise Conquest points would take almost six years per character. There really was no need for me to artificially try and slow things down.

So I've been logging into at least one character per server per day over the past few weeks to level up their crew skills. You can actually get most of the way towards your personal Conquest target by doing that every day, assuming that you'll also have a companion go up an influence level at least once or twice in the process.

It's felt kind of satisfying, but also made me realise just how slow of a process it is if you're just sitting there waiting for your companions to run missions or craft things, especially if your character isn't that progressed and therefore doesn't have that many companions yet and they aren't of particularly high influence. I haven't really felt the weight of that in a long time, considering how long most of my characters on Darth Malgus have been maxed out in everything.

Sadly my efforts haven't made much of a dent in the pile of mission discoveries yet since a lot of them require pretty high skills to use, but at least I'm making some progress. I think my main takeaway from the whole exercise is that next season I'll need to remember to run at least a couple of crew skills on the side during each "proper" play session to make sure I can get them levelled up more consistently.

30/06/2025

Conquest Events That Are Good for Small Guilds

This post has been sitting in my drafts as a personal reference for me for a while, and I figured it was about time that I actually finish and publish it so that other people can benefit from this information too.

If you're the guild master or an officer in a smaller guild, you're probably familiar with the dilemma of which invasion target to choose for Conquest each week. On the one hand you want to go as large as your guild can manage, to maximise everyone's rewards, but on the other hand you want to make sure that you don't bite off more than you can chew, causing your guild to struggle or even fail to reach its cumulative target.

Also, raise your hand if you've ever been in a situation like the following: You go for small yield and then someone decides to randomly be super active that week, causing you to way overshoot the required score. So the following week you go for medium yield, thinking that there's clearly more activity going on than you expected, and suddenly it's totally dead again, so you find yourself personally grinding out the missing points on Sunday or Monday just to hit target. It's annoying!

Now, I can't tell you what your guildies are going to do from one week to the next either, but one thing I've learned over time is that there are some Conquest events that are much better at generating points than others, which is something to keep in mind.

Death Mark

First we have the event that is tied to Bounty Contract Week and therefore comes around as frequently as once a month. You'll definitely want to bookmark this one as it contains the following two objectives:

  • Galactic Rampage 
  • Missions: Supreme Taskmaster

The former requires you to kill 200 mobs anywhere in the galaxy (and yes, flashpoints and operations count) and gives a little less than 100k points if you have the full Conquest bonus from strongholds. After completion, it also turns into a daily repeatable that's good for another chunk of points every day.

Missions: Supreme Taskmaster requires you to complete 35 missions of any type, awards over 200k points on first completion and then also turns into an only slightly less rewarding repeatable version.

The key thing here is that there are very few activities in SWTOR that don't require you to kill mobs or complete missions, so if your guildies are active at all during the week, they'll be generating Conquest points whether they are actively trying to or not. As a result of this, I've found that during Death Mark weeks, it's generally safe to put your guild's Conquest target one size up compared to what it'd usually be, meaning that if you usually go for small yield, it should be safe to go for medium, and if you usually go medium, you can probably go large.

Revenge of the Revanites

This Conquest is event is much rarer but features the same rampage and taskmaster objectives as Death Mark, so the same rules apply.

Swoop Gang Mayhem

This event is not as "powerful" in terms of points but includes the following noteworthy objectives:

  • Missions: Heroic Pinnacle
  • Activity Finder: Pinnacle

These give a large chunk of points for completing ten heroics or ten group activities (flashpoints/operations/uprisings/PvP matches) respectively, and they also turn into slightly less rewarding repeatable versions on completion.

Now, I'm not a huge fan of heroics, but many people do like doing them, and if they do they'll be adding a lot more points than usual to your guild's tally.

Similarly, not everyone is into group content, but again, if you have guildies that take part in any type of it repeatedly over the course of the week, they'll be adding more points than they'd usually earn from the same activity.

So this is another candidate for potentially going for a bigger yield than usual, though somewhat dependent on your guildies' preferences. 

The Balance of Power

Like Revenge of the Revanites, this is a rarer event since it's not tied to any world events, but it features the same two objectives as Swoop Gang Mayhem above and may be worth your consideration before choosing your guild's invasion target for the week.

24/06/2025

Conquest of Pa...rison Planet

Last week it was once again time for Total Galactic War. I'm not going to rehash once again what that is or why it's important to me - if you need a refresher, I recommend reading one or both of these posts:

The two Conquest events recounted in the above posts taught my guild two important lessons: The first one was that Personal Conquest Requisitions have been a game-changer for small to medium guilds that are willing to plan for the long term, and the second one was that there were even more ways to game that system than simply saving them up over time. I didn't mention it in those posts at the time, but one guildie who ended up popping a particularly large number of tokens to help us achieve victory admitted that she had used a character transfer to shuttle in extra Requisitions from another server, where she'd been collecting them from her login rewards on the side.

Now, for additional context, my guild successfully conquered every single available planet at some point over the last decade - with one notable exception: Belsavis. For some reason that one always seemed to be taken by a top five guild that we couldn't possibly beat, even during Total Galactic War. I'm not sure why that is, but I can only guess that Belsavis might not come up as often in the rotation as other planets. A planet like Tatooine for example is tied to the Death Mark Conquest event, which in turn is tied to Bounty Contract Week and comes around once a month. Belsavis on the other hand is only available during Emergency Operations and The Dread War (outside of Total Galactic War), two events that don't seem to get slotted into the rotation very often.

Shintar the trooper on her Kath Hound mount on Belsavis, proudly displaying her Dread Master title and Galaxy Conqueror legacy title

Combining what we learned about Personal Conquest Requisitions and our growing frustration with being unable to lay claim to the one planet people still needed for the Galaxy Conqueror achievement, the biggest Conquest fan in the guild eventually proposed the following: that one of these weeks, we should just pool all our resources from all the servers (he and I both do Galactic Seasons on all servers) and simply go for Belsavis anyway.

I did some maths around this suggestion initially, and while I kind of liked the boldness of it, it still seemed a little too crazy. We had a lot of Requisitions saved up, but not that many.

Anyway, last week's Total Galactic War arrived and the matter was brought up again. Looking at the scoreboard, all the biggest guilds had committed early for a change, and the guild in the lead on Belsavis was none other than our frenemies the Czech Empire. They were not a top five guild, and we'd beaten them before... but it had also been the fight of a lifetime, and they were the reason we were so acutely aware of the power of Personal Conquest Requisitions in the first place, so there was no chance that we'd be able to surprise them.

I quickly had a look at possible alternative invasion targets (that we had conquered in the past but that newer members would've liked us to conquer again) but nothing stood out as an easy or obvious option, so after a bit of deliberation I decided to commit us to Belsavis. We agreed that we'd hold off on using any tokens for now and that we'd play it by ear, deciding our next steps later in the week depending on how it went.

Interestingly, it went quite differently than a year ago. Back then, we'd overtaken the Czechs quickly, and they'd been quite happy to trail us for the rest of the week with a steady ten million point gap between us. This time, they'd clearly made a push on launch day to get a solid lead from the beginning, and they did not want us to catch them. We were about three million behind by the end of the first day and I figured that this was a difference we should be able to make up quickly enough, but somehow we couldn't quite get there. In fact, by Thursday morning the Czechs had grown their lead to seven million, and by evening we were sixteen million points behind them.

There was a time when being that far behind would've been reason enough for us to fold, but I knew that the game wasn't quite over yet this time, as the other Conquest guy and I - if we went ahead with the server transfers - would have over 50 million points in tokens at our disposal. We did discuss amongst ourselves that if they kept gaining points at the same rate we'd likely have to give up, but for the time being, we kept going.

Even though I knew that we had a plan, it was honestly a bit demotivating to keep grinding away when we were so far behind. I heard more than one defeatist comment from guildies but still did my best to counter the psychological warfare. I basically told everyone that we'd let them know once the battle was lost, but as of now it wasn't over yet and they just had to trust me and keep going. (People knew about the saved up Conquest Requisitions, but I didn't tell anyone outside the leadership circle about the exact numbers since we're not very strict about removing people from our Discord for inactivity, and I was paranoid about information getting leaked to the competition somehow.)

And it seemed to work! While people weren't necessarily in the best of spirits, they kept at it. At its worst, the Czechs' lead grew to around 18 million points, but they only maintained that for a brief while and most of the time the gap between us seemed to hover between ten and sixteen million.

A shot of a party fighting the last boss in the Landing Party uprising

Then the weekend came and with it a sudden and unexpected burst of energy. (I think I'm actually starting to notice a trend here, that my guild is better at Conquest in the second half of the week than in the first half.)

An officer that had been on hiatus for months popped his head in the door, asked how Total Galactic War was going and quickly ground out a half-million points in one evening. Another guild member who hasn't really been playing SWTOR in a while piped up to say that he had the week off and fancied randomly lending us a hand with grinding points. The funniest moment to me personally was when another guy who hadn't logged in in months showed up on Monday evening and we had a conversation that went something like this (paraphrased):

  • Me: Look at you, logging in for the first time since the last Total Galactic War! [I could tell because on log-in he triggered the "Conqueror of Oricon" achievement.]
  • Him: Hah, you got me there. Would you like me to pop some tokens?
  • Me: How do you even have any? You haven't been online and you said you popped them all last time.
  • Him: Oops, I guess I lied.

All of Sunday afternoon and evening the guild was absolutely buzzing with activity and achievements were popping left and right as people went out of their comfort zone and tried content they hadn't done before in order to earn Conquest points. Guild PvP was more active than it had been in months and there was plenty of banter. Point gains aside, it was a joy to see.

We could see that the Czechs were active in the evening and trying to bolster their score with some planetary rampaging, but we actually had a similar number of people online and were absolutely on fire. By the end of the evening, the gap between us was down to less than ten million.

I expected Monday to be more quiet, so I was both pleasantly surprised and had a good laugh when I decided to do a quick check-in on Monday morning and saw seven people online in guild. Clearly our members were less constrained by work than I'd expected.

We continued Sunday's trend at a slightly slower pace and the gap between us and first place continued to shrink all day. By the time the last person went to bed we were only about a million points behind.

Tuesday I was working from home and I had put a bit of time aside around the end of Conquest to pop my Personal Conquest Requisitions as needed. I had transferred four characters to Darth Malgus the day before (my first character transfers ever) and now held 182 tokens in my inventory and cargo hold. Several other people were online and trying to earn some last-minute points while buzzing with excitement. We were pretty much neck on neck with the Czechs, but still always about a million behind.

A shot showing my character's inventory and an entire cargo bay filled with Personal Conquest Requisitions

With eight minutes to go on the timer, I decided to start clicking my Requisitions. I'd told myself that I wasn't even going to look at the score, but was just going to keep popping the tokens. We didn't really care about overshooting and wasting points, as for us, this was the fight to end all fights. We wanted Belsavis and winning it was all that mattered.

While I wasn't looking at the board, other guildies were, and I was cracking up as several complained about their scoreboard going blank at some point. I'd like to think that we were pumping so many points into the system that we temporarily overloaded it. Anyway, it turned out that apparently the Czechs did not have a counter to a big final push this time, so I saw guildies cry out "twelve million ahead", "twenty million", "thirty million", "they are not doing anything" and: "Are you still clicking, guys?" 

I eventually stopped with about twenty tokens left in my inventory, though my fellow Conquest buddy used up every last one of his. It had been overkill indeed, as the final scoreboard showed us more than fifty million points ahead of the competition. But it was definitely worth it, as Twin Suns Squadron owned Belsavis at last, earning several of us the "Galaxy Conqueror" legacy title. I think I mentioned before that this isn't actually something that's hard to get if you simply join a large guild that wins a lot without even trying - it's how I got the title on the Shae Vizla server myself. But to have earned it in a smaller guild with hard work and communal effort, over the course of over a decade, that felt pretty good.

We wondered a bit why the Czechs folded as soon as we started our final offensive, and we can only guess that since the "surprise attack coming from behind" didn't work for them last time, they frontloaded more of their efforts (including token pops) this time in order to stay in first place from the beginning (and hopefully demotivate us). They probably didn't know that this exact strategy had failed Ace of Saints against us back in December as well, but that's how it goes.

I almost want to say that I feel like I can retire from Conquest, now that I've finally achieved it all, but I honestly enjoy it too much to just give up on it I think. However, any future planetary conquests for newer members admittedly won't quite carry the same weight or garner the same amount of excitement as this one did. 

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.

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.

28/01/2025

Darth Malgus Conquest News - Jan 28th 2025

Another Total Galactic War came to an end today and Twin Suns Squadron was able to continue its streak of successfully conquering a planet during this event by claiming first place on Onderon this time. After a heated battle against Ace of Saints in December, we got away with coasting this past week, as we achieved victory with a mere 33 million points, the second lowest score of all first place winners, only "outdone" by Looking for Drama claiming Makeb with a bit over 31 million points. (I took it relatively easy myself, only scoring 100-400k on all 22 of my currently guilded characters...)

The scoreboard for Onderon at the end of Total Galactic War. Twin Suns Squadron finished in first place with over 33 million points, with the next guild in line scoring only 16 million points.

The rest of the scoreboard revealed some interesting stories as well this time. Ace of Saints were not discouraged by how horribly things went wrong for them last time and successfully managed to claim victory on Section X by beating Remnants of the Eternal Empire. Both of the "Remnants" guilds, who are long-standing competitors in Total Galactic War, had a rather disappointing week as Remnants of the Eternal Alliance was also beaten by Czech Alliance on Tatooine.

The Czechs (with whom TSS had its own run-in last year) could also happily lay claim to Ruhnuk, which appeared to be quite hotly contested this week, with both Jade Empire and Some Like it Hoth seemingly also making a push for first place but ultimately not quite cutting it.

Another planet that was actually fought over this past week was Corellia, where Bogan ultimately triumphed over Eternal Hunger, though according to one member of the former, "nobody in Bogan cares" and they simply may have succeeded by sheer strength of numbers.

Over on Imperial Taris, Sith went up against Sith as Sith Ascendancy fought Sith Dominion for first place, with the former coming out ahead by less than three million points. Meanwhile on Imperial Balmorra, Primordial Flame came in first place with over 64 million points, their highest score on record yet.

The highest score of all guilds was, somewhat surprisingly, achieved by Looking For Group on CZ-198, where nobody was even competing with them and yet they nearly achieved 168 million points. Is this a sign that the "Looking For" conglomerate may be gearing up to take on Ashla and Beyond Madness during regular Conquest weeks as well? We'll see!

Newcomers this week were Dynasty of Choas, whom I'd never noticed on the board before but who conquered Ilum with a strong showing of 80 million points without being driven by any direct competition. Out of Control, who first appeared on the scene in December, also managed to win a planet again, this time on Manaan (Invasion Zone).

Finally, in a somewhat random move, Beyond Sanity went to conquer Quesh - the exact same planet they conquered in the last Total Galactic War less than two months ago. They must really like those toxic fumes.

Meanwhile, abroad...

Congratulations to the Imperial branch of New Outriders (Intisar's guild) for conquering a planet for the first time in ten years and securing first place on Ossus over on Star Forge! Even though I was quite busy on Darth Malgus, I managed to squeeze in about 1.5 million points for them over the weekend so I could say I'd at least done my part. It's been great to see how excited everyone got over the whole thing. You know you'll want to do that again some time, right? (wink wink)