Showing posts with label swtor general. Show all posts
Showing posts with label swtor general. Show all posts

06/03/2026

Delayed 7.8.1 Dev Livestream Reaction

Soo... there was a dev livestream over a week ago now! I did actually watch it live on my second monitor at the time, while doing an operation with my guildies, and I remember thinking "I've got to get back to this and write a post about it maybe tomorrow or on Friday" - and then things got a bit crazy.

I still wanted to jot down some thoughts on it though, even if it's belated. We know now that the patch will already drop this Tuesday, so I figured I've got to get in there before it'll be no longer relevant.

As had already been mentioned previously, the patch will be called Master's Enigma, and based on the little preview they showed without getting too spoilery, it looks like we're not yet done with Darth Nul's legacy, as she didn't just have that sanctum on Elom but apparently also a starship somewhere. We'll see how that goes!

As an aside, people always complain about there being too much time between story updates, but I've got to admit that this one time they've sped it up I'm actually sitting here thinking "wow, another story update so soon". I've only played through Galactic Threads on a few characters so far, so it feels like I've still got lots of catching up to do. Is it just me?

Anyway, the stream obviously covered a bunch of different topics related to the patch as usual, such as Spring Abundance returning with a new pet reward, the date nights with Kira and Torian, and the newest Cartel Market additions. As usual, I won't go into all of that here. There's a written summary on the official website, and Swtorista, Today in TOR and Vulkk all have their own posts as well. For me, there are just two subjects I really wanted to comment on:

Galactic Season 10 & 11

Keith informed us in his end-of-year Producer's Letter that "[the next] season will work a little differently than previous seasons" and as someone who's a bit of a connoisseur of seasons at this point, I was very curious to find out what that meant.

I'd had some conversations with friends in which we speculated about different possibilities and "bringing back old rewards" was one of those, so finding out that Season 10 will - in terms of rewards - be a mash-up of Seasons 1 and 3 with just a few new rewards added was not exactly a shock. (Season 11 will do the same thing with Season 2 and 4.)

Altuur and PH4-LNX in my Manaan stronghold

It's not something that's personally exciting to me as someone who already completed all those seasons the first time around, but at the same time I'm actually surprisingly sanguine about it. I could easily imagine others who already have all those rewards being bitter about it ("Not only do they use seasons to recycle old content, now the seasons themselves are recycled too!" - something like that) but personally I actually really don't mind.

I know that I'm in a pretty hardcore minority, and I've seen my fair share of comments and questions from newer players who were interested in one of the companions or armour sets from earlier seasons and were disappointed that there was no way to get them anymore, so I understand that there was demand to bring them back. I'm happy those people get their chance now! Also, I didn't start doing seasons on the other servers until Season 2 (and the Shae Vizla server obviously didn't even exist until Season 5), so I'll have some fun earning some of the older rewards for a second time over there. (Technically I have all of it already unlocked in collections, but this is more fun.)

Also, there was some talk about 8.0 being in development alongside everything else that's happening, so it seemed reasonable to me to infer that putting a little less resource into the next two seasons will free up a bit of extra time for more focus on 8.0, which seems fair enough to me.

Speaking of 8.0...

We still don't know a lot more about what 8.0 will contain, but Eric and Keith dedicated a whole segment of the stream to talking about what their plans for it are in terms of releasing more information over time, which I thought was extremely interesting.

First off, they don't want to tell us too much just yet because the Legacy of the Sith story has two more patches to go and they want to give it a chance to play out in full without spoiling anything or even taking too much attention away from it, which I think is very fair and fits with the devs' commitment to treating the game's story as the most important thing, which is one of the main things I love about SWTOR.

However, they also said that they are planning to release more information in bits and pieces over time, to introduce new features and let us test them on the PTS as they reach a playable state, and I thought that was an interesting and novel approach. Usually expansion announcements are these big, attention-grabbing info dumps, so to know that an expansion is coming without much else, and that additional information will be released piecemeal over the course of a whole year is quite different. It's also a relatively long time to know about it in advance, as traditionally, SWTOR expansions have tended to be announced only two to four months before their launch date.

I'm very curious to see how this will play out in terms of expectations and hype, because on a purely theoretical level, I can think of ways in which this could go either very well or very badly. I'm hoping for the best outcome of course - just saying. Either way, I really appreciate the devs' attempt at being transparent about what's coming, when so much of Legacy of the Sith has been living from one patch to the next, without the slightest clue of what was going to be happening in six months.

One thing Keith and Eric did say about 8.0's content (it was even on the slides) was that they were planning to "create new content, gameplay, and systems that appeal to group, solo, and story players" and that they are aiming to "celebrate the breadth and depth of SWTOR to power new content and systems", which I understood to mean that they won't just be plopping a new planet and five more levels on top of what we have now, but that at least some of the new stuff will be integrated into existing planets and systems, perhaps similarly to how dynamic encounters added something new to do on classic planets. One Keith quote in particular that stood out to me was: "We're going back to old content and do something with it so it feels like new content." Could it be that they'll finally do something with flashpoints again? No, I mustn't daydream too much about specific things I'd like to see, because it's almost never what we expect. Regardless, I look forward to the journey of finding out.

08/02/2026

Three Things I Miss About Knights of the Fallen Empire

Back in October, Knights of the Fallen Empire turned ten years old - which is wild to me, when I still tend to think of it as a sort of dividing line between old SWTOR and new SWTOR. New stuff isn't supposed to be a decade old! There was an interesting reddit thread on the subject at the time, with many people reminiscing about what they liked and disliked about the expansion.

I briefly considered writing a post on the subject as well, but ultimately decided against it because I was worried that it would just devolve into me rehashing all my gripes about KotFE for the umpteenth time, and god knows I've done enough of that on this blog.

However, I recently started another alt on KotFE for the first time in a couple of years, and it actually made me realise that there are at least a few things that I really liked about that expansion and that I kind of miss now. This doesn't affect me still not being too hot on KotFE and KotET as a whole, but I thought it might make for a fun post to give some credit where credit is due.

1. Our characters getting to look cool, often

What really got me thinking about this one actually wasn't just my newest KotFE playthrough, but also the release of Galactic Threads. One of my immediate reactions to my first playthrough of the latter was that I was pleasantly surprised by how many opportunities the story presented to take screenshots of my character looking cool.

One of the best things about KotFE, if not the best thing, was how dramatically it improved the in-game cut scenes, and it made use of these new tools by giving us a lot of shots of our characters looking badass, whether they were involved in action scenes, looking determined or just brandishing their weapons. If you're someone who takes screenshots at all, you must have at least one of your character pulling out their weapon in chapter five of KotFE while Lana and Senya raise their own lightsabers next to you. Or how about your various confrontations with Arcann? Lots of cool moments there.

A male Sith warrior engaged in an epic lightsaber duel with Arcann in chapter 8 of Knights of the Fallen Empire

Now, that technology never went away, but after thinking about it, it does feel to me like we've gotten fewer cool shots of our characters in the last couple of years, with much of the cut scene energy getting channeled into NPCs like Sa'har or Malgus instead (at least until Galactic Threads). So that's something I didn't even really realise I was missing, until I was delighted to get more of it again.

2. Frequent story updates

Look, I'm not even going to go into the chapter format, its mechanics and the story quality - but it's undeniable that for a while at least, we got a story update close to every month. I don't think it was worth the trade-off of ignoring everything else, but it was something. In hindsight, it seems deeply ironic that this was also a time when the community complained incessantly that there was "no content" and "nothing to do". And yes, I know that a lot of those complaints were about endgame activities in specific, but still. Pure story players at least were eating well for a while.

It's also funny to remember that the whole "one chapter a month" thing was dropped again pretty quickly with the justification that people didn't want to wait a whole month between story updates, because that was too long. *looks at Legacy of the Sith and gesticulates helplessly*

3. The world and community felt alive

Maybe re-reading some of FibroJedi's old posts gave me rose-tinted glasses, or maybe it was simply because there wasn't anything other than story going on at the time, but I seem to remember the community being very engaged with Knights of the Fallen Empire's story, with many people blogging about their thoughts, speculating what might happen next, and so on and so forth.

While I do recall some complaints that chapters ten to fourteen in particular weren't really moving the story forward enough, in general it felt like there was always something happening in the galaxy from a story perspective. Ultimately we ended up speed-running both the rise and fall of the Eternal Empire within less than two years. This is a stark contrast to the current (Legacy of the Sith) era, where it feels like nothing much has happened, narrative-wise, for the last four years. Or as Ted put it the other week: "I feel like time stands still in SWTOR, or at the very least, it moves slowly."

I think that as a side effect of this, the community has become less and less engaged with the current storyline over time. At least in my circle of friends, I don't know many who rush to play the newest story update the moment it comes out anymore. There seems to be a bit of a sense of "nothing's going to happen that's so important that I feel like I need to see it for myself as soon as possible". I also don't see many other fans producing story reviews like I do, though I feel like Galactic Threads has got people at least a bit more curious again after the long enforced break due to the voice actors' strike.

I'm hoping that as we're starting to wrap up Legacy of the Sith and get a new "era" to look forward to, these developments will add a breath of fresh air both to our characters' in-game day-to-day lives and to the community's engagement with what's new in a galaxy far, far away. 

29/12/2025

What to Expect from SWTOR in 2026

I mentioned briefly in my 2025 in review post that Keith dropped a Producer's Letter for Q4 shortly before Christmas. I appreciate that he's been doing these pretty regularly for something like two years now, but most of the time they spend more time looking back than forward, and the little tease he tends to give about what's coming next is rarely enough meat to write a full blog post about.

This one was different though, as he actually gave us a pretty clear road map for most of 2026, something we haven't gotten in a long time. I couldn't tell you for sure when we last got a road map in fact - searching this blog for "road map", it looks like we got quite a few of them around 2017/18, and then the last mention of the subject is this post from early 2020 in which I cite a forum post from Eric Musco stating that they were going to move away from giving us full road maps. Huh! I'd forgotten all about that.

Anyway, the point is we did actually get a road map for the first time in six years or so, and that's definitely worth talking about. Instead of simply reproducing Keith's exact words (the link above takes you straight to the source if you so desire), I also wanted to add some commentary and context to a few of the things he said, to provide additional detail based on what we already knew and to manage expectations.

Firstly, the (in my opinion) most important bit that wasn't part of the actual road map itself was the update that they are still working on DirectX 12 and have made a lot of progress, but since it's still not quite ready they can't give us a date for when this feature will make it into the live game. I'm not the best person to tell you what DirectX is and why it's important to upgrade (in fact, from my understanding, players are unlikely to notice any major changes immediately), but all you've got to know is that it's a back-end system and that the game currently runs in DirectX 9, which came out in 2002. Yes, you read that right, that's oh two! To quote Wikipedia, "at the time of its release, it supported Windows 98, Windows Me, Windows 2000, and Windows XP". I was 19 years old and just out of school when this system came out! I bet some of the people reading this weren't even born yet! So I can damn well see why it's overdue for an upgrade if we want the game to keep running smoothly.

That said, on to the actual road map items. We already knew that the next patch, 7.8.1, will include date nights for Torian and Kira, the next Galactic Season, and (unusually for a point one patch, because of how the voice actors' strike previously delayed it) the next story update called "Master's Enigma". What's new is the comment that "this season will work a little differently than previous seasons" - we don't yet know what this means, but I think it's interesting to highlight, as I was wondering whether they had anything special planned for Galactic Season 10 due the round number. It could be related to that, or it could simply be that the devs felt it was about time to mix things up a bit since the last few seasons have all been very similar with pretty minimal changes. While you could argue that there's no need to change something that works, we MMO players do also get bored if things stay completely the same for too long.

Where things get spicy in terms of news coming from the road map is the sneak peek at the next story update coming after 7.8.1 - which is scheduled for summer and will be called "Legacy Reborn". It seems likely to me that this title refers to the expansion's titular "Legacy of the Sith" in some way, though I'm still not entirely sure what that's meant to be - Darth Nul's? Malgus's? We'll see. Though as a completely wild guess, I'd also love it if this was a double entendre of sorts that included some kind of update to the legacy system. (Speaking of features that have stayed 100% the same for a long time...) But that's just pie-in-the-sky dreaming.

What we do know about 7.9 for sure is this: "As the Legacy of the Sith story reaches its finale in 7.9: Legacy Reborn, we'll be introducing the next story Era just around the corner! Without giving too many spoilers, you can expect quite the shake-up across the galaxy. We'll give more details about the next Era in 2026."

This comment builds on the expansion tease from the last dev stream - it sounds like we'll be getting an 8.0 at the end of 2026!

Before excitement and speculation get too wild though - /Jawaface pointed out that it seems quite deliberate that Keith repeatedly refers to it as a new "era" and not an expansion. Back when I speculated about whether we were ever going to get an 8.0 at all, I said that if we're going to get another expansion, it's important that it lives up to what people expect from an expansion, considering many players' disappointment with the launch of Legacy of the Sith. Keith consciously using a different term may therefore be a deliberate choice to lower expectations - which is of course not something people ever love to hear, but I'm keeping an open mind.

I do think it might mean that we may have to be ready for 8.0 to not necessarily work like previous expansions. Maybe the level cap won't be raised, or there won't be a new operation, or - well, basically think of any feature you'd usually associate with an expansion and consider that this particular thing might not be included this time. To be clear, I have no doubt that 8.0 will still be a sizeable and exciting update and I very much look forward to hearing more about it! Just... attempting to set expectations, you know. (Ted from the SOTOR Podcast also noticed Keith's word choice here and discusses it in his latest episode.)

Either way it looks like 2026 might well end up being the most interesting year for SWTOR (in terms of content) that we've had in a while. I can't wait to learn more!

20/12/2025

Happy 14th Birthday, SWTOR!

Back in my birthday post from 2023, I said that "the one thing that seems to be a constant with this game is that nothing is constant; that it's an endless roller-coaster of ups and downs" and 2025 certainly did nothing to disprove that theory. After it had a pretty good year in 2024, 2025 was once again a rather challenging time for Star Wars: The Old Republic, this time because of the 2024-2025 video game voice actor's strike.

While it technically started mid-2024, it wasn't until this year that it really began to impact SWTOR. We were originally told that the new story slated for patch 7.6 at the end of 2024 wasn't quite ready yet to go live on the intended launch date, with no official reason given, but with the promise that it would be released as soon as possible. However, weeks of waiting turned into months, and then the next story update intended for patch 7.7 also couldn't go live for some reason, making it increasingly obvious that the lack of voice acting was what was posing the problem, even if the devs seemingly couldn't comment on it in any official capacity.

I guess nobody really expected the strike to go on for that long - at close to a year in duration it certainly clocked in as one of the longest in the union's history. I sympathise with the voice actors' cause so there are no hard feelings from me on that front, and I also think that the devs at Broadsword did the best that they could under the circumstances.

This ended up turning 2025 into the year of dynamic encounters: while the first batch was launched at the end of 2024, the devs soon ended up giving us more achievements to do those same encounters again, new customisations for Bessi that encouraged us to do them yet again, as well as - eventually - even more planets to do them on.

15 shots of Shintar the trooper in December of each year from 2011 to 2025. In the first one she wears early trooper starter gear, but over the years she sports a number of different outfits. The latest shot shows her standing on Tatooine.

Shintar the trooper gets another year older. 15 was a good number of shots to put into a grid for a change. 

It was all good fun, but I've got to admit that the lack of story definitely put a  noticeable damper on my own enthusiasm for the game. In a way that was actually a surprise to me, because while I do love the story and spend a fair amount of time replaying it in all its different permutations, I tend to think that the main reason the game has been so sticky for me has been my guild with whom I run operations every week. I actually still think that's the case, but going 558 days between story updates (the longest content drought of this type in the game's history) really made me realise just how much I still depend on the story as something to get excited about in regards to SWTOR. Dynamic encounters were fun, don't get me wrong - I played and enjoyed them, and I still do, but it's just not the same without having my character chat and go on adventures with her companions every so often.

I look forward to getting the next story update a little bit sooner as well as hearing what the devs have in store for next year.* If the roller-coaster theory holds any water, then 2026 could be a great time for the game again... until we inevitably crash down in 2027 due to some unpredictable fallout related to the EA buyout or whatever. (I definitely hope that doesn't happen - I'm just a bit cynical.) You've got to ride the wave while it lasts.

Previous SWTOR birthday posts:

Happy Birthday, SWTOR!
Happy 2nd Birthday, SWTOR!
Happy Third Birthday, SWTOR!
Happy 4th Birthday, SWTOR!
Five Years of SWTOR
Six Years of SWTOR
Seven Years of SWTOR
Eight Years of SWTOR
Nine Years of SWTOR
Happy 10th Birthday, SWTOR!
Eleven Years of SWTOR
SWTOR Turns Twelve Today
SWTOR Is a Teenager Today

*I drafted this earlier in the week, and then Keith dropped his Executive Producer's Letter for Q4 yesterday, which includes a roadmap for 2026 that promises two more story updates in the first half of the year to wrap up Legacy of the Sith, and 8.0 coming out around the game's fifteenth birthday. Definitely looking promising!

08/12/2025

The Subscriber Login Event in the Rear View Mirror

Lots of exciting things are happening in my favourite MMOs, but sadly real life has been kicking my arse lately so I haven't had as much time to play games as I would've liked, never mind writing about them. Still, tomorrow SWTOR gets its first story update in one and a half years, so I thought I had to sit down and post at least briefly - not about what's to come, but about the subscriber login event that's also coming to an end tomorrow.

Back in September I was kind of "whatever" about it, looking at it from the perspective of someone who's never had a reason not to continue subscribing to SWTOR, but now that it's coming to an end I wanted to take a moment to say that I actually ended up quite liking it. It was nice to get something marginally more useful from the weekly login reward for several months.

It was particularly nice for my alts on the other servers, where I spent all my currency on buying Rakata gear for my level 80s, and if I had tokens left over at the end of that I spent those on some extra OP-1s for further gear upgrades. Do I need this gear for anything? Of course not, but it's still a nice thing to have.

On my main on Darth Malgus, I ended up buying the two ship droid customisations and after that, all the different pets. I think at the end I had purchased every single one of them except for one. Did I think they were all amazing? Not really, but on Darth Malgus I have more gear and currencies than I know what to do with at this point, I already had all the emotes that were on offer, and I'm not huge on regeneration toys, so the pets were the next best thing. Especially since they were all originally from the Cartel Market, so now they're in my collections for future unlocking if I should fancy it.

C2-N2 in my Alderaan stronghold, sporting the security customisation from the login event. Next to him is a Proud Pritarr cub, which had nothing to do with the event; it just wanted to be in the picture.

Can I just say that it's kind of funny in hindsight that a single pet from the vendor cost as much as three Rakata gear pieces? Interesting value assignment there...

If you were a subscriber, what did you end up doing with your tokens?

Some of my guildies - who are usually not necessarily representative of the wider player base - were almost aggressively uninterested; it was actually kind of funny. Like, you're already subscribed and the devs are giving you free stuff, don't you want it?

The funniest to me was one particular guildie who's been a subscriber since launch and seems to have remained subscribed out of inertia more than anything, as he doesn't even really seem to play anymore - he just logs on once every two months or so to join us for a social night or something and then disappears again. He also hated the gearing system that was introduced with Legacy of the Sith and was always moaning about the fact that the the gear he got from being carried through an operation wasn't the best yet but required further upgrading.

So naturally, when this event came around, we were all like "oh man, this is going to be great for Nev; finally he can get the 340 Rakata gear he always wanted for simply logging in" - and then he didn't log in until literally the penultimate week of the event. We told him that he still had time to get three pieces if he just logged in four times during the last week, but he didn't do that either. Too busy, he told us afterwards, before stating wistfully that he wished he could just buy gear with Cartel Coins. (I know, I know. But hey, pay to win wouldn't be a thing in any game if there weren't people who liked it.) 

01/10/2025

What Will the EA Buyout Mean for SWTOR?

In case you managed to miss the big gaming news on Monday, Electronic Arts announced that it's going from a publicly traded company to a private one, thanks to a 55 billion dollar buyout. This is unusual as generally, large companies strive for the opposite, to go public. You hear about things going the other way a lot less often, never mind with such a large sum of money changing hands.

I wasn't sure whether I should write about this on the blog because I'm not really an expert on all this business stuff. People who seem more knowledgeable on the subject mostly seem to think that this will enrich a certain number of individuals while ultimately being bad for EA itself, likely leading to a lot of lay-offs and perhaps even bankruptcy further down the line. So not great news for fans of Bioware games and the like.

However, many of the comments I've read on social media about how this is likely to affect SWTOR have been so utterly hyperbolic and divorced from reality, I feel we need to clarify some things. Remember, The Old Republic is NOT a Bioware game anymore, not in the technical sense anyway. It's being developed by Broadsword!

Also, if you read the article linked at the top, the transaction "is expected to close in Q1 FY27" so nothing's happening as a result of this for at least another year.

Whatever is going to happen as the result of this buyout eventually, I do not believe we have reason to worry about SWTOR in specific. Keep in mind that SWTOR isn't something that EA wholly owns; it's a collaborative project between Disney, Broadsword and EA.

Disney may be making the smallest contribution at this point (unless they are secretly responsible for a lot of the investment in the game) but they are actually the ones with the ultimate power due to owning the Star Wars IP. They could theoretically cause the game to shut down at any time by saying "we no longer want this to represent Star Wars" and that would be it. You can't take the Star Wars out of SWTOR and still have a game. This seems unlikely to be a problem though as based on various dev interviews, the Disney peeps seem to love the game and are quite happy with the work the devs have been doing with it.

The interaction between Broadsword and EA is a lot less clear. Unlike Bioware, Broadsword as a studio is not owned by EA, however EA still serves as SWTOR's publisher. Wikipedia actually has its own entry for video game publisher - and from the sounds of it a publisher's influence can vary a lot, from being heavily involved in pretty much everything but the coding to basically just handling distribution. From the outside we can't really tell just how much involvement EA has in SWTOR nowadays. We know they provide customer services, distribute the game through Origin the "EA App" and handle payments. But do they actually put money into the studio to develop the game and give any direction in terms of what the devs should be working on? For all we know, Broadsword might simply use SWTOR's revenue to pay the devs and then pay EA their cut. We just don't know.

I would personally be wary of assuming that EA in its publisher role is this all-powerful entity that controls everything. It's very much possible for a game dev studio to break ties with a publisher and continue doing their thing without them, such as Bungie did with Activision in 2019. I'm not saying that's what's going to happen here, I'm just saying it's within the realm of reasonable possibilities that Broadsword, with the approval of Disney, could continue to develop SWTOR even if EA wanted to stop being involved with the game for whatever reason. EA doesn't have the power to simply unilaterally shut them down on a whim.

Not that I think it's likely that this question would even come up. SWTOR seems to currently sit in this relatively comfortable spot where it's small enough to not draw unnecessary attention in terms of opportunities to cut spending (What's even left to cut when the team is already this small?) but simultaneously profitable enough that none of the bigwigs feel the need to get rid of it. When EA's new owners are looking into cutting costs, they'll probably look at single player focused studios that are using up money without sufficiently high returns, not so much at live service games whose development teams are already small while contributing a steady pay check month after month.

Yes, there's always a chance that something weird and crazy happens, but that's like worrying about being hit on the head by a meteorite when you go outside. The more likely scenarios are not immediately concerning to SWTOR players, not unless or until we directly hear otherwise. To re-use an image from a few years ago (yes, we've been through this whole panic thing more than once at this point):

Keep calm and play SWTOR

(P.S: To be clear, I'm not saying this isn't big news, and you have every right to be concerned about games directly owned by EA as well as the devs working on these games. However, this blog is about SWTOR and my point is that for SWTOR in specific, there is currently no reason to assume that it will impact the game in a major way.)

26/09/2025

10 Moments in SWTOR's History for Which You Had to Be There

Star Wars: The Old Republic is primarily know for its developer-crafted stories, but any player who's engaged with the social side of the game for any length of time knows that there are also community-driven stories and dramas, and moments when you simply had to be there to know what made them so exciting, even if some of the related content is still available in the game today. As someone who's been a subscriber since early access and never stopped playing, I thought it would be fun to share some of the most interesting moments I remember with my readers, especially with newer ones who may not have been playing as long.

Note: If you've never played through some of the expansion storylines, some of the later items on this list will contain story spoilers.

The /getdown bug

Going chronologically, let's start with a story with which I amused my guildies one night. Back when the game launched, you could apparently do dance emotes in combat, and someone quickly discovered that doing /getdown would suddenly prevent opponents from attacking. This was actually picked up by several gaming news sites at the time, both because SWTOR was the newest hotness in town and because the mere idea of enemies being stunned into inaction by your dancing skills was a very funny thing to write headlines about.

I never saw this bug in action myself, but I did come across this comic on social media at the time which made me laugh so much that I saved it:

A cartoon shows a large battle droid saying "Prepare to be crushed, foolish Jedi" while facing two Jedi knights. As it's about to attack, one Jedi yells "Stop!", followed by a more quiet "Hammertime". He's then seen dancing to "can't touch this", and the droid mutters "Gr-groove sensors... overloading". While the first Jedi continues dancing, the second Jedi smashes the droid in the head, with its last words being "Why do I even have groove sensors?"

Click to enlarge and read properly. I wish I could credit the original artist (Minicrit?) with a link, but alas, RIP Google Plus.

The big PvP debacle on original Ilum

Another thing that made headlines around launch was the planet Ilum and the PvP taking place there. You see, the western ice shelf where the Gree visit nowadays used to be a dedicated PvP area. This brief video by Force Gaming should give you an idea of how it was supposed to work. It was released about two weeks after launch, and the video notes that at the time, people were just flipping objectives and not much PvP was going on. This was "fixed" with a patch... that in turn broke the area in a whole bunch of other ways. The result were crazy AoE fests that the game's engine couldn't deal with very well, which caused people to gain valour way too fast, even as they were just dying over and over in the mayhem. It was just chaos and caused endless complaints.

Once again, this is something I didn't actually get to experience directly, as I took my time levelling and didn't get to Ilum until about three months later, by which time all the craziness had already died down. In January 2013, I actually wrote a post called "The strangeness of Ilum a year later", but in those first weeks after launch, it was seemingly all people would talk about on forums and news sites, about how this newly launched MMO clearly didn't know how to deal with PvP and was therefore already failing horribly.

The original Rakghoul event

The recurring Rakghoul Resurgence event is probably old hat to most of you at this point - just another world event that comes around every so often and which has been around for what feels like forever. The very first Rakghoul event in April 2012 though... that was something else. The activities it came with weren't really any more exciting than what we have in the repeating event, but the vibe was very different and unique, mainly because we had no idea it was coming.

The game was still very new at the time, had a lot going on and we were getting patches and updates about more patches all the time... but this came as a complete surprise, and the experience of everyone being confused about what was going on and slowly figuring things out over the course of the first day was unique and exciting in a way that I think is hard to convey nowadays. You can read the blog post I wrote about it at the time to get an idea though. (I also wrote two follow-ups.)

Ultimately the fact that it was a time-limited one-off was also one of the biggest criticisms Bioware received, which is why they eventually swapped to making new events recurring. The Rakghouls would eventually join the rotation in early 2014.

The Grand Acquisitions Race

The Grand Acquisitions Race (sometimes also referred to as "the Chevin event") was SWTOR's second one-time world event, and a lot less exciting than the original Rakghoul incursion on Tatooine. One reason for this was that we actually knew that it was coming, even if we didn't know the details. The second reason however was that it was simply a lot less exciting in terms of activities, as all there was to do was a time-gated puzzle quest chain and farming currency crates on Nar Shaddaa. I have to chuckle a bit when I occasionally see people say that this event should be brought back. People didn't even care about it that much when the game was still in its heyday and a limited-time world event was something exciting! Still, I guess my point is you had to be there to know just how underwhelming it really was.

The return of Revan

I think this one might be a bit hard to parse for anyone who started playing after 2014. We all know Revan is in the game, right? There's a whole expansion called "Shadow of Revan", no? Well, for a moment, try to imagine that there wasn't. Revan is in the game, but only in this weird side quest that you'll only see if you like doing group content, and he's a prisoner one moment and a genocidal maniac the next, and if you blink you'll miss him dying as well. Also note that you had to have levelled through and done group content on both factions to be able to make sense of this brief cameo, something which fans of the original KotOR were not at all happy about.

Then it's 2014 - we've been level 55 for a bit over a year, got several new daily areas and raids, everything's kind of chugging along nicely if you're not dying for your character's personal story to be continued... and then we start getting a new series of flashpoints that's being promoted as a new story arc called "Forged Alliances". That Theron guy is kinda cute, but aside from that it's all a bit mysterious. Who are these new troublemakers in the shadows? The answer came in September, in a post in which I felt the need to give a spoiler warning.

Whoa, Revan is back? Revan is alive? Is it really him though? And then a whole expansion with his name! It was exciting times for a while, showing once again that Revan's name still attracted the crowds. I think reception of the expansion storyline was ultimately a bit mixed - it gave the character a better send-off than the base game had for sure, but it was still a bit awkward in the eyes of some.

The launch of Knights of the Fallen Empire

Did you realise that we're less than a month away from the KotFE expansion turning ten years old? I'm sure I'm not the only long-time player who still thinks of everything pre-KotFE as the good old days, and everything that came after it as "the new stuff". It is after all a fact that it changed the game in bigger ways than perhaps anything that came afterwards, with the introduction of features like level sync or its complete overhaul of the companion system.

Still, I'm not even talking about all of that. What made KotFE's launch a "you had to be there" moment was just how absolutely insane the hype was. A new CGI trailer for the first time since launch! Accidental leaks with announcements that could be interpreted in multiple possible ways! General Star Wars hype as we were all looking forward to the sequel trilogy! (Oops.) Absolute mayhem!

And when it came out, people (including me) did indeed love it! Mainstream gaming sites were like "hey, this game still exists and is good"! It felt like we were all set for a big SWTOR renaissance... except it all fizzled out within a couple of months. People thought the story was neat, but they didn't want to hang around to wait for one new chapter per month. They felt there wasn't enough to do at endgame. And those of us who did stick around quickly found out how tedious the new story was to play through on alts, never mind the plot going in directions that became more and more aggravating. For the second time in its life, SWTOR had released (something) with a lot of hype and then failed to live up to it.

Galactic Command

For anyone who might not know, Galactic Command was a new gearing/endgame progression system introduced with the Knights of the Eternal Throne expansion, and in its original iteration, it was the worst system of its kind that I've personally ever seen. To add insult to injury, people (including me) were telling them from the moment it was announced that it was a bad idea, but the devs were all "nah, it'll work and be fun, you'll see".

It didn't and it wasn't. For me, the early days of Galactic Command were one of my all-time low points with the game. Fortunately the devs scrambled to fix it immediately after launch, but it took about six months to get it into what could be described as an "acceptable" state and many players held a grudge long after. It's another one of those things that in hindsight makes you wonder what could've been sooo bad about it, but if you were there, you know.

Theron's betrayal

I did say there were spoilers in here, didn't I? I think looking at the game's storylines as a whole, the Fractured Alliances story (consisting of the three flashpoints Crisis on Umbara, Traitor Among the Chiss and The Nathema Conspiracy) is probably not among many people's favourites. The writing definitely felt like it had dug itself into a bit of a hole with Knights of the Eternal Throne, and it wasn't clear how it was going to get out of it.

I actually think that Fractured Alliances ultimately succeeded in what it set out to do, but it's fair to say that it was a bumpy ride. One thing I really did enjoy about it though was the community interactions it created. Theron's betrayal in Crisis on Umbara was not well-received for a variety of reasons, but it was interesting to watch the conversation around it evolve as more people started to believe that the whole thing was just a ruse. In hindsight, there are some hints towards this from the beginning, but they were easy to overlook at first.

People just didn't want their love interest to betray them, and there was even a hashtag called #believeintheron making the rounds on Twitter. I remember seeing screenshots of people assembling on Odessen with all their Therons out and forming a heart-shape or something. I just thought that was very cool, and actually kind of made me more invested in the final outcome than the story itself would have been able to do on its own.

Darth Malgus' return

Back in 2017, I wrote a post called "11 NPCs That Died Before Their Time" and Darth Malgus was second on my list. I just couldn't believe that they put him in all the cinematic trailers and then simply had him get killed off in one of the first endgame flashpoints! I'm not sure I was aware at the time that there was a supposedly deleted scene from the KotFE trailer that showed Malgus being delivered to Valkorion, frozen in a block of carbonite. Even if I was, it seemed obvious at the time that they'd deleted it for a reason and for all intents and purposes, Malgus was still considered dead.

When he really did come back with the Ossus update at the end of 2018, I absolutely loved it. It was a really well-presented surprise, and while I don't think it was as big as the return of Revan, for me personally it was actually more meaningful than that had been. It's hard to think that it's already been seven years since then - at this point it feels like it should be obvious to everyone playing the game in any capacity at all that Darth Malgus is alive. However, that moment when we first found out was definitely special. (Cue some comment about how he's unfortunately outstayed his welcome since then.)

Move to Broadsword

Two years ago, when IGN leaked the news that Star Wars: The Old Republic was going to be transferred from Bioware to some largely unknown studio called Broadsword Entertainment, all hell broke loose in the community for a few weeks. I think dedicated SWTOR players are quite used to endless doom-saying about the game and are well-practised at ignoring it by this point, but this sounded serious, and it was not at all clear what the consequences were going to be.

To me it was probably more worrying than even the original free-to-play announcement had been, and I found myself seeking solace in spending a lot more time than usual talking to fellow content creators. I also felt compelled to try and do my own part by practising something vaguely resembling journalism, which meant assembling information from different sources and trying to put it into context for people. In hindsight it seems almost silly how much we worried, considering how little changed from a player perspective after the studio transition, but at the time it was big news.

Runner-ups:

I could've tried to come up with even more stories, but I thought that 10 was a good number to stop at. Nonetheless, here are three more events that I considered mentioning but decided against because they were mostly negative but also ultimately not that interesting to talk about in detail in my opinion:

Which of all of these events were you personally around for? Do you agree with my characterisation of how things went down? Are there any other major events in the game's history that you would've included on this list?

13/09/2025

Subscriber Login Event

This past Tuesday the new login rewards event for subscribers started, and it will run until early December. We'd heard a bit about this in the last dev stream back in July, but didn't get any more details about just what exactly it was going to involve until the event actually went live. (Here's the article about it on the official website.)

To summarise in a nutshell: There is already a login reward every week that all players get if they log in four days a week. This is usually something very basic such as 8 bonus points towards your Galactic Seasons progress. Tied to the same tracker, there is an additional reward for subscribers only, which again, is usually something nice but not particularly exciting, such as a valor token or a Personal Conquest Requisition.

However, for the duration of this event, this subscriber-only reward is instead going to consist of 6 "subscriber login tokens" per week. This is a legacy-wide currency which stacks up to 18, and can be traded at a fleet vendor for some cosmetic rewards or endgame gear, with items ranging in price from 2 to 12 tokens. (Swtorista has a full, detailed guide here.)

Screenshot of the weekly login bonus showing 8 Galactic Season Points for all players and 6 Subscriber Login Tokens for subscribers

I've got to admit I was kind of surprised by the inclusion of endgame gear on the vendor. I mean, isn't that a little bit pay-to-win? I seem to remember a time when something like "free raid gear on login if you subscribe" would have generated some outrage, but I've seen very few comments even go in that general direction. I'm not saying that people should be upset or anything, it's just... part of me does bristle a bit at how gamers as a whole have been slow-cooked into finding real money translating into in-game power less and less objectionable. Which does include me by the way!

I know I'm going to use these tokens to buy my alts on the other servers some better gear (since the login rewards are per server, not account-wide), and I can't argue with the people who've told me that it's not a big deal, considering that Rakata has been our endgame gear for three and a half years now - not to mention that SWTOR is generally not a game focused on grinding gear anyway. I just can't quite shake the feeling that it does still feel a little wrong somehow at the same time.

Anyway, if you've ever wanted endgame gear in SWTOR just for subscribing and logging in, now's your chance. With each Rakata piece only costing 2 tokens, you could be fully kitted out after four weeks.

What I'm actually interested in (though I doubt we'll find out) is how much of an impact this is going to have on subscriptions. I was recently told by someone that according to some financial report, SWTOR's revenue was pretty steady, but subscriptions have been down lately and more money has come in through microtransactions instead. While I haven't been able to verify a source for this, it does at least sound plausible if you think about it.

What are reasons to subscribe nowadays? You need to be a subscriber to do operations, but that's a system that receives relatively little support and new content. I'm sure many people sub up for at least a month to check out the newest story updates every so often, but due to the voice actors' strike, we haven't had a new installment of that since June last year. And they just removed a bunch of free-to-play restrictions that were meant to annoy people into subscribing as well. (Which I do think is a good thing for the game, holistically speaking, but I would still also expect it to lead to at least a slight drop in subscriptions in the short term.) So unless SWTOR is one of your main hobbies and you're constantly subscribed because of that (as is the case for me), incentives to become a new sub have been pretty weak for a while.

I guess Galactic Seasons have been another reason, since you need to be a subscriber to unlock all the rewards... but that's not a lot. For the game's sake, I hope that these new rewards find an audience.

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:

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.

27/02/2025

A Season of Uprisings... And?

Yesterday evening it was time for the SWTOR dev stream about 7.6.1, the patch that will bring with it the start of Galactic Season 8. I've been finding the lull in interesting activity recently noticeable, so I was hyped for some news - perhaps too much so, as I actually ended up feeling somewhat disappointed. I could tell that other people were also keen to hear about Galactic Season 8, as my post speculating about what its theme might be from back in December has been my most popular post for several weeks now.

The big reveal came and... *drumroll* it's uprisings. No massive surprise there, as this was one of the activities people had been throwing around as the season's potential focus during the speculation. I just didn't think it was going to be uprisings myself because I didn't think Broadsword would want to make a season entirely focused on a type of group content.

To be fair, they didn't explicitly say it, but it kind of sounded like at least some modes might become easily soloable during the season. To mix things up, we'll be given some special gadgets from Kai Zykken that will do things like call little droid swarms to come to our assistance or cause explosions. Uprisings will also no longer be limited to subscribers, and will become accessible from level ten.

I'm curious to see how they'll hold up as levelling content, and whether newer or more casual players will find them confusing. They don't have much in the way of a narrative, but they're technically set after Knights of the Eternal Throne's base story, with Lana and Theron sending you out to fight people on both Republic and Empire side that are conspiring against the Eternal Alliance, which doesn't really make any sense at level ten.

Some of the rewards that were showcased look quite good too - I really liked the Coruscant and Dromund Kaas themed decorations and can see myself finding a lot of good uses for those.

That said... I've got to admit I was the opposite of excited when all this was announced. In my review of GS7 back in December, I noted that it had been a rather "meh" experience for me, as I felt the season was kind of lacking in flavour and newness. Annnd, unfortunately GS8 looks like it's going to be more or less the same. From the sounds of it, there is once again not going to be a grand reward that everything's centred around, such as a companion, stronghold, or side story.

As for uprisings as an activity... let's just say that of all the things people speculated could be the theme of the season, I would have preferred almost anything else. I don't hate them, but they are very low down on the list of activities I'm happy to take part in, so having a whole season centred around them fills me more with dread than anticipation. I want to believe that the changes will make them more interesting! But I'm not sure the devs can pull it off.

When this was followed up by an announcement that they were going to add more achievements to the existing dynamic encounters on Hoth and Tatooine, as well as some new Bessi customisations to grind out exactly the same way as you ground out Bessi's unlocks, it just added to the feeling that all we have to look forward to is replaying more of the same content that we've just done. I think I wouldn't have minded these so much on any other day, but as a direct follow-up to the uprising season they felt deflating.

Then Eric got to the headline "Cartel Market Storefront Updates" and my ears perked up, because I think parts of the Cartel Market interface are pretty poor to use and I think that making a number of small key changes here could really improve the experience of using it. So Eric was like: "As an example you go: I wanna buy a blaster pistol. And so you go and look at weapons and there's just a lot of them." I was quietly nodding along. "And so one of the things we're looking at doing is... putting things across the market into retirement."

To which my mental reaction was something along the lines of: Jesus Christ, what?! That is not how that sentence was supposed to continue! The Cartel Market isn't overwhelming because there are too many items on it, it's because there are no freaking filters! If you want to buy a blaster pistol, there's no way for you to just see the blaster pistols, you have to wade through all these other weapon types that your character can't actually use just to find the odd pistol here or there; that's where the pain point is! You don't need a FOMO sale, you need bloody filters!

Ahem. This one may have kind of pushed my buttons because I work in e-commerce in real life and am part of the UI/UX team at my job. So I was suffering professional outrage at the fact that I can't remember the last time anything a dev said missed the mark for me by a mile like that. I guess consider this your public service announcement that there'll be a weapon sale for the next two weeks, and all those weapons that are on sale will then be removed from the Cartel Market afterwards. Then they'll do the same for another category and so on. This isn't an entirely new thing, as there are a lot of things that aren't available on the CM at any given moment. I just wish they hadn't led with making it sound like they were actually going to improve the user interface instead of making a FOMO push.

There were a couple of other (to me) minor things like that they are still working on improving the character texture updates, but I was kind of starting to tune out towards the end. So much so that I missed the casual mention of 7.7 bringing dynamic encounters to more planets and XR-53 getting a master mode. I would have missed that entirely if a guildie hadn't pointed it out to me afterwards! I think those things sound really cool actually, even if I'm personally unlikely to beat an XR-53 master mode. I just think the fight is well-tuned for story and veteran mode and has room for a master mode on top to challenge high-end players.

However, all that still feels kind of far away, and in the meantime I feel like I don't have a lot to look forward to, which is disappointing to me. And most importantly to me, there was no comment on the still missing story update that was originally meant to come with 7.6. Back in November I summarised what they said about this on the 7.6 dev stream as such: "[...] they had to delay the story update part of it because they "currently don't have all the elements [they] need to complete this story", which I've seen people interpret as having to do with the voice actors' strike, though I don't know whether that's just speculation or backed by anything that was said elsewhere."

Back then, I wasn't sure how strong the suspicion about the voice actor's strike was, as people can be quite wrong sometimes when it comes to making guesses about what's going on inside a studio, but it seems to be quite cemented in at this point, as other games have released updates with bits that would usually be voiced missing, and I think I saw a comment from dataminers that the 7.6 story content looks largely complete in the game files except for the missing voice lines.

Someone pointed me at this video about the voice actors' strike, which I think explains the whole situation pretty well. To be clear, I'm 100% in support of the union and their demands here, and I'm not holding it against Broadsword either that they are unable to proceed in the meantime. However, considering that it's now been more than three months since the 7.6 dev stream and nine months since the last story update, I really just wanted them to say something, to acknowledge that this situation sucks, that they don't have an ETA yet but that they'll release all the built up story content at once as soon as the strike ends. Or something. 

And you know, I realise it's quite possible that they are simply not able to do that, as there may well be some kind of ruling from above to not talk about the strike to players/customers. But that doesn't make it any less frustrating to be presented with this front of "nothing's wrong" while there's a freaking elephant in the room. They also mentioned in this stream that there would be a new date night in 7.6.1, just to then say absolutely nothing else about it, seemingly acknowledging that while they've probably indeed built this content, we still won't actually be getting it with the patch due to missing voice work, despite their announcement.

I'm kind of reminded of when we didn't get a story update for over a year during 2020, but there were two important differences there: one was that the global pandemic was a very obvious obstacle to a lot of work in a sense that people could generally understand. While the SAG-AFTRA strike is obviously also a public thing, it's nowhere near on the same level, and without any public acknowledgement of what's going on, SWTOR players will just assume the worst as usual about how the game is now dying because it's no longer releasing story content or whatever.

The other difference is that SWTOR had just released the Onslaught expansion at the end of 2019, which was rich with new content and goals to chase, meaning the game was able to coast on that momentum for a bit. The current situation feels more like the opposite, in the sense that we went from getting a new planet in 7.2 at the end of 2022 to a smaller new daily zone in 7.4, to an even smaller new planetary area without anything to do in it in 7.5. The current storyline feels to many like it's overstayed its welcome a bit, and people are desperate for something fresh, so to me this feels like the worst possible time to suddenly have to stop releasing major updates.

I think I'm a pretty patient person and I always roll my eyes a little at the people who complain about two story updates with full voice acting, cinematics and story choices per year as if they were nothing, because I think the team is doing a great job putting out high-quality content with the resources they have. However, I hate feeling like I have nothing to really look forward to at the moment, as the new season doesn't particularly excite me and who knows when the voice actors strike will end. It's been going on for more than seven months! According to Wikipedia the longest SAG-AFTRA strike in history lasted close to a year, so I guess unless they are going for a new record we can hope for an agreement before July at least?

I don't know, man, that's just a long time to feel like I should be focusing on other games.

13/01/2025

SWTOR Classic - an Attempt at a Realistic Assessment

The idea of a classic version of Star Wars: The Old Republic is something I talked about on Ivano's podcast last year, and ever since then I've been thinking about writing about it in more detail on the blog too. There are mainly two reasons for this: One is that I honestly thought I'd already written something about the subject ages ago but when I dug through my archives to check, all I found was a post called "Would You Want To Go Back?" from 2017, when SWTOR was only five years old - so not quite the same thing. The other reason is that I'm a big fan of World of Warcraft Classic - I was hugely excited by its initial announcement, followed its development with interest, and it eventually got me to resubscribe to World of Warcraft again in 2019, years after I'd written the game off as no longer interesting to me.

So, SWTOR Classic: Would it be a good idea? How could it work?

Let me start off by saying that in a world of unlimited time and resources, I think a classic version of SWTOR, presumably based on one of the later patches before the first expansion, would be a fun thing to explore. The thing I'd personally be the most curious about would be how hard the levelling content and heroics would turn out to be, since people often complain about how faceroll easy the game is these days and how things were sooo much harder back in the day.

As someone who was around back then, I have no doubt that this is at least partially true, but looking at WoW's example, a lot of those memories may also be coloured by the fact that we were all new to the game back then and didn't know how to play (yet). When WoW Classic came out, people who had played on private servers beforehand were all very shocked by how easy the "real" classic version of the game was, as private server owners had massively overtuned some of the content to align with their memories of how tough they remembered the game to be. This turned out to not match reality at all, and I wouldn't be surprised if this was true for SWTOR as well.

That said, I'm kind of afraid that's where the appeal would already end. With WoW Classic, a big draw for players was that Blizzard had decided to literally destroy the original version of the world and all its quests in the Cataclysm expansion, only six years after the game's release, meaning that content and whole zones that millions of people remembered fondly from the game's early years were no longer accessible. SWTOR never underwent anything like that - there are some side missions that were shortened or culled in 2015's Knights of the Fallen Empire expansion, but that's not even remotely close in scope. This game has always been about its fully voiced storylines; both devs and players recognised that as its greatest asset, and accordingly these things have been looked after and maintained faithfully over the years, which means that they can be played in the live game just as well in 2025 as you they could in 2011 (arguably better, because the game launched with its fair share of bugs even in the class stories, and there were a lot fewer quality of life features back then, especially in regards to travel).

"But the gameplay was so different," some of you will say, in response to which I would press X to doubt. Yes, we had old-school talent trees and no level scaling, but again, all things considered I would still argue that even the gameplay hasn't changed that dramatically over the last decade. I would again make the comparison to World of Warcraft, where I loaded up my max-level holy paladin in both Classic and retail (the modern version of the game). Ignoring things like spell ranks, passives, and the fact that spells may have retained the same name but work very differently twenty years later, I counted their abilities and while the Classic pally had 39, the retail character had 35. Only 15 of those were shared between the two game modes. The Classic character had 24 spells that no longer existed in retail, and the retail character had 20 new ones. For comparison, if I look at the screenshot I took of Shintar the trooper in SWTOR when she first hit the level cap in February 2012 and look at her action bars now, there's remarkably little difference. Yes, a few abilities were removed and a few new ones added with expansions, but comparatively, the Commando's core toolkit has changed remarkably little over the course of over a decade.

Shintar the trooper dinging level 50 while questing on Corellia

Okay, so we've established that there wouldn't be a lot of actually different content to revisit in a potential SWTOR Classic other than certain details, but let's consider effort vs. reward. Surely simply rolling the game back to an older version wouldn't take that much effort compared to something like building a whole new patch worth of new story? Ehhh... it's not that simple!

I'm no developer myself, but from what experience I do have dealing with these kinds of things, it's not that straightforward. While developers always take backups of things before changing the game in a major way, they won't necessarily keep absolutely everything forever. When the idea of WoW Classic was first being seriously considered, even Blizzard admitted that it wasn't as simple as pulling an old copy of the game out of a hat and that a fair bit of actual rebuilding would be required. When they eventually committed to the project, it actually required a fair bit of work, some of which they explained in this interesting dev blog from the time. And even with a dedicated team working on that project, it still took almost two years for WoW Classic to actually be released.

Aside from the potential difficulties involved in untangling SWTOR's old spaghetti code, there's also the matter of resources. We don't know the exact numbers, but the WoW dev team is supposedly made up of several hundred developers, with something like thirty dedicated to Classic in specific. Comparatively the SWTOR dev team has a number presumed to be a little larger than that of the WoW Classic team to take care of the entirety of SWTOR as it is. Even assuming that it could be done, would you really want them to stop work on the live game for two years to build a SWTOR Classic client? I know I wouldn't!

The final argument I can think of at this point is that some people might point at classic modes in other MMOs and say that Blizzard were kind of being perfectionists in building Classic, and that it's quite possible to cobble together something less perfect and accurate with less time and fewer resources, akin to Everquest's progression servers or the way Rift had its "prime" server. Neither of these aim(ed) to faithfully reproduce the experience of the game's early days, but count(ed) on evoking nostalgia by simply restricting the content people have access to as well as applying some other old-school limitations. The problem when applying this notion to SWTOR is that as per what I wrote earlier in this post, the game's old key content is still all there and relevant, and the only things that would make the idea of a classic server worthwhile at all are precisely the little details like gameplay differences, so this approach just seems like a dead end to me.

To summarise, I don't think we'll ever see see a SWTOR classic mode as there's comparatively little content and gameplay that would really be different to the current live game. This means that to make it an experience that's actually noticeably different and truly "classic", a lot of dev work would be required to faithfully rebuild old systems (assuming they have all the required backups to begin with), all for something that would probably be appreciated by only a very small minority of players (such as PvPers that want to relive their glory days with a particularly powerful build from 2012).

I understand the appeal of nostalgia, but I think Broadsword is better off having the devs continue to make the live game the best it can be.

Also, a tip for any readers who might miss the levelling content being harder: Try re-rolling on a server on which you don't have a legacy and be surprised by how much weaker you are without all those stat bonuses from your legacy built up over the course of a decade. And if your healer companion still makes you feel too OP, try challenging yourself by questing without your companion for a bit. You'll find that past the starter planets, it's not all quite as easy as you might think.