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SWTOR: Update 1.1 Rise of the Rakghouls Now Live

Posted January 18th, 2012 (36 days ago) by Pherephassa
Filed under: Game Patch, Opinion | 1 Comment »

Star Wars: The Old Republic servers are now live with the first major content update; Rise of the Rakghouls. This update brings some welcome changes – anti-aliasing is finally available! – as well as some that just make me scratch my head and wonder what BioWare is thinking. Georg Zoeller stated that,

“The design intent for the game is that your choice of crafting profession should not become a requirement or ‘gating’ mechanism for participating in competitive content (PvP) and high end endgame challenges.”

Some raiding guilds had started requiring Biochem on their raiders, so they were nerfing biochem to prevent this. But I’m left wondering how sticking a requirement that people who use high end biochem stims and medpacks actually have to have biochem to use them is going to fix this problem. Doesn’t that just make it more likely guilds will require biochem? Wouldn’t it be better to just make other crafting skills worthwhile at the end game raiding level?

Commentary aside, Rise of the Rakghouls does introduce some content that looks pretty interesting. Four new bosses have been added to Karagga’s Palace, and there’s a new flashpoint: Kaon Under Siege. Now if BioWare would only introduce UI scaling and customization…

Read the official full patch notes, sans my pithy commentary, here.

One Response to “SWTOR: Update 1.1 Rise of the Rakghouls Now Live”

  1. Callan S. says:

    Sounds more like the high end guilds just participate in what humans often like to do – ostrification.

    And people just like to be soup nazi’s as well.

    I agree on the biochem – if the guilds want the high end stuff, making it that only the biochem can use his own stuff just makes them even more wanted.

    They aught to have some people who’ve studied psychology and game design.

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