3 Marvel/Star Wars Crossovers We’d Like To See

Posted by on Oct 8, 2015 in Uncategorized | 0 comments

Now that Disney owns everything (or at least, Marvel and Star Wars), we’ve already seen a lot of changes for some of our favourite entertainment franchises. The most noteworthy of these changes is of course the forthcoming third Star Wars trilogy. However, we’re also seeing Star Wars spin-off films, new Marvel TV shows, and all kinds of spin-offs, side projects, and novelisations that weren’t around before. What we haven’t seen much of yet is crossovers between Marvel and Star Wars, arguably the two most significant branches of Disney’s modern entertainment empire. So here are a few ideas in that category that we think it would be fun to see, starting with gaming concepts. A Crossover Video Game The first idea that comes to mind in this regard would be a fighter series; first because these games are almost impossible not to enjoy and second because they’re probably the easiest ones in which to mix characters from different sources. The Marvel vs. Capcom series serves as a perfect model here, having successfully combined characters from Marvel comics with some of the classic fighter characters from Capcom’s esteemed history in the genre. The latest game in this series earned a ranking above 80% at Game Rankings a few years ago, indicating the concept is still very popular with fans, and switching out Capcom for Star Wars would be well within Disney’s capabilities. Who doesn’t want to square off Yoda against the Incredible Hulk? A simpler and perhaps more attainable goal would be for the two franchises to cross paths in the online casino industry, where both have at times already had a presence. Gala Bingo has exemplified this industry’s tendency to make use of pop fiction icons and character themes to spice up its games—and the site still actually holds some ties to Marvel. Star Wars slots and casino games have been removed from some American gaming areas since the Disney acquisition. However, in an online environment they could still exist and mingle very naturally with existing Marvel titles. A Joint Theme Park Stepping away from gaming, it would be undeniably cool to see a massive new Disney park devoted to both Marvel and Star Wars—not just a celebration of Disney’s biggest and brightest franchises, but a place for the most enthusiastic and current entertainment fans to gather to enjoy a bit of everything. Is it unnecessary to connect Marvel and Star Wars theme parks in one location? Probably, sure. But it would be pretty cool to skip from an X-Wing-themed space ride right into “The Iron Man Experience,” or get off a chaotic, rumbling Hulk roller coaster and stumble into a virtual laser fight. Plus, as mentioned, these are two of Disney’s biggest draws; if nothing else, it would be convenient for the parks to be in one place for the sake of crowds with interest in both. Disney.com announced a massive, ambitious plan for new Star Wars “worlds” at their signature theme parks earlier this year, so in a way these plans are already in motion. Furthermore, News-a-Rama has announced that there will actually be some sort of crossover at a new park in China, with Marvel- and Star Wars-themed “worlds” being built in close proximity. Here’s hoping something similar happens in Orlando or California! A Virtual Battle Experience Bear with me on this one, because it’s purely hypothetical. Nothing of this sort currently exists, and there’s absolutely no indication of anything like this on the horizon. But with virtual reality largely viewed as the next big area for gaming, the idea of battling in 3D-rendered worlds from popular fiction is going to be a popular one. And doing so in a world that combined the weapons, bad guys, and generally stunning visual elements of Marvel and Star Wars alike would just be insane. One of the unfortunate little hurdles for virtual reality gaming is that it requires space, and is thus difficult to bring into homes. For this reason, it’s not so hard to imagine a laser tag-like gaming arena gaining popularity once more as a sort of hub for early virtual reality gaming experiences. Just imagine being able to walk into a so-called “arena” and arm yourself as you please—with Iron Man hand energy cannons, or a lightsaber, a laser gun or an all-powerful hammer. You could then step into a virtual battlefield populated by other heroes, evil Sith, stormtroopers and Ultron drones alike, and battle to your heart’s content. This one may be a long way off, but in a way it would be the ultimate entertainment...

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Clarification on Endgame Crafting in SWTOR Fallen Empire

Posted by on Oct 8, 2015 in crafting, Fallen Empire | 0 comments

  Assistant Community Coordinator Nick Avola, took on the forums to clarify on the endgame crafting blog Tuesday with regards to operation and conquest mats. Crafting Changes in Fallen Empire | 10.07.2015, 09:27 PM Hey, team! Long time no see A lot of great questions here. I’ll pass along some clarification from the Developers, regarding the endgame crafting portion of this blog: “There will be two new endgame purple mats: Conquest Mat called “Strategic Resource Matrix”. Operation Mat called “Dark Matter Catalyst”. The Conquest Mat can only be acquired by completing your personal conquest goal. The Operation Mat can only be acquired by killing bosses in Operations. The Conquest Mat is used to craft Endgame equivalent gear. This gear is initially trainable from your trainer. You can then reverse engineer it to Storymode-equivalent gear, and again to Hardmode-equivalent gear. This gear is un-moddable, Bind-on-Equip, and slightly better than the gear found on the vendors. Mods and Relics cannot be crafted. The Operation Mat is used to craft raid gear and mods. This gear requires you to acquire the raid item first to reverse engineer. Only Mods, Relics, Implants, and Earpieces can be crafted with this material. Unlike previous versions, the empty raid shells are not reverse engineerable.” Hope that helps — keep the feedback coming! Best,...

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Conquests turned off temporarily after SWTOR Fallen Empire

Posted by on Oct 7, 2015 in Fallen Empire | 0 comments

  Due to bugs, the Conquests system will be turned off for the first month of Fallen Empire: Conquest Reward Issues and Fallen Empire | 10.06.2015, 09:37 PM Hey folks, We have read a few threads about issues with Conquest rewards not being granted and acknowledge there is definitely an issue with that system. As a result, beginning on October 20th when we launch Early Access to Knights of the Fallen Empire, we will turn off Conquest events for at least the following month. Once we resolve the issue, we will let you know when to expect Conquest events to return. For those who have not received this week’s Conquest rewards, we’re reviewing the situation and will give you an update soon. As a note, it is likely that over the next few weeks leading up to Fallen Empire there may be continued issues with Conquest rewards being granted. If you choose to participate in Conquests between now and 4.0, please be aware you will not receive your Conquest rewards when the Conquest ends. There is no need to file a Customer Service ticket. We will attempt to grant them to those that have earned them in the coming weeks. Thank you for your understanding....

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Crafting Changes in SWTOR Fallen Empire

Posted by on Oct 7, 2015 in crafting, Fallen Empire | 0 comments

BioWare posted another blogpost, laying out the crafting changes in Fallen Empire from the SWTOR developers. In Knights of the Fallen Empire, we are making quite a few adjustments to how Crafting will work. In this blog we will cover each of these changes and how they will affect your character in Fallen Empire. Ultimately we had a handful of goals for our crafting changes: Balance the Crafting skills, so that the benefits of all Crafting skills are relatively equal. Improve the quality of Crafted items, so that Crafting is a valid method to gear yourself. Ease the barrier of entry, making Crafting easier to understand for our newer players. Let’s get started. General Crew Skill Changes While leveling in Star Wars: The Old Republic, we want to ensure that Crew Skills are a way to help supplement your experience. We have made a few changes to help streamline your experience with Crew Skills from 1-65, including some quality of life changes: The Crew Skill cap will remain at 500, there is no cap increase in 4.0. The Crafting skill “groups” have been removed and are no longer needed to improve your Crafting skill. Example: when you hit 400 Crafting skill, you do not need to visit the trainer to move the cap up to 450. All Crafting has been organized into 8 Grades . This is to help clarify the different crafting tiers, allowing crafters the ability to easily determine what crafting materials they need for what items. All existing Items and Missions have been adjusted to fit into these Grades. Here is a detailed breakdown: Grade 1: Level 10-16: 0-80 Grade 2: Level 16-24: 80-160 Grade 3: Level 24-32: 160-240 Grade 4: Level 32-40: 240-300 Grade 5: Level 40-56: 300-350 Grade 6: Level 46-51: 350-400 Grade 7: Level 51-55: 400-450 Grade 8: Level 55+: 450-500 Crafting Skill Changes Every Crafting Skill has received new patterns that will fall into one of the 8 Grades. In most cases, these items are improvements over what you were able to craft previously. With this change, all existing Schematics that are not part of Fallen Empire have been moved to the “Archives” category in your crafting window . These older schematics are still available to craft in case you still have a need for them. Here are some of the other changes affecting Crafting: There are no longer any Premium (green) items to craft. All craftable items now start as Prototype (blue) quality. Reverse Engineering items no longer gives a random item. Instead, the item reverse engineered will give an improved version of that item. The chance to get an improved item from Reverse Engineering has been increased. All crafted armor is Adaptive. Nearly all schematics require a new Premium (green) crafting material called a Component. This new Component is made by combining two existing crafting materials along with two vendor purchased materials, all of which are of the same Grade as the component. A unique Component exists for each skill and each Grade. Example: An Armormech crafter wants to craft a Grade 6 Chest Piece (Level 46). This is a Prototype (blue) quality armor and requires 4 Ciridium and 4 Durasteel Armor Assembly Components. The player will need 2 Durasteel, 2 Zal Alloy, and 2 Thermoplast Flux to craft each component. Once they have the 4 Components and 4 Ciridum from Underworld Trading, they will be able to craft their chest piece. If a player chose to, they could level up exclusively by crafting Components! In most cases, Crafting times have been greatly reduced.  This will enable crafters to craft more items to coincide with the faster leveling. To match the above listed changes. Augments have been reduced to 8 tiers. The MK8 Augment Kit is now the highest Augment Kit. Existing MK9 and MK11 Kits will turn into MK8 when Fallen Empire launches. Along with these general changes which are affecting Crafting, there are some more detailed changes which impact very specific Crafting Skills . These changes are to balance the six different crafting skills with one another, in light of the stat changes in 4.0. Here are those changes: Armorings can no longer be crafted by Cybertechs. New Resistive Armorings (Endurance) are now exclusive to Armormech. New Versatile Armorings (Mastery) are now exclusive to Synthweaving. Enhancements can no longer be crafted by Artificers, and are now exclusive to Cybertechs. For these specific examples, these Crafting patterns have been completely removed from their respective Crafting Skill. Due to the Primary Stats being converted to the Mastery Stat, the following changes have been made to Augments: Armormechs can now craft Shield, Absorb, and Mastery Augments. Synthweavers can now craft Alacrity, Defense, and Critical Augments. Armstechs can now craft Accuracy, Endurance, and Power Augments. All previously reusable Biochem Consumables are no longer reusable. This is to balance the crafting skill with others and to encourage a market of these crafted items. All low level Biochem stimulants have been improved! Their duration is increased to 8 hours and they are now made in batches of 6-8 depending on the type. Droid Armor has been removed from the game, as all companion armor is now strictly for appearances, and droid appearances are not modified by their armor. All previously reusable Cybertech grenades are no longer reusable. They are now more powerful than their Prototype equivalent.  This is to balance the crafting skill with others and to encourage a market of these crafted items. One of the other considerations for Crafting is how it will affect the Elder Game. We have made quite a few changes to what crafters can do at Elder Game: Elder Game Crafting: All Modifications acquired from Operations can be Reverse Engineered for their Schematics. Operation Gear can no longer be Reverse Engineered. Crafters can now make gear equivalent to Story and Hard Mode Operations gear: This gear can be acquired from their respective Trainer. This crafted gear, when Reverse Engineered is equivalent to Story Mode Operations gear. When this Story...

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SWTOR Companion Affection Achievements in Fallen Empire

Posted by on Oct 6, 2015 in companions, Fallen Empire | 0 comments

Eric Musco just informed us that via the official forums, that Some companion affection achievements will be removed and others adjusted in Fallen Empire. Check it out: Companion Affection Achievements in Fallen Empire | 10.06.2015, 06:34 PM Hey folks, I wanted to pass on some information regarding changes to Companion Achievements in Knights of the Fallen Empire. As many of you know, Affection is being changed to Influence to coincide with your Character’s Alliance. Due to this, we are going to be removing all of the “Reach Max Affection” Achievements from the game, along with the Achievement points which they have granted. We didn’t want to create a situation where a very large number of Achievement points was no longer accessible. You can click the spoiler tag below to see a full list of all of the Achievements being removed. As a note, the Achievements for “Loyalty to the [Class Name], which were granted for maxing Affection for all of that Classes Companions are going to be changed as well. Now, you will complete that Achievement by completing the “Kill x enemies with x as your active Companion” Achievements. To make up for the loss of Achievement points made via these changes, we have also adjusted the following: We have increased the point values for the “Kill 1,000” Achievements from 5 to 20. We have added a new “Devotion to the [Class]” Achievement for completing all of the “Kill 1,000” Achievements for a given Class/Faction. When completed, you will be granted the Imperial/Republic Squad Commander title respectively. We have added “Kill x” Achievements for both ship droids. Thanks! -eric Here is the full list of Achievements being removed: -AGENT- Ensign Temple: The Mysterious Lieutenant Kaliyo Djannis: The Rattataki Eckard Lokin: The Brilliant Doctor SCORPIO: The Killer AI Vector: The Joiner -BOUNTY HUNTER- Blizz: The Inventor Gault: The Scoundrel Mako: The Slicer Skadge: The Gangster Torian: The Apprentice -CONSULAR- Felix Iresso: The Cheerful Soldier Nadia Grell: The Wilder Qyzen Fess: The Mighty Hunter Tharan Cedrax: A Man and his Hologram Zenith: The Freedom Fighter -INQUISITOR- Andronikos Revel: The Pirate Ashara: The Fallen Padawan Khem Val: The Shadow Killer Talos Drellik: The Archaeologist Xalek: The Kaleesh -KNIGHT- Doc: The Ladies’ Man Kira Carsen: The Unexpected Padawan Rusk: The Sergeant The Sergeant Lord Scourge: The Unlikely Companion T7-O1: The Astromech -SMUGGLER- Akaavi Spar: The Uncompromising Mandalorian Bowdaar: The Loyal Wookiee Corso Riggs: More Than a Mercenary Guss Tuno: The Failed Jedi Risha: The Underworld Princess -TROOPER- Elara Dorne: The Defector Aric Jorgan: The Career Soldier M1-4X: The War Machine Tanno Vik: The Renegade Yuun: The Findsman -WARRIOR- Broonmark: The Beast Jaesa (Light): The Padawan Jaesa (Dark): The Corrupted Padawan Pierce: The Commando Quinn: The Officer Vette: The Treasure Hunter -OTHER- HK-51 (Imp): Declaration: I Love the Master (Imperial) HK-51 (Rep): Declaration: I Love the Master (Republic) Treek (Imp): The Unlikely Mercenary (Imperial) Treek (Rep): The Unlikely Mercenary (Republic) Companion Affection Achievements in Fallen Empire | 10.06.2015, 07:12 PM Originally Posted by azudelphi Will the new Squad Commander and Devotion to X titles be retroactive if we have the kill 1000 enemies achievements pre-4.0? Edited to reflect both titles. Yup!   Originally Posted by Pietrastor Does it mean there won’t be any new Influence achievements either (i.e. “Reach Influence 10 with Lana”)? That is correct, there are no Influence Achievements planned to be live in Fallen Empire. However, we certainly could add them in the future (and have them be retroactive)....

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