The Naked Gamer: It’s A Secret

The Naked Gamer is a regular opinion column that strips back the superficialities and looks at the flesh underneath. If you’ve got a topic you’d like discussed, drop columnist Kristy Green a line!

I recently read an interview with Martin Bruusgaard, ex-lead designer for The Secret World, on Penny Arcade. While I enjoyed the interview, there was one quote that stood out to me which I just couldn’t agree with.

“This may be a radical thing to say, but I think it would have helped if we actually had levels in the game. I’m sort of ashamed to say it, but I think that might’ve made things feel more familiar when it comes to players tracking their own progression and telling how strong they are, and knowing where to go. I think people got lost because they don’t have this number telling them how strong they are,” Bruusgaard said.

I feel it’s selling the players a bit short that the concept of an obvious progress indicator like a level is required to track our personal growth. The Secret World has quite a few progression benchmarks already, like the level of our weapons, our ever increasing skill level, and there are even faction rankings. I really don’t think it would have made much different if they did put some mystery numbers above everyone’s head.

This leads me to something I have always wanted to say to every game developer out there: there is nothing wrong with your game. There really isn’t. All games have their good points and their bad points, and there is nothing wrong with that. Sure there are nasties like bugs, down-time and other issues which aren’t fantastic, but they can’t change how awesome your game really is.

That does mean though that there are problems elsewhere. One of those problem I think is marketing and I’m not talking paid advertising here. There is something companies have been using for years and it’s completely free and perfect for MMOs: word of mouth.

I actually avoid MMO adverts –  I grew tired of hearing buzz words like ‘revolutionary’, ‘first ever’ and ‘dynamic’. A MMO needs to be able to sell itself and using as many fancy words as possible will only bring hype and then disappointment. When selling an MMO it’s not about selling boxes, it’s about selling subscriptions. Even free to play games aren’t immune from this. You need your player base to keep playing the game so they keep buying your product whether it’s a subscription, expansions, item cash store or  anything else to keep money coming in.

I know whenever I think about how I first heard of the games I’m interested in, it wasn’t advertisements. I think about the gaming news sites I visit, the gaming communities I’m involved in and my friends. Normally it starts with some sort of official announcement of a new game in development. Then the gaming news sites will start spreading it around. Then the gaming communities will start talking about it and finally your friend mentions this cool new game they heard about over that well-earned Friday night beer.

It does seem sometimes that publishers don’t really think about their target audience. It seems most publishers like to target existing MMO players, but is this really effective? MMOs are as different from each other as any other game – just because you play one doesn’t mean you will be interested in another. When I started playing The Secret World, the thing that hit me was nostalgia for games like Tex Murphy and Dog Day. The fact that it was an MMO and I’ve played MMOs previously really seemed inconsequential.

In the end, it doesn’t really matter. The Secret World might have had a disappointing start but it did have a great launch and a lot going for itself. Now the game seems to be getting out there more and appears to be gaining momentum.

I just wish it didn’t start out as such a secret.

Blitzkrieg: Tier X And Why Germany Has Fallen Behind

Blitzkrieg is a new regular column devoted to the very popular MMO World of Tanks. If you’ve got a topic you’d like our resident expert Matthew “Scope” Pearce to cover, drop him a line!

When World of Tanks was first launched, Germany only had one tier X (the Maus), Russians had the IS-7 (even though the IS-4 was just as strong and was a tier IX) and America had the T30.

Since launch, World of Tanks has seen a steady addition of post World War II and now Cold War tanks

So why are the German tier 10 tanks falling behind? 


Well the answer is quite simple, some players say the Russian developers are biased and while playing mostly the German tank tree for most of my World of Tanks career I kind of agree with them, I also think the main problem is because the developers did not set the end of World War II as the end of where they would get the tanks for World of Tanks from.

Instead we now have tanks from the late 50’s and now even the early 60’s from the French, Americans, Russians and soon to be the British facing off against German tanks that were designed from 1942-1945 .

Let’s take a look at each factions tier X tanks and what years they were designed, built and used:

Russia

Object 268: 1952

 

Object 263: 1950

T-62A: 1961-1975

IS-7: 1945-1947

 

IS-4: 1944-1949

The only World War II tanks are the IS-4 and IS-7.

 

America

T110E4: 1954

 

T110E3: 1954

 

M48A1: 1950-1959

 

T110E5: 1950

 

Not a single one of these tanks were built at the end of World War II.

 

France

AMX-50 Foch (155): 1952

 

AMX 50B: 1950-1957

 

Bat Chatillon 25t: 1952

 

None of these are from World War II either.

 

Germany

JagdPz E-100: 1945

 

Maus: 1942

 

E-100: 1943

 

E-50M: 1945

All of these tanks were designed and or built during or at the end of World War II.

So why have they not added any German built tanks from the 1950s to fix the balance?

To tell the truth I have no idea. Many players still think it’s because of Russian bias which I tend to agree with but I lean more towards the fact that it’s because they are too scared of giving Germany a good Tier X tank like the Leopard 1.

In the early 1950s, Germany and France started a collaborative design of the Leopard 1 but the partnership ended and the final design was ordered by the Bundeswehr (Federal Defence Forces of Germany), where the production then started in 1965 with over 4,744 built.

The Leopard quickly became the standard tank for the majority of European forces and eventually served as the MBT (Main Battle Tank) for over 12 countries worldwide.

I personally would love to have the Leopard 1 as my new tier X tank and I think it would match up well against the new British tier 10’s coming in Patch 8.1 as well as balance quite well with the current tier X tanks already in game.

So over to you, what do you guys think about the way German tanks (and players) are currently treated and do you think the Leopard 1 deserves to be Germanys tier X tank like I do?

Pocket Planes: Review

This is a little off the beaten track, but over the past week I’ve found a new gaming addiction to add to my repertoire. I’m a sucker for a sim game at the best of times, but when it’s a free, 8-bit graphic airport and plane sim that’s a lot of fun, then I’m doomed.

Pocket Planes was created by NimbleBit and its premise is simple: build up a fleet of planes and successfully fly people and cargo between cities. There’s a standard levelling mechanism, with the need to accumulate coins and Bux. Coins allow you to buy new airports and upgrades, Bux are the currency that allow you to buy new planes and/or plane parts. Bux are the currency you can use real money to buy more of, and it’s likely you’ll want to do that if you’re in the game for the long haul.

That said, this game is semi-generous in allowing you to build up Bux in-game so do date I haven’t needed to spend anything to get up to 8 plains and a dozen airports – which is the result of my first day’s play.

Aside from solo play you can compete in world events with a Flight Crew you set up and if you’re playing on iOS or Mac you can compete with friends via the Game Center. There’s also full iCloud and Notification Center integration for those platforms, meaning you can play on any device and it knows where you’re up to in the game. Android users may have something similar too – post in comments if that’s the case!

For the stats geek, there’s lots of information on your fleet including the number of miles each plane has done, how much revenue its generated and the number of passengers and cargo carried.

Overall, this game is incredibly addictive but easy to have in the background if you need to get other stuff done. If I decide to spend some money buying some Bux in this game, I actually won’t begrudge it – which is unusual for me.

Overall score: 4/5 Greeblies

Go grab a copy for yourself:

Android version

iOS version

Mac App Store

Have you played Pocket Planes and if so, are you still a fan?

World of Tanks SEA Server Transfers

World of Tanks SEA serverOn October the 3rd, OVER 9000 World of Tanks players transferred their accounts from the Russian, European and North American servers to the World of Tanks South-East Asia (SEA) servers.

With over 9600 players jumping at the chance to play World of Tanks with a ping under 150ms, a fresh start to the clan wars map or even just because their mates have transferred, one thing is certain – that the SEA servers have gained a large amount of players in a short amount of time.

After a few days spent playing around on the SEA server with a low ping of under 120ms, I believe it makes a HUGE difference compared to the usual 280-300ms pings I would usually get on the NA server.

With the fresh clan wars map starting soon, I currently find myself thinking about whether or not I should finally try and join a clan. Having been constantly asked each day by numerous clans to join them I have quite a few options to look at.

Over the next few days or so I will attempt to try out Clan Wars for the first time and look forward to trying out a new game experience that I have not yet had the time nor care to attempt.

So do you like the new lower pings on the SEA servers and have you joined a new clan or come across with an old one?

[Pic courtesy of http://hellknight10.deviantart.com]

The Most Popular Game In The World? League of Legends

So – what do you think is the most popular game in the world? Is it single-player or an MMO?

Over the past few months I’ve been hearing about how popular League of Legends is, and it appears that over thirty million people agree each month. Over at Forbes.com, Jason Evangelho has penned a piece on the game, including this pretty fascinating infographic on the game:

most popular game in the world

Of course, determining a game that’s absolutely the most popular is risky, particularly given a lot of these assessments don’t take into account games played in non-English speaking cultures. That said, you can safely say that League of Legends appears to be in a elite rank of games.

If you’ve played League of Legends we’d love to hear from you – tell us why you think it’s the most popular game in the world!

[A big thanks to eagle-eyed and dedicated reader Gail for the heads-up!]

Through The Mist: Pandaria Daily Quests

Through the Mist is a regular column from Luke Le Page covering everything World of Warcraft. If you’d like something covered in a future column, drop us a line!

I was hoping to do a review of the Looking For Raid difficulty level of Mogu’shan Vaults in this piece. Unfortunately, with uni work due and the reluctance of a fresh raid to pop up (so far I have had the option to join raids with at least 2 bosses down) I have been unable to get a decent feel for the raid. So more on that in a later column.

I have elected to go with a look at the various dailies we have access to in Mists of Pandaria. Ever since the release of Wrath of the Lich King, players have been accustomed to fast, efficient reputation grinds. We hit max level, or even smiley equipped a tabard as we levelled and our reputation levels increased as mob kills in dungeons accumulated. Those days are well and truly over – whether you liked the speed with which you maxed out reputation and acquired items or hated it, Blizzard have returned to the grind method of reputation gain.

Daily quests have superseded Tabards and dungeons as the way in which reputation is gained. While not all of the dailies unlock at level 90, a huge portion of them do. Daily quests have been a part of the game for several years now and in this expansion they have truly stepped into the WoW spotlight.

Prior to the launch of Mists of Pandaria the vast majority of dailies included killing x amount of mobs or collecting x amount of an item. Whilst this style of daily quest is still present, the sheer amount of variety in daily quests has greatly increased. We now have access to quests such as the Tillers dailies which range from planting, watering and harvesting crops to stomping on marmots and Virmen.

Pandaria Daily Quests

The quests for the Order of the Cloud Serpent include quests to play catch with a future companion and we also have access to archaeology and pet battle dailies (provided certain achievements have been met).

Love them or hate them, daily quests are here to stay in Pandaria and I am of the opinion that it is a good thing. By tying reputation to daily quests Blizzard have put a hard cap on just how much reputation we can gain per day. This enables them to control the rate at which people can gear up and progress through content.

What’s your take?

The Secret World Reticle Combat and More: Live Stream

Overnight Funcom ran a live stream for over an hour, showcasing a range of things. They opened with a demo of the reticle combat, which is still in beta but is slated for release in the 1.4 update and will be further improved from there.

There’s a lot of footage of the feature in action, and from what I’m seeing I’m liking it a lot and if you’re a fan of first person shooters you’ll probably see it as a big improvement as well. In between all the gameplay footage, Game Director Joel Bylos answers a bunch of community questions, so it’s well worth a watch. Here’s the stream via MMORPG.com:


Watch live video from mmorpgcom on TwitchTV

Do you like the reticle combat? Is it something you’ll definitely use?

SWTOR 1.5 Hits The PTS: Patch Notes

SWTOR’s latest game update, 1.5 has hit the Public Test Server. It contains the HK-51 addition, some more missions and a bunch of bug fixes.

The full patch notes:

Highlights

  • Travel to Section X on Belsavis and learn why the nefarious Dread Guard has seized control of this ravaged sector of the planet! Section X can be accessed on Belsavis and via the daily mission shuttles.
  • HK-51 can now be acquired as a Companion Character! A shipment of the infamous assassin droids can be found in the wreck of an Imperial transport ship, The Fatality, in Section X. Reactivating HK-51 requires finding and assembling parts from across the galaxy.
  • Nightmare Mode is now available for Operation: Explosive Conflict! Bosses in Nightmare Mode present a new level of challenge, new mechanics, and high-quality rewards (such as a new vehicle and Dread Guard set pieces)!
  • Dreadtooth, a new world boss, can be found roaming Section X. Each time Dreadtooth is defeated, he returns with a temporary, stacking power buff which increases his difficulty and the quality of his loot rewards.

Group Finder

  • Travelling to a new area while in a Group Finder queue no longer occasionally causes the UI to behave as if the player is not in the queue.

Items

  • Campaign armorings are now available for purchase on the Black Hole vendor for Black Hole Commendations.
  • Dread Guard relics are now available on the Daily vendor for 300 Daily Commendations.
  • A new set of droid armor is now available from the Daily vendor.
  • More robes have been adjusted so that their backsides are not inappropriately large when worn.

Miscellaneous Bug Fixes

  • Several typos and instances of incorrect text have been corrected in all languages.
  • The Imperial Medcenter in the vicinity of the wreck of the Ambria’s Fury has been moved Northeast.

Then there are the known issues with the patch:

HK-51

  • HK-51 currently joins players without gear.
  • While completing the missions to obtain HK-51, the Mission Log may display progress incorrectly.

Flashpoints and Operations

  • In Explosive Conflict, nameplates currently display for Kephess’ Saturation Fire ability. These nameplates should not be visible.

Australian SWTOR Servers: Merger or Closures?

Australian SWTOR serversOne of the most fascinating and  frustrating issues we’ve followed here over the past three plus years is the issue of local servers for Star Wars: The Old Republic. More widely it’s an issue of how local players perceive they’ve been treated.

In the months leading to launch there was the controversial issue of launch territories (North America and part of Europe only), then to regular lobbying for local servers (which went live in February this year), the wait to be able to transfer current characters to the oceanic servers and finally the issue of declining populations on the three servers.

It’s the last issue that’s obviously dominating at the moment, with a significant thread running on the official forums. Over the past month or so, BioWare have alluded to the fact they’re looking at the issue, but no announcement has been made.

The latest, brief, non-informative word comes from Joveth Gonzalez:

Hi folks,

Unfortunately, I have no new information at this time. In my last post, I did say that I would update this thread when I had new information but I currently do not.

With that being said, I will make sure to update this thread as soon as I have more information.

As a reminder, please remember to follow forum guidelines within this thread.

Thank you.

I’ve thought server merges have been on the cards for a couple of months and like a number of people I’ll be far from surprised if the local servers are closed altogether. Aside from any challenges the game faces more broadly, the absolute lack of local promotion of the game has made the server issue a self-fulfilling prophecy.

I’d love to hear your thoughts: would the removal of Australian SWTOR servers be an absolute deal-breaker for you?

Joel Bylos’ Open Letter To The Secret World Community

TSW Episode 4There’s been a few days of teasers on upcoming content in The Secret World and its culminated in a fairly lengthy blog post to the community by Game Director Joel Bylos. He confirms a number of key aspects of future content, including:

1. The new weapon will be the chainsaw (no surprise there after all the hints)

2. There will be new reticule combat i.e. you can choose to use it or use traditional targeting

3. London’s Albion Theatre will be a roleplaying venue

4. Issue #4: Big Trouble in the Big Apple is coming pretty soon

5. A new animation back-end for TSW’s graphics engine

6. Combat and abilities are being reviewed

7. Increasing conflict between the secret societies

8. Puzzle Raids

A lot of this was alluded to in our recent interview with Joel, but it’s good to see some of the details fleshed out further.

You can read the post in full here – or if the official site is blocked for you at work, here’s the post in its entirety for you:

Hi, all –

 

Are you sitting down? Comfortable? Good. Let’s talk about our game.

 

I say our game because once an MMO goes live it is no longer a collection of ideas, features and dreams in the heads of a group of developers, but rather a living, breathing thing. It belongs as much to the players as the designers. It becomes, in essence, a collaborative project.

 

For those of you who do not know me, my name is Joel Bylos and I recently stepped into the new position as Game Director on ‘The Secret World’. For the past two years I have been the Lead Content Designer for the game, and my primary responsibility was to lead the team who developed content such as the investigation missions. Before coming to ‘The Secret World’ I worked as Lead Designer on the critically acclaimed ‘Rise of the Godslayer’ expansion for our ‘Age of Conan’ MMO. I live and breathe MMOs and I consider myself extremely fortunate to be in a position where I can help shape the future of ‘The Secret World’ and lead a team whose ambition is to push the genre forward and create new and different MMO experiences.

 

As I step into the new position as Game Director, Ragnar Tørnquist will remain in his role as Creative Director and I very much look forward to continue working with him. We have been a team for many years now and we will continue working closely together even though his role has shifted a bit and I am now in charge of the game’s vision and development.

 

‘The Secret World’ may not be the perfect game for everyone; in fact, I think it is safe to say that it is one of the most divisive MMOs ever made.

 

Looking at reviews, ‘The Secret World’ scored everything from 90 to 40. I have never before seen an MMO that has been both praised and criticized to such an extreme extent as with ‘The Secret World’. One minute PC Powerplay gives us a solid 90 saying ‘I love this game unequivocally’, next Quarter-to-Three slaps us with a 40 saying we have been ‘…unable to make the game we designed’. Some reviewers loved the game, others did not and that is completely understandable. On the other hand, if we look at user scores, we are one of the highest rated MMOs on MetaCritic the past decade and on MMORPG.com we come in second place on the list of top voted games in front of some the most critically acclaimed MMOs ever released.

 

I think you can interpret that in many different ways. To me personally, it tells me that ‘The Secret World’ hit a nerve. When we set out to make ‘The Secret World’ we made a decision to at least try and breathe some new life into a stagnating genre. We play these games, we love these games and we tried to listen to what people wanted – what they were saying in forums and chats and blogs about how and why the MMO genre was becoming stagnant. And then we set about changing the formula, rethinking old concepts and introducing new ideas.

 

When you raise the bar like that, it is easy to miss a few targets. For ‘The Secret World’ it meant that some things worked wonderfully, while other aspects of the game did not. Depending on what is important to you when playing the game, ‘The Secret World’ may either be the best MMO experience of your life or it may simply not live up to your expectations.

 

As a team we need to identify and improve areas that made it fall short of those expectations so that everyone can appreciate what we and so many of our players firmly believe to be true:

 

That ‘The Secret World’ is one of the most fun, exciting and unique MMOs ever made.

 

So below you can read a mission statement – what am I planning to do to make sure that ‘The Secret World’ becomes the game that we all want it to be.

 

First and foremost I need to provide our players with good, solid content updates on a regular basis, just as we have released three substantial updates since launch. I also need to do everything in my power to convince thousands of gamers out there who still have not played ‘The Secret World’ that this is a universe worth immersing yourself in. It is a crowded market out there and we have a lot of competition, so I know that we will need to make improvements but also expand on the game’s unique strengths to make it stand out even more clearly.

 

It is definitely going to be a challenge and fortunately I am bringing one of the most talented teams ever with me into the fray.

 

Our sleeves are rolled up. We have our war paint on. We are ready for battle.

 

What… you want details? Some more meat on that bone? Oh, alright.

 

After I took over I have had several exciting and incredibly inspiring meetings with the team where we have evaluated the game and looked at what we want to do to improve and expand upon the game in the months and even years to come.

I am very happy about how quickly the team is delivering the new updates; the fact that we have released three solid content updates in less than three months after launch is a good indicator of our commitment and we hope that our subscribers feel that they are receiving the value they deserve. Going forward we will continue to crank out more content-laden updates. And while parts of our team are already working on creating the content that will be introduced to the game next year, we are also hard at work wrapping up Issue #4 which will be in not too long, as well as Issue #5 and Issue #6 that will appear in the next few months.

 

‘Issue #4: Big Trouble in the Big Apple’ is going to be a treat for people who enjoy amazing battles. We are packing tons and tons of good stuff into that update that truly builds on the strengths of the game. We are reaffirming the strength of the modern-day setting by introducing the first raid set in a devastated New York City where players must battle a towering Eldritch horror in the ruins of Time Square. And you can forget about trash mobs and gunning it to get to the end boss as fast as possible; in true ‘The Secret World’ style we will be using the raid to tell a story and immerse our players into our world’s rich atmosphere.

 

Of course, Issue #4 has plenty of other content as well. We’re introducing the second auxiliary weapon – the Chainsaw – to add even further depth to our freeform progression system. We are also opening the doors to the Albion Theatre in London where players can put on plays for each other and receive rewards. It may sound like a small thing, but I am excited about the fact that we can provide our role-playing community with more content and that we can make London, which is our primary social hub, an even more interesting place for players to hang out.

 

I am also happy to reveal that Issue #4 will be introducing one of the most requested features during Beta: reticule combat. This is something I wanted to bring into the game from the moment I put on the Game Director shoes as I feel it makes combat a lot more direct and exciting. We are not forcing it upon anyone, though. You will be able to freely switch between traditional targeting and the reticule depending on what you feel is best for you.

 

I will actually be showcasing this feature in a livestream that will be held Friday, 12th of October. We will provide everyone with the details on how to tune in as we get closer.

 

Now all of that is short-term stuff, Issue #4 will be hitting the live servers in not too long. We are, of course, also making plans that stretch well into the future.

 

I have often encouraged journalists to make the comparison between the game and a television series. We launched with the first season, and we are winding towards the big end-of-season cliff hanger, which will then kick off the second season. Questions will be answered and replaced with entirely new questions as you dig ever deeper into the secret world. The second season will include a wealth of new content, including Tokyo, a major new region that brings with it new monsters, myths and legends to the game.

 

Our ambition is not just adding more content and fleshing out more of the storyline. We want to make improvements and enhancements to the core gameplay and mechanics of the game.

A few concrete examples include the work we are currently doing on improving the animations in the game. We know this was one of the major complaints both in the beta and after release, and we are looking at how we can make player animations feel more fluid and natural. This entails implementing an entirely new animation backend for the Dreamworld engine, which will allow us to make improvement in both ‘The Secret World’ and future Dreamworld projects.

The systems team is also taking a close look at the current abilities in the game and will be attempting to make sure that every ability has its place and that nothing feels like filler. We are also looking at combat and how to make that even better experience. You will see some of the changes coming on the new auxiliary weapons, and then, as time permits, we will be going over some of the older abilities and freshening them up with new mechanics.

 

One of the things that players have requested we improve on is the secret society conflict. I feel this is perhaps the feature we strayed furthest from for launch. We did a good job of establishing the identity and feeling of three unique factions, but I do not think we managed to firmly establish a conflict between those factions in context with the gameplay. So the team is designing several features which will serve to bring this conflict back to the forefront, and while it is a little early to talk about what they are, I can say that I am really excited about their potential in tying together both PvE and PvP into the overall conflict.

 

Another thing we are working on which I am really excited about is what we internally like to call ‘puzzle raids’. One of the most heralded features of ‘The Secret World’ at launch were the investigation missions that merge adventure-game puzzle-solving based on real-world research and brings it into an MMO setting. ‘Puzzle raids’ are sort of group investigation missions and a throwback to our alternate reality gaming (ARG) roots which ‘The Secret World’ were such an important part of the game prior to launch.

 

How do they work? Well, for example, in London there are red phone boxes scattered all over town. One day, those phones will begin to ring. Answering those phones simultaneously with a group of people will provide every member of the raid with a single phrase…

 

… and there you go, tumbling down the rabbit hole.

 

‘The Secret World‘ is a journey, one that began as an idea in the mind of Ragnar Tørnquist then grew to envelop a development team, a community and finally hundreds of thousands of players all over the world. We have created a game that offers something unique not only to MMO gamers but to anybody who enjoys mature, intelligent gameplay and interesting characters in a darkly detailed world.

 

We are committed to this journey and we are committed to the unique vision of ‘The Secret World’. Together – heads unbowed – let us continue to battle the rising darkness.

 

Oh, and before I forget: we would greatly appreciate it if you helped us spread the word by sending your friends and family to our website where they can register for the free trial. I have heard the Illuminati, the Templar and the Dragon are all looking for new recruits!

 

Sincerely,

Joel Bylos

Game Director

What’s your take on the post: does it give you a good idea of where Funcom are thinking of taking TSW?

The Secret World Halloween Event

Secret World HalloweenIn case you missed it, over at Funcom Senior Designer Tanya Short has posted a blog on the upcoming Halloween event for The Secret World.

It’s due to hit around the 15th October, and its epicentre is going to be Kingsmouth, so more advanced players will get to return to a starting area for some fun. Madame Rogêt and Deputy Andy get an increased role in the story and there’s a new PvE role for the Stonehenge area.

Have a read of the full post here but be aware there’s some potential spoilers so if you’re a purist who likes to be surprised, then maybe stay right here.

Over to you: are you pumped for the Halloween event?

SWTOR 1.4.1 Patch Notes

The servers are back up and there’s a shiny new patch in place: 1.4.1. The Consular and Inquisitor get some bug fixes as far as classes go, but there’s lots more than that.

Here’s the full patch notes for you:

1.4.1 Patch Notes

10/9/2012

Classes and Combat

Jedi Consular

Shadow
Kinetic Combat
          • Stasis no longer prevents Force Lift from breaking on damage and making its target take less damage.

Sith Inquisitor

Assassin
Darkness
        • Eye of the Storm no longer prevents Whirlwind from breaking on damage and making its target take less damage.

Companion Characters

General

      • Companions now respect “hide helmet” settings in cinematics and when speaking.

Companions

Xalek
      • The “Unify Color” option now works with Xalek’s Pants in combination with Neophyte Robe.

Crew Skills

General

    • Crew Skill Missions now return the correct (higher) amount of materials.
    • Players can no longer consume schematics that they already know.

Flashpoints and Operations

Flashpoints

Maelstrom Prison
        • Grand Moff Kilran’s Fifth Fleet Troopers and Gunners now correctly despawn if the player group is defeated.
The False Emperor
        • Jindo Krey’s ship can now be properly destroyed.

Operations

Explosive Conflict
        • Calibrating Shot (used by Imperial Siege Droids) now reduces damage taken by a smaller amount per stack.
Eternity Vault
        • The correct (higher) amount of Rakata and Columi tokens is now dropped in 16-player modes of Eternity Vault.
Karagga’s Palace
        • The correct (higher) amount of Rakata and Columi tokens is now dropped in 16-player modes of Karagga’s Palace.
Terror from Beyond
      • Killing a tentacle while the Terror from Beyond is enraged in phase 2 now properly damages the boss for 5% of its health instead of 15%.
      • In 16-player Hard Mode, the Terror from Beyond’s enrage timer has been increased to 9 minutes.
      • The Tunneling Tentacle buff on the Terror from Beyond no longer appears in Story Mode.

Group Finder

  • Players are no longer able to revive in place while in a Group Finder Operation or Flashpoint.
  • Personal starships now remain docked at their previous location when the player returns from a Group Finder instance after traveling to it from their ship.

Items

  • The Marauder’s Battlemaster head piece no longer allows body type 3 heads to clip through it.

Legacy

  • Elements of the Legacy panel now update without needing the player to log out and back in.

Missions and NPCs

General

      • Weekly missions can now be acquired consistently.

Missions

Hoth
        • Keeping Secrets: This bonus mission now properly grants experience.
Jedi Consular
      • Chaos and Harmony: Syo now attacks players correctly.

PvP

Warzones

General
        • Same-faction matches now play the correct voiceovers.
Alderaan Civil War
        • Players hit by a knockback while riding a taxi are no longer occasionally killed instantly.
Voidstar
      • Voidstar matches no longer occasionally end early and grant a win to the incorrect team.

UI

General

      • Players can once again right-click names in chat to open the context menu.
      • The “Hide Helmet” option is no longer located in the preferences. It can be accessed via the character window.

Galactic Trade Network

    • The GTN now interprets multi-word searches using “and” instead of “or,” returning narrower results as intended.
    • Items on the GTN can now be properly filtered by the Strength stat.

Miscellaneous Bug Fixes

  • Corrected an issue that caused some female Mirialan characters’ eyeballs to be visible through their eyelids when blinking.
  • Corrected a very rare issue that could cause the incorrect character to be deleted. This could only occur when a player deleted a character immediately after renaming it such that it moved in the character select list due to alphabetization.
  • Grouped characters can no longer become stuck on another player’s starship.