You, Robot – Part 2: Your companion as a lethal fashion accessory

Welcome to Part 2 of a three-part series on companions. You can view Part 1 here and you can download the most amazing Companion Stats Uber-Mega-Omnibus right here!

Combat is like fashion: you don’t want to be wearing the wrong thing for the occasion. Just as a bow tie and a thong might be appropriate attire at certain events, it may also be like using a Glock 26 for sniping. In other words, a poor choice that attracts the wrong kind of company.

From the time your first companion joins you, the advantages become obvious. Instantly you have someone to cover you, draw fire or in many other ways be the ying to your character’s yang. For most classes this means you get a DPS or Tank with melee or ranged abilities, whichever is complimentary to your own skillset. Only the Bounty Hunter gets a dedicated healer.

So are companions much more than a bipedal pet class? Simply put, yes they are. Functionally the mechanic is familiar, with a dedicated toolbar offering attacks and stances. The big difference is the versatility of control. Using various combinations of the AI toggles you can set certain abilities to operate automatically or manually. Don’t want your companion to use AoE when tackling an enemy? Turn it off. Do you want to choose when your companion uses their most devastating attacks? Go for it! Your companion’s toolbar can be expanded for full control or minimised if you’re letting them run on automatic, either way you get a lot of flexibility with this system.

Aside from them letting you take on many Heroic 2+ areas (in case you can’t find or don’t feel like dealing with another player), they’re also handy if a player bails out of your group halfway through. If this happens the group leader can select which companion of the remaining group members can jump in and fill the gap. While a last minute sub like this is not ideal and can’t realistically replace a capable human player, it can make the difference in completing the raid or gazing at the screen in abject defeat and wondering why you have no chicken.

Speaking of chicken, (no, not really, I just can’t think of a seque), there’s the ability to customise your companion’s skin colour and dress. While the initial selection of customisations is restricted, more customisations become available throughout the game. To be honest, I didn’t like this system as the customisations became available far too long after your companion initially joined you. It broke immersion and disrupted the emotional connection that Bioware work so hard to build. Happily this has changed with one of the recent patches. You now get to customise your companion as soon as they hitch their carriage to your train. Not only is this less jarring, it also means there are fewer identical companions running around the origin worlds.

So that’s the face and hair taken care of, what about the threads? As with your character, a little sartorial augmentation works wonders. Companions use the same core-stat system and need gear with the correct primary stat to do you the most good. They don’t have any relic slots, but that won’t matter until after level 15 – they also only have a single implant slot. The exceptions to this are the ship droids whose requirements are more… umm… mechanical, but they still use ear and implant slots, can ‘bear’ blaster pistols or rifles (main hand) and shields or generators (off-hand). Except that’s not entirely true. While they have slots for blaster weapons, they can not be equipped. There are hints that this may change but for the moment they are only useful as healers who will throw the occasional punch.  It’s also worth noting that companions can’t equip any item with light/dark side requirements, although they can use crystal mods.

Then there’s the troubling issue of ‘Affection’. No, actually that’s a lie. Affection isn’t that tricky at all, in fact you would have to work very hard to get them to hate you, except at certain pivotal points in their stories. In general any +affection you get is substantially greater than any negative awards. So it’s almost always a net gain. In any case it’s easy enough to buy their love although you need to know their tastes first (see the guide). The ship droids are (again) an exception. At present you can’t increase their affection, gifts or no gifts, so an absence of trinkets won’t reduce the menu planning or random cushion stuffing. Another little trick is to dismiss your companions (when practical) if you don’t think they’ll like your upcoming conversation choices. What they don’t hear, won’t hurt you.

You might be asking yourself why you should care what a companion thinks of you but there are practical advantages particularly in crafting, which is the exclusive province of your companions. Since it’s a fairly broad topic I’ll be covering that in the last article of this series, because, if you’re anything like me you just want to get on playing the game and won’t bother with this until later – which would be a mistake.

Just like that bow tie and thong.

Patch 1.1.2 is live

Tuesday’s maintenance is all done, so on logging in you’ll see that Patch 1.1.2 is live. We’ve already had a handful of reports that the patch has delivered benefits as far as general playability.

I can even vouch for that after a bit of post 1.1.2 playtime: I’m seeing a lot less lag / ability delay. How about you: are you seeing any issues you’d thought would have been resolved?

Server downtime Tuesday 7th Feb

It’s the bog standard weekly maintenance tomorrow night (Tuesday). Details below, but the time conversions are:

7pm – 11pm AEDT

4pm to 8pm AWST

9pm – 1am NZDT

While you’re twiddling your thumbs, be sure to check out our stories from the past week, suggest a question to be put to BioWare’s Stephen Reid this weekend,  suggest an Oceanic server name, or just have a laugh.

Scheduled Maintenance

Date: Tuesday, February 7th, 2012

Time: 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) until 6AM CST (4AM PST/7AM EST/12PM GMT/1PM CET)

All game servers will be offline during this period. This maintenance is expected to take no more than four hours.

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.

SWTOR: ‘Out Now’ in Australia

.. well at EB Games at least. As we reported around a month ago, copies of SWTOR have been able to be purchased in Australia from a range of retailers. Initially it was all a bit ‘unofficial’, with initially you needing to ask if there were any copies out the back.

That’s well and truly out the door, as I discovered on walking into an EB  Games store today. There was the game and its little buddy the game time card, sitting there in the ‘Out Now’ section:

So all we need is the excuse for a party called the Launch, some Oceanic servers and I think we’re good to go. What do you think?

Heavy Damage: Tricks of the PvP Trade Part 2

Heavy Damage is our weekly Tanking column – if you have suggestions of what you’d like covered, drop our resident Tank, Alec Bailey a line. Part 1 of this PvP roundup covering Huttball can be found here.

This week I will be going over some strategies for the Voidstar Warzone. Voidstar  involves two teams, offensive and defensive, fighting to plant or defend from the planting of bombs on blast doors. There are three sets of doors, along with two consoles that shut down ray shielding, allowing access to the second and third door. As there are two different strategies for offense and defense, I will break each Tank’s role into each category.

On the Offensive!

General Strategies 

Strong siding – a great strategy if you’re a Tank or not. Have your whole team attack one door for the first minute or so – putting a lot of pressure on one side will weaken the other side, sometimes so much that no-one is even guarding it.  Strong side is a great strategy if you have some Stealthers to attack the weak side when it’s vulnerable.

Draw them out – Leading the defense away from the doors into the middle is a great way to slip some players past to arm the bombs, this can be done pretty easily by using your pulls and ranged attacks to bring them in to the range you want.

Call it out – let your team know when you’re planting so they can swarm and defend your plant.

Advanced  Class Strategies

Vanguard – I use my Vanguard on the offensive like a walking damage reducer. Explosive Surge and Ion Pulse are used as often as I can to lower every enemy target’s damage output. When assaulting the doors I usually use my Guard ability on a Sentinel or Scoundrel, because they’re going to be putting out a lot of damage but are very squishy and go down fast. Keeping your damage dealers alive helps a lot on the offensive. Mortar Volley is key when getting those pesky bomb planters interrupted, it is also very useful when a fellow tank has several enemies grouped around him. Harpoon is also a great PvP utility skill, use it to pull attackers off of healers or damage dealers – it is also great when rooted to bring those Sorcerers close enough to Rifle Stock and Gut.

Shadow – I use my Shadow as a stealth planter. I have my team assault one  door then I sneak off and plant a bomb. Shadows are also, in my opinion, the best for defending a bomb planter. When your teammate is planting a bomb, watch his back and if anyone starts getting close use Force Wave to send them flying. If it’s a ranged class, hit them with one of your stuns. Force Wave is also very useful on the bridge before the second set of doors – if any defenders are foolish enough to venture that far out, use it to blast them off the bridge for a quick kill or two. Force Speed is very useful after the second doors have been breached – I use it to get to the farthest console and shut down those ray shields.

Guardian – The Guardian does well at defending the bomb planters with his own set of skills. Saber Throw is great to get a quick hit on someone that’s trying to defuse a planted bomb. Force Sweep (when properly specced in the talent tree) is great for lowering your opponent’s accuracy, effectively lowering their damage output.  Force Push is a great ability to keep people off the bomb planter, and pushing them off the bridge before the second set of doors.

Guard it with your life!

General Strategies

Spread evenly – never leave one side unguarded, always have at least two people guarding a door, even if the other team is strong siding hard. Keep a tank and a healer on the other door. A Tank and a damage dealer works well too, but having a healer insures you’ll stay on your feet long enough to get reinforcements.

Stick close – don’t let the attacking team control where the fight takes place, stick close to the doors and pull them in with Harpoon, Force Pull, etc.

Call it out – Just like on Defense, let your team know what’s going on. Communication is a key to victory.

Advanced Class Strategies

Vanguard – When playing defense I use a very similar strategy as I do when playing offense. Ion Pulse is still used to lower opponent damage. Explosive surge is great for interrupting the bomb planters – if you don’t have time to get close up, use your Mortar Volley. Usually when assaulting I guard a healer and ask him to stick close. Having a healer to keep you standing in Voidstar can help you rack up some serious medals and defend from bomb plants. Harpoon is great on the defensive to pull enemies off a door they are trying to plant the bomb on. Don’t forget to throw those Cryo Grenades on enemies who are attacking your Guard target.

Shadow – When defending with my Shadow I use my Force Breach and Force Wave to interrupt any would be bomb planters. As with the Vanguard I recommend placing Guard on a Healer and asking them to stick close. Force Pull is great for getting enemies off the doors. Again, when assaulting the second doors keep watch for the opportunity to Force Wave opponents off that bridge. Don’t forget all the utilities this class has like its stuns and slows, they’re invaluable in slowing the enemies assault.

Guardian – The Guardian plays its defensive game a lot like the Vanguard does – very close to the offensive game with a few slight change ups in strategy. Saber Throw is now used as an interrupt for bomb planters. Force Sweep is another great ability to break a bomb planter off the door. Force Push is great for setting up Force Leap, or getting planters off the door. As with the other two classes, I suggest guarding a Healer. Force Leap is a great skill in PvP or PvE and I find myself using it a lot to close distance and throw a Taunt on enemy players. Challenging Call is another great ability for lowering the enemy team’s damage output.

 

Remember if you’re really wanting to get far in PvP, group up or guild up. Also when in the Warzones your Taunts are extremely useful to your teammates to lower damage output, so don’t be afraid to toss them out as soon as they’re off cool down.

As always, keep your team alive and stay frosty.

May the Force be with you!

SWTOR Quick Start Videos: first one released

BioWare have started to push out some tutorial videos to further flesh out their help / support offering. The first one is a brief look at logging in for the first time and creating your character. Being the cynical, world-weary SWTOR veteran I am, I initially thought this would be a pretty tedious video even for someone starting out with the game.

I’m here to say I actually learnt to things from the video – you can preview your character’s voice before choosing it, and you can lock individual facial elements before randomising others. I obviously rushed through the character creation screen!

Have a look for yourself:

[Read more…]

Suggestion Box: Oceanic server names

Another weekend, another issue to chew over. Actually, this week there’s two. The first one is a direct call for your input: in a week’s time we’ll be chatting with BioWare’s Stephen Reid and we want YOUR questions to ask him. So head over here and post your questions in the format described in the post!

For discussion right here, right now, is a little bit of speculation about Oceanic servers. In particular, what names would you like to see them have?

Feel free to suggest either a more ‘official’, lore-friendly option or go all out and suggest some humorous / catchy / funky ones. For what it’s worth I’m thinking DragonFinn for a name – as both Australia and New Zealand claim ownership over both Dragon and the Finns 😉

Fire away!

Upcoming: Stephen Reid Q&A on TOROZ

We’re very pleased to announce that we’ll be recording an interview with BioWare’s Senior Community Manager, Stephen Reid, on Episode 26 of our Flash Point podcast. We’ll be recording on the 11th February, but in the lead up we’d love YOUR questions for Stephen Reid on anything SWTOR-related.

How to have your question asked

BioWare haven’t placed any rules on what can be asked, but I do know they won’t be able to talk about the Oceanic launch as details aren’t finalised as yet. Aside from that, the sky’s the limit. So here’s what to do to be on with a chance to get your question asked:

1. Ask something that a lot of your fellow players may be interested in.

2. Ask something that hasn’t been answered 33 times before.

3. Ask it constructively – if you’ve got a gripe that you think a lot of people have, then put it forward but do it nicely. We of course reserve the right to not ask anything that’s obvious trolling, contains inappropriate language or defamatory comments.

4. Post your question in comments on this post only, INCLUDING the name you’d like attributed to you when we ask the question of Stephen. A rough location (state, territory or Island in Oz / NZ would be fine if you don’t want to get more specific). And yes we will ask questions from outside the Oceanic area if they’re good ones.

5. We ideally need your questions by midnight Monday 6th February AEDT / 9PM AWST / 2am Tuesday the 7th NZDT, as we’ll be shooting of some of the more in-depth questions to BioWare so they can ask the devs to clarify anything needed prior to the podcast.

6. That’s it!

Obviously we can’t ask every question but we’ll put forward as many as possible. We’ll aggregate common questions to save time as well. The podcast will be up for listening by midday on the 11th February AEDT, around 90 minutes after the podcast is recorded. Later that day there’ll also be a transcript available for dissection.

So get posting in comments!

[photo courtesy of Tor Wars]

Server downtime tonight 2nd February

Some more downtime unfortunately tonight 7pm-9pm AEDT, 4pm-6pm AWST and 9pm-11pm NZDT:

Since the latest patch (1.1.1), we’ve been seeing reports about players dealing with hitching and freezing issues. As an effort to alleviate these issues for affected players, we will be performing maintenance tonight starting at 2AM CST, but we don’t expect it to go beyond two hours. We apologize for any inconvenience, but we hope that this will resolve these issues for those players affected by them. This is a server-side only update and will not require a download.

Maintenance

Date: Thursday, February 2nd, 2012

Time: 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) until 4AM CST (2AM PST/5AM EST/10AM GMT/11AMPM CET)

All game servers will be offline during this period. This maintenance is expected to take no more than two hours.

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.

SWTOR Patch 1.1.2 details released

Patch 1.1.2 for SWTOR is now up on the public test server, and there’s a bunch of fixes in there as expected. The key ones for a lot of people are further improvements to ability delays and general system responsiveness. There’s also a bunch of class fixes / changes so read on for the full kahuna:
Star Wars™: The Old Republic™ – 1.1.2 Patch Notes

Classes and Combat
General

  • Improved response time for ability activation requests in low-framerate situations.
  • Implemented further improvements to ability responsiveness and client-side anticipation of ability executions.
  • The activation bar now appears at the correct time (when the activation of an ability begins) and disappears when activation is complete.
  • If Sprint was active when a player died, it now remains active when the player is revived.
  • Abilities on cooldown are now more easily distinguished from abilities that can be used.

Jedi Knight

Sentinel

  • Pacify: This ability can no longer be used on Operation Boss enemies.

Watchman

  • Plasma Blades: Now increases damage dealt by burn effects by 5% per point.
  • Searing Saber: Now correctly modifies the critical damage dealt by burn effects.
  • Changes to Searing Saber and Plasma Blades result in an overall increase in Damage Per Second.

Sith Warrior

Marauder

  • Obfuscate: This ability can no longer be used on Operation Boss enemies.

Annihilation

  • Hemorrhage: Now increases damage dealt by bleed effects by 5% per point.
  • Bleedout: Now correctly modifies critical damage dealt by bleed effects.
  • Changes to Hemorrhage and Bleedout result in an overall increase in Damage Per Second.

Jedi Consular

General

  • Unity: Now properly provides damage reduction when used.

Shadow

  • All Techniques now cost 100 Force.
  • Force Technique’s Force Breach now also deals damage when applied. Overall damage dealt by this ability has not changed.

Kinetic Combat

  • Technique Mastery: No longer increases the duration of Force Technique’s Breach effect. It now increases the damage dealt by Force Technique.
  • Particle Acceleration: This skill now also triggers from Spinning Strike. It now triggers from damage dealt (rather than ability use) such that each hit of Spinning Strike, Double Strike, and Whirling blow have an individual chance to yield the Particle Acceleration buff. The chance to trigger has been reduced to 30% per hit, and it now properly increases the critical damage dealt by Project when a Force Potency charge is consumed.
  • Harnessed Shadows: Stacks of Harnessed Shadows now last 30 seconds. Using Slow Time now yields a stack of Harnessed Shadows.

Infiltration

  • Circling Shadows: Now requires the purchase of the Shadow Technique skill. Shadow Technique must be active in order to trigger the Circling Shadows buff. This skill now also triggers from Spinning Strike.

Balance (Shared Tree)

  • Force Focus: Now additionally lowers the cooldown of Force Breach while Force Technique is active.
  • Force Strike: Now triggers from activating melee attacks that hit a target affected by Force Technique’s Breach effect. This effect now triggers more easily but cannot trigger as frequently.
  • Force in Balance: Heals the caster for 1% of maximum health for each target struck. This healing effect can no longer crit and no longer consumes Force Potency charges.
  • Psychic Absorption: Now doubles the amount of healing generated by Force in Balance and Focused Insight.

Sith Inquisitor

Assassin

  • All Saber Charges now cost 100 Force.
  • Lightning Charge’s Discharge now also deals damage when applied. Overall damage dealt by this ability has not changed.

Darkness

  • Charge Mastery: No longer increases the duration of Lightning Charge’s Discharge effect. It now increases the damage dealt by Lightning Charge.
  • Energize: This skill now also triggers from Assassinate. It now triggers from damage dealt (rather than ability use) such that each hit of Assassinate, Thrash, and Lacerate have an individual chance to yield the Energize buff. The chance to trigger has been reduced to 30% per hit.
  • Harnessed Darkness: Stacks of Harnessed Darkness now last 30 seconds. Using Wither now yields a stack of Harnessed Darkness.

Deception

  • Induction: Now requires the Surging Charge skill to be purchased and requires that Surging Charge is active in order to trigger the Induction buff. This skill now also triggers from Assassinate.

Madness (Shared Tree)

  • Crackling Charge: Now additionally lowers the cooldown of Discharge while Lightning Charge is active.
  • Raze: Now triggers from activating melee attacks that hit a target affected by Lightning Charge’s Discharge effect. This effect now triggers more easily but cannot trigger as frequently.
  • Death Field: Heals the caster for 1% of maximum health for each target struck. This healing effect can no longer crit and no longer consumes Recklessness charges.
  • Devour: Now doubles the amount of healing generated by Death Field and Parasitism.

Smuggler

Gunslinger

Sharpshooter

  • Diversion: This ability can no longer be used on Operation Boss enemies.

Imperial Agent

Sniper

Marksmanship

  • Diversion: This ability can no longer be used on Operation Boss enemies.

Bounty Hunter

Powertech

Advanced Prototype

  • Hydraulic Overrides: Visual and sound effects are now easier to recognize.

Trooper

General

  • Troopers can now access their ship after leaving and returning to Corellia within 30 minutes.

Vanguard

Tactics

  • Hold the Line: Visual and sound effects are now easier to recognize.

Companion Characters
General

  • Companion Characters no longer occasionally appear unclothed when summoned.

Companions

Doc

  • Crazy Talk (mission): Male characters can now complete the conversation related to this mission.

Crew Skills
Crafting Skills

  • Crafting skills no longer inform the player that no missions are defined for the Crew Skill.

Biochem

  • Energized and Exotech stims and adrenals no longer require Biochem to use.
  • Energized and Exotech stims and adrenals are no longer bound, allowing them to be traded or sold to other players.
  • Rakata reusable stims and adrenals have been reduced in power, providing buffs equal to Energized stims and adrenals.
  • The Exotech Med Unit schematic obtained from the Eternity Vault Operation now functions properly and can be learned.

Gathering Skills

  • Slightly lowered the amount of resources gathered from harvested droids and creatures.

Flashpoints and Operations
General

  • Players are now able to obtain destined loot from chests when Master Looter is enabled and they are not the Master Looter.

Flashpoints

The False Emperor

  • Jindo Krey’s ship no longer occasionally enters a state that prevents it from taking damage.

Kaon Under Siege

  • Infected Mercenaries can no longer permanently stun players.

Operations

Eternity Vault

  • Soa no longer resets if he uses Mind Trap on the main tank.

Karagga’s Palace

  • The chest that is awarded for defeating Karagga on Nightmare Mode no longer appears partially inside a wall and now properly spawns.
  • Foreman Crusher’s Perforating Rend now correctly applies itself to targets caught within the conical attack.
  • Jarg & Sorno: The Carbonizer Probe no longer disappears if all of the players who attacked it died before the Carbonizer Probe was destroyed.
  • Karagga no longer appears above portions of the walls during the fight.

Items
General

  • Rakata weapons are now correctly rating 140 and are fitted with mark 25 modifications. These items were previously less powerful than intended.
  • Battlemaster Bags now contain more Champion Commendations.

Vendors

  • It is no longer possible to purchase items while holding down the Shift, Alt, or Ctrl keys.

Legacy
General

  • The Legacy Experience required to advance to Legacy Levels beyond 20 has been increased.

Missions and NPCs
General

  • Commendation rewards for Hard Mode Flashpoint daily and weekly missions and Operation weekly missions have been increased.

Missions

Imperial

  • General Faraire: Khourlet’s Elite Guards no longer hide behind a door, preventing progression in this mission.
  • Last Stand: Players are now able to complete this mission as long as the Voss Scholars are inside the prison cell.
  • The Big Show: Using Force Cloak, dying, or leaving the phase while on the step “Defeat the Screaming Blade Cultists” can no longer cause the necessary NPCs to disappear and prevent mission progress.

Republic

  • Leave Nothing Behind: The Frozen Biomass Container now remains lootable if the loot window is closed.
  • Most Wanted: A mission item can no longer be rolled on if it is looted while the player is in a group.
  • Need to Impress: Players can now speak to Ambassador Jannik if they have already completed the mission Gormak Country.
  • The Lightspring: The toughness of Vaverone Zare and Nariel Pridence has been decreased. This mission can no longer be failed.
  • The Shadow Fist: Mission progress for players who are on this mission has been reset to the first step. Players can no longer become locked out of the stealth generator room.

Bug Fixes

  • Bonus Series missions on Tatooine can now be abandoned.

PvP
World PvP

Ilum

  • Particle Cannons can no longer be permanently disabled.
  • Players now receive notification when they kill a target that is not worth Valor due to being killed too recently.

Space Combat
General

  • The speed of enemy Ion Cannons has been reduced to improve balance in high-level Space Combat Missions.

UI
General

  • The reverse engineering button no longer occasionally disappears after a crafting skill is initially learned.

Miscellaneous Bug Fixes

  • Loading screens no longer appear in low resolution if the player selects the low-resolution texture option in preferences.
  • Facial animations no longer fail to play correctly in some instances.
  • During brief teleports, the splash screen does not appear incorrectly over loading screens.
  • Players will no longer experience limited audio, black portraits, or the inability to initiation conversations when they reconnect after being disconnected.

Bioware at GDC 2012 talking SWTOR

The 2012 Game Developers Conference program is starting to take shape, and I noticed one very relevant pair of speakers to those following SWTOR, who’ll be presenting a session called “There is Another… Darth Vader SWTOR – Creating A True Competitor in the AAA MMO Space”:

SPEAKER/S: Richard Vogel (Bioware) and Dallas Dickinson (Bioware)
DAY / TIME / LOCATION: TBD
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Production , Business and Marketing and Management / 60-Minute / Lecture / All
DESCRIPTION:

A discussion of how SWTOR has managed to get into a position to shake up a space that has been dominated for 7+ years by one game.
– Ensure a smooth launch at scale
– Broaden the market and bring in non-MMO gamers
– Innovate carefully
– Triage – always
– Build enough content so that there is no obvious “Content Horizon” where your high-quality content disappears.
– Test early and often
– Scale a team to meet those challenges.
We will discuss all of this with reference to SWTOR, WoW and major other MMO launches of the past 7 years.
TAKEAWAY: Audience will come out with an understanding of what it has taken (and will take in the future) for developers to create MMO experiences on par with the current top games. There will be some broader discussion of the Online space (beyond MMO, beyond Subscription MMO, etc) as well.
INTENDED AUDIENCE: Anyone interested in MMO development or publishing, as well as people interested in the spectrum of Online games (from Subscription MMO all the way to F2P online game).

What are your thoughts on the claims being made in the outline of the talk: are the BioWare team being modest or over-reaching in their claims of success to date? All I know is I’d like to be there!

SWTOR Guild Summit March 2012

BioWare have announced a guild summit to be held in Austin Texas between the 4th and 6th of March this year i.e. in just under 9 weeks time. It’s an invite-only event but they have some places left if you can get yourself over to the US at your own expense in March.

Read on for the full details:

Today, we are pleased to announce the first ever Star Wars™: The Old Republic™ Guild Summit, being hosted in Austin, TX in March. Over the course of a few days, guild leaders from around the world will gather together to discuss the state of the game with the developers from BioWare Austin. Guild leaders (or a designated officer in the event of a guild leader being unable to attend) will participate in Q&A sessions with developers, roundtable feedback discussions, and will get a preview of some upcoming game features.

The goal of the summit is to facilitate an open discussion between guild leaders and the game design team. This event will provide an opportunity for attendees to voice their feedback directly to the teams responsible for the design of Star Wars: The Old Republic, hear the team’s thoughts and reasons behind design decisions, and discuss the current direction of the game.

The Guild Summit will be hosted from March 4th – 6th, 2012 at the DoubleTree Hotel Austin. Due to space limitations, the event will be invite-only. We’ve already invited guilds of various backgrounds and sizes to the Summit, from Endgame to Role-playing to PvP guilds, but we’ve got some space left for additional guild leaders who wish to attend. We ask that interested leaders submit an application, which can be found at this link.* Guild leaders will be evaluated based on the information provided in their application.

While we welcome applications from guild leaders from anywhere in the world, please be advised that the Summit will be conducted entirely in English. Applications will be accepted until 11:59PM CST (GMT -6) on February 10th. If you have any questions regarding the event, send us an email at guilds@swtor.com!

*Must be 21 or older to attend. Guild leaders selected to attend are responsible for all of their travel, food, and lodging expenses.

Over to you: has your guild been invited? If it has, we’d love to hear from you and discuss you covering the event on behalf of other Oceanic guilds. Drop us a line if you’re interested in doing that.