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  • Hyperspace Beacon: Sithing up for PAX East

    by 
    Larry Everett
    Larry Everett
    03.08.2011

    If you haven't been paying attention, then you wouldn't know that Star Wars: The Old Republic is going to make a huge appearance at PAX East this year. However, unlike past appearances, this presentation is all about giving the fans a first-hand experience with the game. The SWTOR community team has promised Flashpoints, Jedi classes, and origin worlds that the fans can see, hear, touch, and feel. For a fan who has been following the game since before October of 2008, this is far more exciting than any on-stage performance. With all of the hoopla, it may be difficult to know every single thing that is going on. And as your guide through the vastness of hyperspace, I should give you a guideline so you do not miss a vital piece of the event. Follow me after the cut for a breakdown of the planned events and some suggestions for things to do while attending PAX.

  • SWTOR says BAM! is the word for today's update

    by 
    Larry Everett
    Larry Everett
    03.04.2011

    Big news exploded from the Star Wars: The Old Republic camp today. We knew BioWare was going to be at PAX East this year, but we knew nothing of the team's specific plans. In today's updates, the SWTOR devs not only revealed more about the Bounty Hunter profession as we predicted from yesterday's IGN video reveal but also told us that visitors to their PAX booth would be the first of the general public to play the Taral V flashpoint. The Bounty Hunter page has been overhauled to reflect the advanced classes of Powertech and Mercenary. On the starships page, catch the detailed specs of the Kuat Drive Yards D5-Mantis Patrol Craft -- or the D5-Mantis, for those who think KDYD5MPC is a silly acronym. Mako, the Nar Shaddaa slicer, was officially revealed as a companion for the Bounty Hunter. Also, don't forget the Rattataki species on the inhabitants page. SWTOR fans who were waiting on endgame reveals will hopefully be going to PAX East this year. You will be able to play a Trooper, Smuggler, Jedi Knight, or Jedi Consular in the Republic Taral V flashpoint, with Lead Designer James Ohlen and Lead Writer Daniel Erickson in the booth to answer all your questions. While you're at booth 912, don't forget to ask for your invitation to the Community Meet and Greet, which starts directly after the booth closes Saturday night -- the event's at the Westin Boston Waterfront hotel right next to the convention center. %Gallery-118438%

  • SWTOR fans ask whether Sith are evil and how Crew Skills work

    by 
    Larry Everett
    Larry Everett
    02.08.2011

    It is always refreshing to fans when developers sit down with them to answer their questions. In recent months -- specifically, when the community team added David Bass -- many Star Wars: The Old Republic fan podcasts, websites, and the official forums have received more traffic from developers. Corellian Run Radio aired an interview with Senior Community Coordinator Joanne Laroche; TOR-Talk spoke to Senior Community Manager Stephen Reid; the TOR Syndicate also had a guest appearance from Stephen Reid. This week is no exception. SWTOR fan site AskAJedi.com was able to sit down with Lead Systems Designer Damion Schubert to talk about Crew Skills. Lethality asks some very specific question regarding how a player earns different types of crew skills, what effect Crew Skills have on companions, and how player hubs will survive with so much activity happening on individual ships. Schubert shies away from none of those questions. On the official forums, Lead Writer Daniel Erickson confronts the are-Sith-evil question head on. "We can get into endless philosophical discussions about whether anything is actually evil or actually good but if we are speaking from our modern, western view on the concept of evil then the Sith clearly qualify," Erickson explains, further clarifying that this does not limit the path of your character. Check out the full Crew Skills Q&A on AskAJedi and Erickson's complete explanation on the official SWOTR site.

  • Lead writer rounds up everything we need to know about the SWTOR treaty

    by 
    Larry Everett
    Larry Everett
    01.20.2011

    The Treaty of Coruscant is the pivotal document in the cold war between the Sith Empire and the Galactic Republic in Star Wars: The Old Republic. However, there are many confusing points regarding this treaty. First and foremost, why would a nation hell-bent on conquering the galaxy stop short with only half? There appears to be a hidden agenda here. The SWTOR Lead Writer Daniel Erickson took some time yesterday to post a round-up of information that we know about this treaty. A couple of strong points of contrition regarding the treaty were the timing of withdrawal and the severity of the "punishment." Essentially, the Republic was a conquered nation, yet all the Empire demanded was that the Empire-controlled planets stay that way and the Republic stays where it was, minus a couple of insignificant planets. The Empire even gave back Coruscant which had just been swiftly razed by Darth Malgus. Many of the generals and Sith Lords of the Empire did not believe this was an advantageous move. Erickson hints towards the end of the post that the treaty may not have been the Emperor's idea. In fact, he clearly points out that the Emperor had never been seen by any member of the Republic and was not at the signing of the treaty. Speculation abounds regarding the meaning behind the Empire's sudden withdrawal, yet Erickson provided no direct answers. Stay tuned here for more on this developing story.

  • The Perfect Ten: The movers and shakers of 2010

    by 
    Justin Olivetti
    Justin Olivetti
    12.30.2010

    Even though MMOs are the products of great teams of talented workers -- from sound artists to writers -- it's inevitable that a few of the people behind the curtain step out into the limelight. It's a smart move, really; it provides a personal face for people to associate with the game, it keeps messages consistent, and it draws any potential hate onto one person instead of the team at large. It stands to reason that these public figures end up being some of the major movers and shakers in the industry because of their high-profile positions. From CEOs to community managers, these are the people with power to make decisions, the voice to change opinions, and the personalities to inspire millions. Oh, that last sentence is pure poetry. Let's re-read it again, shall we? So in our last Perfect Ten of the year, I've asked the Massively team to compile a list of the 10 biggest MMO movers and shakers of this year. All of these people now owe us cupcakes of gratitude. (Legal Disclaimer: This does not signify a binding cupcake-blogger contract.)

  • Hyperspace Beacon: Life in the Force

    by 
    Larry Everett
    Larry Everett
    12.21.2010

    "Remember, concentrate on the moment. Feel, don't think. Trust your instincts," was the sage advice Qui-Gon Jinn gave to Anakin Skywalker just before the Boonta Eve podrace. On the surface, this appears to be a common statement heard from Jedi. After all, Obi-Wan did say something similar when training Luke Skywalker: "I suggest you try it again, Luke. This time, let go your conscious self and act on instinct." However, not all Jedi believed the same thing. Obi-Wan's statement in Revenge of the Sith seems to suggest that Sith are single-minded, in contrast to a Jedi's open-mind: "Only the Sith deal in absolutes." We roleplayers do not have all the answers to canon and character development, but there are many of us who study our character philosophy deeply. Despite this, our Jedi characters tend to come across as stiff and one-dimensional. By contrast, Sith characters seem to have personality and variety. Of course, there will always be the Sith who are all broody and who stand in the corner of a cantina being "evil." However, if a Jedi developed a personality other than that of a sage monk, he was automatically labeled a "gray Jedi" -- or even "dark Jedi" if his personality was extremely vivid. I would like to question this philosophy. Is there more than one way of thinking among the Jedi, like Obi-Wan suggested? Are the Sith absolute? And most importantly, are the Jedi in Star Wars: The Old Republic going to be as one-dimensional as the Council members of Episode I? Follow me after the break to read my thoughts, then please, comment to discuss this further. Spoiler Alert: I am going to talk about some specifics from the Decieved novel, but I will not give away the ending.

  • Hands-on with SWTOR's Jedi Knight on Tython

    by 
    Bree Royce
    Bree Royce
    12.15.2010

    Last month, Massively was invited to LucasArts for a whole day's experience with BioWare's Star Wars: The Old Republic. One of the perks of living on the West Coast is that I get to attend all these awesome in-depth Silicon Valley events and really expand on Massively's sessions at various conventions! For all my enthusiasm, I have to admit I approached this hands-on with no small amount of trepidation. I'm a huge Star Wars fan (I still play Star Wars Galaxies!), but I fell out of "expert" range on the saga a decade ago. Like many of you readers, I've been wary of the hype and even warier of delusions of grandeur on the part of game companies trying to do justice to the IP. I was really afraid that it wouldn't be as good as I'd hoped and that I'd walk away disappointed. And given the parts I saw, SWTOR's not as good as I'd hoped. It's better. %Gallery-108535%

  • TOR video talks crew skills and PvP

    by 
    Jef Reahard
    Jef Reahard
    12.08.2010

    Ready for another look at crew skills and PvP in BioWare's Star Wars: The Old Republic? If so, G4TV has you covered in the form of a five-minute video featuring Daniel Erickson and extensive in-game footage. Erickson explains the gathering, crafting, and mission components that make up crew skills (which is basically BioWare's catch-all term for traditional MMO crafting). "Missions are something very different, and for missions to make sense, you have to understand the base concept of crew skills, which is that you are not the one doing this stuff. Your companion characters are the ones who are going hands-on and doing the crafting," Erickson says. In terms of TOR's PvP implementation, Erickson illustrates BioWare's goal of making the mechanic appropriately contextual to the Star Wars universe (as opposed to the kill-everything-moving-just-because mentality common to many PvP systems). He describes everything from slicing terminals to seeing turrets move in real time, painting a picture of an immersive PvP experience that makes sense within the framework of the license. Finally, Erickson talks a bit about the recently announced race/class combos, including the Sith pureblood. Check out the video after the cut, or at G4TV.

  • Hyperspace Beacon: The BioWare schtick

    by 
    Larry Everett
    Larry Everett
    12.07.2010

    I'm going to dote a little on BioWare for a bit. Specifically, I would like to dote on Knights of the Old Republic, the precursor to Star Wars: The Old Republic. I want to accentuate the positive up front here, because in a moment I will say things that may be construed as negative. However, they're not. I have complete respect for what BioWare has done and is doing. KOTOR was built on an original gaming engine (the Odyssey Engine). This gaming engine was designed as a 3-D version of the Infinity Engine, which is video game engine specifically designed to emulate mechanics found in the Dungeons and Dragons pen and paper game. In 1998, Baldur's Gate (Infinity Engine) -- which was said, at the time, to be like Diablo but more story-driven -- won the Origins Award for Best Roleplaying Computer Game. KOTOR, using a 3-D version of the same engine, is not lacking in its awards. It won game of the year from the Game Developers Choice Awards, Computer Gaming World, IGN, GMR Magazine, PC Gamer, Xbox Magazine, and G4, among other awards too long to list here. The point of this is to show BioWare's track record and to show that BioWare went so far as to build a story-making game from the ground up. Now, based on reports from Gamasutra, BioWare is using the HeroEngine for SWTOR, but that, obviously, does not mean there will be less focus on storytelling in the game. But has BioWare's storytelling energy finally run out? Have the original ideas presented in KOTOR and Baldur's Gate diminished to monotony? Has BioWare become -- dare I say it -- predictable? If it has, is that a bad thing? Continue reading to explore these ideas.

  • Hyperspace Beacon: Rockin' the Roleplay

    by 
    Larry Everett
    Larry Everett
    11.23.2010

    I once asked, "What is roleplay?" in Massively's IRC channel. My intent was to define roleplay in its simplest terms. After all, the majority of us play RPGs, even if they are MMORPGs. I was surprised that, once you added "game" versus just the word "roleplay," the context changed astronomically. For instance, roleplay taken by itself could be defined as taking on another character. We all know that LARPing (live-action roleplay) is dressing up as character and performing the actions of a character who is not you. If you ask someone who considers herself a roleplayer in an MMO, she would define roleplay similarly: taking on a character in that particular setting. But ask a group of gamers what defines an RPG and you'll certainly get a wide variety of answers. Some define it as leveling. Others say it's telling a story in a game. Some define it by the DIKU-type playstyle. Some go so far as to say that you have to have a gamemaster, rules, and story for it to truly be an RPG. Our Senior Editor Brianna Royce suggested in the interview with Star Wars: The Old Republic Community Manager Stephen Reid that BioWare is "putting the RPG back into MMORPGs," to which Reid replied in general agreement, "I think that's part of it. It's really about allowing you to experience real choice in a great story." The phrase "putting the RP back into MMORPG" (or something very similar) was used a couple of times in "booth chat" with developers of SWTOR. It was good to see a developer respond to that phrase. But is it true? Does SWTOR put the RP back into the MMORPG? What makes an RPG an RPG? Does SWTOR fit that bill? How will it will work with traditional MMO roleplayers? Join me past the break to find out.

  • Creating concepts for The Old Republic

    by 
    Larry Everett
    Larry Everett
    11.19.2010

    Well, it's Friday again, and that, of course, means more news from Star Wars: The Old Republic. For those who are like this reporter and like to know the intricate details of how games are made, you are in luck. Once a month, BioWare gives us a glimpse of what it takes to produce a multi-million dollar MMO. This issue of the Studio Insider links us up with Concept Artist Diego Almazan and the creation of the Flesh Raider. "When starting a concept, it's important to get as much information as possible to help make the creature or object fit best in its place in the game," Almazan explains in the article. As with any piece of art, the Flesh Raider concept starts with rough sketches then to more fleshed out (pun intended) renders. Unlike concept art from just a few years ago, these concepts are digitally painted and without armor or other clothing so that these can be added in the next step. Colors and clothing can easily adjusted to fit the developer's vision. The article also highlights some questions about gameplay from SWTOR forum members answered by Lead Writer Daniel Erickson. Don't miss the full article on the official site and be sure to catch the latest SWTOR news here at Massively.

  • Hyperspace Beacon: Managed crafting

    by 
    Larry Everett
    Larry Everett
    11.16.2010

    As the launch of Star Wars: The Old Republic draws nigh, BioWare and LucasArts have been more and more forthcoming with information about game mechanics. This week, the big reveal was crew skills. This cryptic term is simply another word for crafting. Back at E3 this year, Rich Vogel, a producer for SWTOR, mentioned there would be crafting in the game, but he only gave us a tiny tidbit of news. He simply said that it would be like World of Warcraft's. Then a few months later at PAX Prime, I talked to Blaine Christine, another SWTOR producer. He said, "I think it's a different take on crafting than what people will be expecting. It's not the standard implementation. It's going to be a treat." We have seen that it is definitely not the standard implementation, but whether it's a treat or not is yet to be decided. Before we begin the rest of this article, I want to make sure you have a bit of research under your belt. You have to know what the crew skill crafting system is like. So you definitely have to read our announcement of this system as well as our interview with Daniel Erickson from last week. This should give you a good understanding of what the whole crew skills system is about. So now that your homework is done, step over the break, and let's explore the pros and cons of this interesting system.

  • Massively interviews BioWare on SWTOR's crafting and PvP

    by 
    Bree Royce
    Bree Royce
    11.12.2010

    This past Wednesday, I had the opportunity to head down to LucasArts in San Francisco to check out the current build of Star Wars: The Old Republic and chat with some of the BioWare developers. While my hands-on with the game won't be out until next month, we can deliver a couple of smaller interviews on two of the recently revealed systems in the game. And I think you'll want to hear what the interviewees have to say! Join me past the cut as I ask lead writer Daniel Erickson and lead PvP designer Gabe Amatangelo all about the Alderaan Warzone, the PvP reward system, avoiding battleground design pitfalls, companion tradeskilling, player-made gear, and hardcore crafting in SWTOR.

  • Hyperspace Beacon: Jef's soapbox smells like a wet Wookiee

    by 
    Larry Everett
    Larry Everett
    10.26.2010

    Disclaimer: This column is entirely the opinion of the Hyperspace Beacon's writer and does not necessarily reflect that of Massively as a whole. If you're afraid of opinions other than your own, remember: fear leads to anger, anger leads to hate, hate leads to suffering -- whatever that means. So, maybe you should skip this column if this opinion is too much for you to handle. I know in my last column I said I would continue the story of Nomi Sunrider, and I will, just not this week. I felt Jef's Soapbox article about the hype surrounding Star Wars: The Old Republic required some sort of response. The denotation of "hype" doesn't bother me. Stimulating the audience's excitement about a game is kind of the job of a game's producers. Teasing people with parts of the story or gameplay is common. It's the connotation of "hype" that drives me bats when people apply it to STWOR. Nearly every person, who uses "hype" when talking about SWTOR, seems to indicate that BioWare and LucasArts are attempting to sell the audience something that is not truly what it is. Do they tease? Sure, but the BioWare PR managers are not selling you death sticks. I contest that the people who are selling the death sticks are the fans. Follow after the break and I will explain.

  • SWTOR lore expands with more biographies

    by 
    Larry Everett
    Larry Everett
    10.22.2010

    The fourth pillar of story has just widened its base this morning as BioWare announced three more supporting characters to the line-up. An Alderaani noble, a tight-lipped Sullustan, and an Imperial super-spy brand the front web page of Star Wars: The Old Republic. Who are they, and what role do they play in the world arc? The Alderaani known as Bouris Ulgo "gave us pants" according to Daniel Erickson's joke at the PAX presentation. However, the truth is Ulgo is the self-proclaimed King of Alderaan. What role does the House of Ulgo play in the conflict on this independent planet? That is yet to be discovered, but we do know Ulgo has gone mad since the return of the banished House of Thule (not the one from the EverQuest expansion -- it confused me, too.) Diab Duin is the Sullustan diplomat Supreme Chancellor entrusted to keep the secret of Aeten II. It is possible the Chancellor believed this quiet pessimist would be over-looked by Imperial spies and assassins, but one this is for certain: the secret of the stygium crystals is safe with him. When one has risen to the the upper echelons of Imperial Intelligence, he loses his personal identity and becomes known only by his code name. In this case, we are talking about the "Keeper." Every unscrupulous deal of assassination or territorial infiltration is controlled by the Keeper. If he fails at his job, the Empire is quick to replace him. To find out more about these spies and nobles of the SWTOR universe, check out their biographies on the official site.

  • Hyperspace Beacon: Star Wars Galaxies 2

    by 
    Larry Everett
    Larry Everett
    10.05.2010

    It happens all the time: When a new game is coming out we attempt to compare it to something familiar. "Jumpgate Evolution is like EVE combined with Star Wars Galaxies: Jump to Lightspeed." "Guild Wars 2's battles are scalable like Warhammer's." Even Rich Vogel, the Executive Producer for Star Wars: The Old Republic, couldn't get away from comparing his crafting system to an existing MMO when we interviewed him at E3. "It will be very similar to what WoW has," is what he said. Granted, Blaine Christine later set our minds at ease at PAX: "I think it's a different take on crafting than what people will be expecting. It's not the standard implementation." Unfortunately, the stigma of comparison was already there. One of my favorite features of MMO creation is the fact that there are no real rules regarding gameplay style. Granted, in the early days of MMO design, a creator had to consider the heavy latency of dial-up connections, so most games were designed to be turn-based. However, now there really is no limit to gameplay style, so there are no rules regarding what makes a game an MMO besides its having a persistent online world. There are no rules that say a game must have similar gameplay to other games that came before, even a prequel. Guild Wars 2 is a great example of this, yet people, inevitably, are going to attempt to compare Guild Wars and its sequel -- sometimes to the point of being unfair about it. Current Star Wars fans cannot help but compare SWTOR to Star Wars Galaxies. Follow me after the break as I make an attempt to debunk this stigma.

  • Hyperspace Beacon: The Gray Jedi

    by 
    Larry Everett
    Larry Everett
    09.21.2010

    "For over a thousand generations the Jedi Knights were the guardians of peace and justice in the Old Republic. Before the dark times. Before the Empire." Ben Kenobi explained this to a young Luke Skywalker when he gave the boy Anakin's lightsaber. Although this statement introduced us to the Jedi, it gave us only a brief glimpse into what it means to be one. In subsequent movies and books, the Jedi Knights were fleshed out to be anything from Buddhist Monks, Taoists, and Knights Templar. Maybe they are really a combination of all of them. George Lucas has never specifically mentioned where his inspiration for these warriors of a more civilized age came from, but one thing has been consistent: Jedi are the heroes -- or at least they are supposed to be. In a brief conversation at PAX, Daniel Erickson, Lead Writer for Star Wars; The Old Republic, told me that BioWare is exploring a more "gray side" to its storytelling. Those who have played Knights of the Old Republic or either Mass Effect game know that this is new ground for BioWare. If your character walked the line between paragon and renegade in the Mass Effect games, your choice made it quite difficult to get a good ending. I believe Ben "Yahtzee" Croshaw, a reviewer for the Escapist, explained it most succinctly in his review of Mass Effect 2: "When you're choosing to free a race of slaves or force them to dance about while you take pictures of them, you're not thinking 'What would I do in this situation?' You're thinking, 'Which option gives me the best $%^&head points because I need them to persuade Crewman A to take her top off?'" Will SWTOR change this perception of BioWare moralism? Continue reading after the break as we explore this anti-heroic stance and the controversy regarding the Gray Jedi.

  • Hyperspace Beacon: Testing the SWTOR waters

    by 
    Larry Everett
    Larry Everett
    09.14.2010

    If you didn't know already, just over a week ago three writers from Massively, including me, traveled to Seattle, Washington for PAX Prime. During that time, besides catching the flu, we were able to catch a glimpse of some of the games that have yet to be released. We were able to play games like TERA, The Force Unleashed II, Guild Wars 2, RIFT, End of Nations, and many, many others. Some were pretty good; others, not-so-much -- but most seemed very polished and perfect for presentation. Of course, you all know I was there to see Star Wars: The Old Republic. I caught a lot of it. There were six of the eight classes available for demo at the gorgeous LucasArts booth. (BioWare did have a booth there, too, but the team was displaying some small game it was trying to get off the ground called Dragon Age 2.) Visitors had a chance to try out the smuggler, trooper, agent, bounty hunter, and both Sith classes. Because of the enormous lines that constantly encircled the booth, I was only able to play three of the classes: smuggler, trooper, and Sith inquisitor. For this edition of the Hyperspace Beacon, I will give you my impressions of the gameplay for those classes. However, I want to take a slightly different look at them. At E3, Massively's editor Seraphina Brennan was able to give her impressions of the smuggler class -- she covered the mechanics and so on. Although I will touch on the combat mechanics, I have decided to focus on some of the features BioWare is famous for: cinematics, character development, and overall storytelling. Follow after the break, and I will give you an honest breakdown of how SWTOR measures up to its predecessors.

  • PAX 2010: Your questions answered by SWTOR's Blaine Christine

    by 
    Larry Everett
    Larry Everett
    09.10.2010

    A little over a week ago, I asked you all what questions I should ask SWTOR developers at PAX. Well, wait no longer -- the answers are here! Blaine Christine, the Senior Producer for BioWare, took some time specifically to answer some of Massively's readers' questions. There were five main categories I wanted to hit on when approaching BioWare about the content of Star Wars: The Old Republic: playable species, classes, space combat, starting zones, and endgame. I did focus heavily on endgame in the interview -- including crafting -- but I did not neglect the other portions. Player species are not that complicated at this point. BioWare hasn't really announced anything new regarding species for a couple of weeks. However, if Zabrak is not a playable species for the trooper, then the devs will have to build the species out of the game I played this weekend, because the trooper I played was definitely a Zabrak! I will dig into starting zones a bit more in depth when I do my version of a hands-on for SWTOR. That will probably end up being next week's Hyperspace Beacon. Lastly, before I begin the interview, I did not ask Blaine Christine anything about space combat because the night before the interview, Daniel Erickson, the Lead Writer for BioWare, brought it up in the official presentation, saying: "You remember that part where Han Solo and Chewbacca are in the Millennium Falcon? Han's like, 'Hey, Chewie, let's go into space, and let's just dick around. Let's go off in that direction and see if there is anything interesting'? Remember how they went off and there was this asteroid, and they mined the asteroid? Yeah, we couldn't find that either. Two things happened when you went to space. One: You took off to space when you wanted to go somewhere. You took off into hyperspace -- BAM! -- and got there. Two: You wanted to go to a battle or you were trying to go somewhere and someone stopped you. Uh oh! Giant exciting combat! ... That is why we did space combat the way we did." After the break, your other questions are answered by Blaine Christine. What's in there? Only what you take with you.

  • Hyperspace Beacon: PAX holo-journal

    by 
    Larry Everett
    Larry Everett
    09.07.2010

    You are reading your guide to Star Wars: The Old Republic and beyond! The scoop on EA-BioWare's next great MMORPG is brought to you here in the Hyperspace Beacon. As everyone should know at this point, Penny Arcade Expo exposed players to the latest video game experiences this past weekend in Seattle, Washington. Three representative from Massively attended this extraordinary event. Contributing editors Justin Olivetti, Rubi Bayer, and I braved the cross-country travel to the "sleepless" city. Although we were there to get interviews and impressions of all MMO games, we each had our own specific games that we wanted to see in action. Justin came to see Lord of the Rings Online. Turbine was demonstrating its free-to-play model. Rubi wanted to see DDO and, of course, Guild Wars 2. In fact, we could barely tear her away from GW2's booth for more than five minutes at a time. And I had one goal in mind for the weekend: play Star Wars: The Old Republic. Follow my daily adventures in SWTOR at PAX after the break.