Many good changes went into patch 1.1, Rise of the Rakghouls. The patch added a new flashpoint, implemented anti-aliasing, and expanded Karagga’s Palace to a full-size Operation. However, as the title of this article implies, Ilum is still a hell of a mess.
I realize the majority of players have yet to reach level 50 and experience this open world planet, so I will provide a brief overview of how the systems and mechanics on Ilum worked previously. Upon entering the PvP area of Ilum, players received missions for the five objectives on the map: the Republic base, southern assault, central assault, northern assault, and the Imperial base.
The two bases consisted of turrets which players could click on to begin a 10-second casting animation of loading a rocket launcher and firing it at the turret. As each turret was destroyed, that objective was captured. On the flip side, if one of the turrets was destroyed, players could use a terminal next to it to repair the turret to working condition--similar to how capturing a turret in the Alderaan Civil War Warzone works.
The three assaults were mechanically similar to the bases, but performed aesthetically different. Instead of firing rockets at turrets, players fired them at opposing faction transports, three of them per objective. When all three were destroyed, the objective was captured. Instead of repairing the transports, the defeated faction captured the objective back by destroying their opposing faction’s transports.
When either faction controlled all five of the objectives, they received a buff called War Effort that increased valor earned per kill in the Battle for Ilum by 200% and gives 100 bonus valor per Warzone. This buff lasted 30 minutes and can be stacked up to five times for a 400% valor increase in Ilum and 200 bonus valor per Warzone.
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Daily and weekly quests picked up at the Imperial and Republic fleets tasked players with capturing a number of objectives and rewarded players with Champion Gear Bags that contained Centurion Commendations and a chance at a token for a piece of Champion PvP gear. Players quickly realized getting the quests done faster would reward them with gear quicker, whereas killing players only wasted time they were not rewarded for. With no incentive to kill other players, this led to a situation where players on opposite factions ended up trading objective captures to complete their quests quicker. This kind of play defeats the purpose of open world PvP when no actual PvP is taking place.
With patch 1.1, the daily and weekly quests changed from requiring players to capture objectives to requiring players to kill opposite faction players or collect armaments from the central assault objective. One of the problems with this change is it completely ignores the goal of capturing objectives. If a player wants to get their daily and weekly quests done, they can simply kill other players or gather armaments. Why bother capturing any of the objectives for control of Ilum? The War Effort buff is nice, but it does not help players complete their daily or weekly quests.
If the design of the PvP area of Ilum is for players to face off against each other, what is the point of capturing objectives? If BioWare wants Ilum to effectively be the place where players acrue valor, then it serves its purpose. However, that is likely not what they intended. Why not require players to satisfy a combination of capturing objectives and killing opposite faction players? This would create a situation where players are not clumped up in one small area, and small groups could assault objectives across the entire map.
Design problems like these need addressing, but at least world PvP is happening. That is, if the mechanics of Ilum were working correctly.
Even after the emergency patch 1.1.0a, players are still experiencing client performance issues while on Ilum. Despite the lowered player cap, frame rates still decrease when on Ilum, even when not participating in PvP. Loading screens still pop up seemingly randomly. Latency also becomes an issue, delaying the time it takes to fire off abilities or jump on a vehicle. Similar stuttering occurred on Taris near launch, which suggests that Ilum might also suffer from a memory leak.
These problems combine to spotlight the main problem with PvP right now: faction imbalance. Most servers have a Sith population that dwarfs the Republic, and it is easy to notice on Ilum. BioWare needs to find a way to either make the Republic faction more attractive to play, or have some benefit to playing the lower population side. Use the Bolster mechanics to a lesser degree on Ilum to give the lower population side an extra push. Or hey, just give Jedi Consulars blue lightning, that's why most players flocked to the Sith faction, right?
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Posted 1/23/2012 3:53:19 AMAdditionnaly, the general rules for Ilum is these:
-if you have no clue of what is open pvp, don't have a pvp set or you want a quick daily validation go to Ilum(1)
-if you feel your toon can win easily a 1v1, you know how to avoid a 8-players group or don't mind to group with pug to make pugs fights go to Ilum(2)
-if ou have a 4 or 8-players guild team and want tight fights against similar teams, go to Ilum(3) or higher.
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Posted 1/23/2012 3:38:54 AMTotal Disagree, sorry to hear that from your servers, but the recent 1.1 patch fix seems to have changed the players mentality (at least on the 3 of the French pvp servers)
This weekend on these servers Illum was quite the same:
-Ilum(1) is zerg fest where Imp camp Rep Base right entrance. Sometime a 8-players rep team goes out from left entrance and will tag southern point and ganked every Imp that will try to tag it back or come back to Rep Base fest. Sometime, the Reps would push the Imp bus up to the south eastern medical center.
-Ilum(2) is where there are more 4-8 players teams roaming... yes roaming going from south to north points, tagging points, fighting against another teams. A few assassins, stealth operatives will also camp these points making roaming alone quite enjoyable. I have done numerous 1v1, 8v8 and even a few 16v16sh fights this weekend, I lost many, won some.
There are to many medecin centers, where a fight last for more than 5 minutes (there were plenty of these): someone who died at the very beginning can come back quickly and still change the fight balance. (the team nearer to its medecin center always win)
So if your server has a bad Ilum experience, this is the players' fault. And additionnaly, Bioware has partially fixed the lags, I got issues only during 20v20 fights where the fps deep as low as 15fps, still playable but not very enjoyable, anything with fewer players on the screen is at 60fps.
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Posted 1/23/2012 1:02:42 AMFaction imbalance is player made. If you want to balance faction, player need to take action. If you just buff player they will get a hugh advantage for their dailys. Imagine 4:1 ratio... or lets say 3:1 ratio. 45 Imperials vs. 15 Republics, no while it will be easier for Republics to get their daily quest done, Imperials will have it much harder to do so. If it can drag people back or newly to the Republic it is a success, otherwise just a short time solution which won't solve the basic problem.
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Posted 1/22/2012 9:27:58 PMI dangled my feet in Ilum for the first time today, and came away with what my friends and loved ones have come to describe as my "WTF Was That" face.
We had about thirty imperials against about ten republic, on a map that is about sixteen times larger than necessary, with a downright silly number of wide open pointless spaces, and windy canyons leading nowhere at all. So a group of us ran around in circles for what seemed like ages, and occasionally ganked the few Republic players who erred our way.
The experience was not at all entertaining, and did not inspire much hope that they had broken from the seemingly steadfast commitment of repeating WoW's worst mistakes. Manual invites to ops groups, screwy kill credit, pointless objectives, and ... just why the hell is it so large, exactly? I'd really been looking forward to PVP progression at 50, but if this is going to be a big part of it... screw it.
And to pre-empt the usual "EVERY MMO HAS THESE PROBLEMS LEAVE MY STAR WARS ALONE" trolls: You don't actually -have- to design things badly, from the start, and fix them later. You could just look at what other games have brought to the genre in terms of improvements, and start with those, instead of copying the things they did wrong years earlier.
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Posted 1/21/2012 12:33:04 PMLightning > Rocks
Gameplay > Lore
Change the animations to something cooler. People like to look cool. Introduce a crystal or something that changes the normal rocks to molten rocks with a fire tale
Change the DOT animation to something more visible and cooler
I'm sure we have all been in a warzone where you have multiple inquisitors casting lighting at the same time. The visual is impressive. You feel like a Bad A$$ when you do that.
The TK animation is cool, but the projection of a ball of wind isn't. Change that to something else.
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Posted 1/21/2012 1:23:35 PMI totally disagree. I don't like the Inquisitor at all because the lightning is boring. That's all they've got. My Shadow has a much more diverse set of attacks than just little lightning, a bit more lightning, and then a bigger lightning attack. I also disagree that I care way, way, way more about the story and single-player experience than any of the MMO bells and whistles. I'd still prefer that TOR was just KotOR III. It would be exponentially better. They should most certainly not give Consulars any kind of lightning ability. Bringing Force Slam back would be pretty cool.
Either way, I chalk this up as a player problem, not a developer one. It's not totally BioWare's fault that all these players care about is getting their quests done and not playing as intended. If I were to go to Ilum, then I'd be looking to engage in continuous PvP, not stand in a group for a bit, die, retake the objectives with no resistance, kill the other faction's players that are standing in a circle, and then repeat.
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Posted 1/27/2012 4:17:36 AMQuote from KraxisYou have to compare the two sides to each other. You say your Shadow is superior to a Sorceror, but then you don't really compare correctly. You have to compare to the Assassin, who is a lot more than just lightning as well.
But the mgjr is right, it is just not as fun to see a droid chassis go flying out of the deckplating (there are a lot of places where the entire ability is just weak in immersion) compared to some soloured lightning. It might be a lot of the same, but it cackles, burns and almost smells of 'unlimited power' *ahem*. Compare again Mortar Strike to Death From Above... One is practical but boring, the other is iconic. Interestingly the Trooper gets some lightning, but this time it has to compete with a flamethrower... again a loss.
It is when you compare the classes directly that there is an overwhelming amount of abilities that are just in favour of the Empire classes. The only clear cut cases of Republic advantage seems to be the Assault Cannon for the Commando and the Jedi Knight saberstyle (it is just a lot more fluid compared to the brutish and clumsy Sith Warrior style, perhaps that is why there are comparably few Warriors).
Imo Commandos Grav Round looks and feels 10x better then Mercs Tracer Missle,also Troopers lightning is way more cooler than flamethrower at least in my eyes it is.
But yeah aesthetics are mostly on Imp side.
I started out as a Sage but around lv 24 gave up as i couldnt wrap my head around throwing pebbles at ppl(Telekinetic Wave),didnt mind Project even tho it made no sense riping stuff out from solid deck plating etc.
Eventually some rl friends went empire ,even tho i protested HARD.
I even refused to play inquisitor cause i saw them as source of all evil everywhere(Palpatine)
Then one day just sad f*** it and rolled one.It's now my main(sorc) and leveling a 2nd one(assassin)
Absolutely fell in love with the class,it feels great and you can play it as light side if u want.
Going more on the gray with assassin tho. Force Lightning hands down beats Tele wave without even breaking a sweat.
I mean powerful energy arcs vs. flying pebbles?
Sad thing is they could have given sages lightning as well.
There is a light side power that does not require you to delve into dark side called Electric Judgement or Emerald Lightning,since most Sage force powers have golden hue i guess it would be the golden variation.
http://starwars.wikia.com/wiki/Electric_Judgment
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Posted 1/25/2012 4:37:31 PMI don't agree at all. I think your aesthetics are just suited to the imperial side. I play a consular sage and I've played with the sorc but I didn't like it. The lightning was fun, but it got old fast. It was either a lightning that's channeled, casted or instant but it was all pretty similar.
The animations for the sage however, feel more varied. Thing is, I love the feeling of playing a sage because of how the animations are themed. It's like in a hectic fire fight, the consular has this peace of mind, he's blowing wind and channeling debris, it all gives me this sense of zen. But if it was changed to molten rocks, that whole sense would be broken completely.
I'm not denying there's room for improvement. I think Disturbance has a dumb sound effect and could do with a more visual casting animation (even the animation for forcequake and telekinetic wave when it's hardcasted would work). But that's about it, if you all don't like how the theme of the consular, then that's good reason to play the sorcerer.
Lightning is fine for the sense of unlimited power, and you have that option. People like me though, may not want to be a dominating force on the battlefield but a light in the dark.
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Posted 1/21/2012 4:05:33 PMYou have to compare the two sides to each other. You say your Shadow is superior to a Sorceror, but then you don't really compare correctly. You have to compare to the Assassin, who is a lot more than just lightning as well.
But the mgjr is right, it is just not as fun to see a droid chassis go flying out of the deckplating (there are a lot of places where the entire ability is just weak in immersion) compared to some soloured lightning. It might be a lot of the same, but it cackles, burns and almost smells of 'unlimited power' *ahem*. Compare again Mortar Strike to Death From Above... One is practical but boring, the other is iconic. Interestingly the Trooper gets some lightning, but this time it has to compete with a flamethrower... again a loss.
It is when you compare the classes directly that there is an overwhelming amount of abilities that are just in favour of the Empire classes. The only clear cut cases of Republic advantage seems to be the Assault Cannon for the Commando and the Jedi Knight saberstyle (it is just a lot more fluid compared to the brutish and clumsy Sith Warrior style, perhaps that is why there are comparably few Warriors).
Charming... yes? http://imgur.com/r6WrI
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Posted 1/21/2012 11:57:49 AMI honestly don't know if anyone will ever solve the faction imbalance issue without some severe damming up of the servers (only allowing a set number of people, per faction, on each server). That has the potential to be FAR more harmful than good.
As far as Ilum is concerned, I agree with the article: there needs to be some combination of killing players, and capturing objectives, that accumulate the most possible rewards. Otherwise, there is no incentive to do both - you can just stick to whatever gets you the commendations quicker. At that point, what reason is there to even have objectives?
Bioware is definitely learning some harsh, into-the-fire style lessons on world PvP with Ilum. They will learn what works and what doesn't (that is how it goes, you live and you learn).
Honestly, it might be more beneficial to Bioware's ongoing MMO developer education to keep Ilum up, and just work through the tribulations, as opposed to shutting it down and hoping it comes back perfect. At least this way they get their stripes on the battlefield (no pun intended). Anyone who has played an MMO knows they will never get it perfect; even if they shut it down and went to work on it off live servers, it would just come back with any number of new issues to sort through.
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Posted 1/21/2012 10:52:50 AMAt first we were mad cause there was no incentive to PVP on Ilum, so Bioware changed that and now were going to cry because player found a way to maximize there gains.
Objectives trading or death trading or whatever comes next people will always find a way to maximize there valor/bag gains. Bioware made some changes we asked for in that, at first there was no need to PVP on Ilum, no gains in doing so and people were kicked from groups for attacking enemy players. Now with the new changes we have death trading because valor and bags are gained faster by stand in one spot and having each side kill each other in turn. I don't have any idea how Ilum can be fixed and it make my head hurt to think about it lol
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Posted 1/20/2012 8:36:37 PMIf they don't turn the zone into a rip off of a perpetual old school AV but with constant rewards, not quest completion to keep people in the zone, then it isn't going to work.
Killing people for the sake of killing them doesn't work for faction imbalance. Fix the zone because you can't fix faction imbalance.
Shut it down until it is fixed, and stop cheapening people's BM+ titles that they earned through real PvP.
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Posted 1/20/2012 6:12:37 PMIlum just doens't work as it is, perhaps Bioware will find some sort of way of making it work and be enjoyable over the next few months, but I can't see that happening.
I'd rather they just turned Ilum into a Wintergrasp style area. Perhaps they could focus more of their open pvp Dev. teams efforts on Outlaws Den afterwards for the pvp'ers that like that sort of thing.
Either way I'm not too bothered, more of a pve person myself and I'm very much enjoying the Operations content at the moment. :)
All games are going to have their flaws (particularly MMOs), and i'd say Ilum (and to a lesser extent pvp in general [due mainly to faction imbalance]), is ToR's flaw as it stands.
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Posted 1/20/2012 6:01:37 PMWhither its because they dont have appealing spells or whatever your reasons, Bioware cant make people roll Repub...Its as simple as that...How to inspire peeps to roll Pub? No clue...I'm not that cool...
I do agree with the make it like Wintergrasp but mainly for the Instance thats only attainable with victory...If you make it a relevent FP or Raid, both sides will have no choice but to meet eachother on the battlefield or no top tier raid for them...Put a faction cap in that area so that there isnt 40 pubs vs 300 imps and make it so the battle cant start until there is X amount of both sides...
My idea may suck...But I think it would work...Now to win the battle, thats where the Objectives come in to play...
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Posted 1/20/2012 5:44:30 PMIn my opinion, there are more Imperial players because the Republic story lines are so bad! I LOVE the Imperial Agent story line. I tried to get into the Republic story lines (tried all four in beta) and they were eyeball gouging boring. Also in my opinion, the PvP player type gravitates to "the bad guys" because they see themselves as "hunters of people." The goodie two shoes Republic players simply aren't into making other people feel bad by "killing them."
I had thought exactly the opposite would happen at game launch that most folks would gravitate to the Republic side, but I guess not!