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Star Wars: The Old Republic Emergency Patch

This forum post follows up on the PvP issues in the new version 1.1 patch for Star Wars: The Old Republic, the MMORPG an analyst now claims cost EA as much as $500M to develop (thanks Joao). The post explains that a game mechanic is not working as intended under heavy loads, and that this will be addressed by a new lower population limit on the Ilum server and an emergency patch, forcing them to immediately contradict their promise of 24 hours advance notice for maintenance (this subsequent post indicates patching is underway at this very moment). They also address rumors exaggerating the extent of the problem, saying: "To dispel a couple of rumors that have been seen today – there is no Valor gain from destroying turrets within enemy bases, and none from killing NPCs." Finally, the post relates word from Associate Community Manager Joveth Gonzalez that they are considering actions to address the worst abuses of this situation:

I just wanted to be clear and let you all know that we’re definitely aware of individuals who took extreme advantage of this situation and we will be carefully evaluating and taking action as necessary.

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6. Re: Star Wars: The Old Republic Emergency Patch Jan 19, 2012, 11:40 Wallshadows
InBlack, the issue was that they changed the way Ilum functioned in order to complete your daily and weekly PvP quests in order to get PvP bags.

Prior to 1.1, all you had to was capture 5/15 nodes in order to complete your daily/weekly quest without actually having to kill everyone. Unfortunately, it boiled down to simply win-trading at one node with little to no actual fighting.

However, once 1.1 came out, they changed the requirements for the daily/weekly to 30/150 kills. The downside to this is that the Republic are vastly lower in number to the Imperials on most servers and Ilum is such a huge zone. So what happened was the Repuplic players who were in the zone ended up getting spawn camped at their base by a very large force of Imperial players.

By doing this, it essentially held the Republic players hostage since they were unable to move out of the area or able to spawn at another medicenter. They would spawn, die, spawn, die and so forth. They couldn't do anything but continue to do this or simply log out and hope that by the time they log back in later, the Imperials would be gone.

The 'intended' mechanic was that an enemy would get instantly killed upon setting foot in to the other teams fortress but simply did not happen. Meanwhile, all two turrets simply do not push enough damage (they don't even AOE) and were also being destroyed as fast as they respawned.

It basically boils down in to Imperials camping the whole Republic base and getting obscene amounts of valor points which will likely not be rolled back.
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