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Kalarie

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Posts posted by Kalarie

  1. Hey All,

    ...snip

     

     

    Mike, any chance while you're thinking about pvp you can look at the wall of crazy ideas as see if the Huttball League is still on there as a future dream, or has it definitely been thrown away forever?

  2. I've had it (HK-55 and Chap 10) for long enough that I'd be in the camp in favor of making it available to anyone that signs up for a 6-12 month sub plan. I like having special unique things, but I like having subs more because it generally leads to more people at endgame ops and pvp. If BW concludes giving away the content will increase subs, I won't argue against it.

     

    Although, if you really want to do something special for people that have been here a long time, you could always add something cool to the CE vendor in the fleet VIP cantina....

  3. Hey All,

     

    ...The goal of this new thread is to specifically focus on gathering ideas for potential systemic changes to Ranked PvP systems....

     

     

    Mike,

     

    I know the idea has been brought up a few times, but I've never seen BW specifically address it, and it feels like the community that really enjoys huttball is shrinking every day, but is the Huttball League idea even on the 'wall of crazy' anymore?

  4. That wasn't a serious post you're replying to - SS is quieter than SF but nowhere close to the point of being an empty, no players on fleet, no listings on the gtn, server. Even mids pop - only arena's, but they do pop.

     

    sometimes it's hard to just make people laugh :*(

  5. I thought BW was flirting with bringing back pvp specific gear as well. If so, then having a gear set that requires ops for pve isn't bad. Honestly, the best pvp seasons in the game had pvp specific gearing.

     

    But, if they make it so that you have to run ops to get pvp gear, that's always been a mistake. Their design for 5.0 was to make it so that you could get gear that was good for both pve and pvp no matter how you chose to play, but they also massively nerfed the ability to earn gear quickly. So alts became useless, and 99% of the pvpers I see today don't run t3, let alone t4, so the gear is way less balanced than before. But, if you made pvp gear easy to get again, then the whole purpose of endgame ops is shot if you don't make pve specific gear.

     

    In the end a vast majority of people probably liked the idea of combining the gear because "play your way" sounded nice, but it ended up taking the fun our of a lot of playstyles. A reversion would be welcome. And for goodness sake, take gearing out of the loot box system. That should be cosmetic only.

  6. I can confirm everyone did in fact transfer to SF. I logged into a SS toon and I was the only one on fleet, there were not item posted on the GTN for anything, and the PVP que never popped. I didn't travel to every planet thought. RPing with NPCs got old too fast. Logged over to my SF toons for good.
  7. I wouldn't count on them giving us negative information if the expansion is scrapped because the mass exodus would be immediate and swift. Not too mention no one would ever trust a Bioware made game ever again. Since they haven't announced anything new since March I can assume that the expansion is far off in the future or it may have been scrapped with their being no hype about Anthem. I honestly thing Bioware as a studio, their future hinges on this one game. If Anthem does well when it's released this game will get an update on 6.0 if not I fear the worse for this game. I've stated already that I have about 80 days left on my sub, I haven't checked so that's a guess but if they don't say anything about 6.0 before that ends I need to step away from game. I've been playing since launch almost and subbing the whole time. If I didn't love Star Wars so much I probably would of walked away a long time ago.

     

    I'm in this boat too. I have 3 subs to swtor, but none of us is playing to justify it. If 6.0 isn't any good (rolling back GC from 5.0 would be a dream come true to me personally), or it doesn't have an update on its status by xmas, then we'll probably drop all 3 subs. I am going to give Anthem a try, but it's going to have to be way better than Warframe or it won't be worth subbing to. If it's not, BW might be toast as a company.

  8. Since the votes don't really do anything, when I run in groups I vote for my wife first, best other groupmate second, and when I run solo I vote for who I think had the most impact on the match. Sometimes that just means voting for someone that guarded a node all match, and never had to call for help, even though they have little to no stats.

     

    But always the wife first. She's always the MVP of every WZ I have ever seen her play.

  9. Myself and others had brought it up several times when the proposed changes to Huttball were being discussed.

     

    http://www.swtor.com/community/showthread.php?p=9610058#post9610058

    http://www.swtor.com/community/showthread.php?p=9610081#post9610081

    http://www.swtor.com/community/showthread.php?t=950143&page=29

    http://www.swtor.com/community/showthread.php?t=950143&page=31

    http://www.swtor.com/community/showthread.php?p=9611651#post9611651

     

    As someone who plays an Operative, I can attest that the changes to HB have not diminished my ability to easily score in under 30 seconds. In fact, the only time I have to pass the ball is if I have no one I can Holotraverse to up on the top ramp (or in the enemy endzone if no one is on that top ramp), which almost never happens when I'm running in a guild premade. Add a competent Sorc to the picture on our team, it's a guaranteed score whenever I get the ball. That dynamic is literally unchanged post 5.9.2.

     

    Unfortunately, given the amount of feedback and discussion that occurred when Bioware was considering the changes to HB/QB, I doubt anything is going to change at this point. They eliminated the Hinder mechanic they first proposed but did not replace it with any good alternatives, such as adding more abilities to the list of abilities that force a ball carrier to drop the ball (e.g. Phase Walk). Personally, I think Operative roll (Exfiltrate) should have been added to that list, but what do I know? I was told it's a L2P issue, and yet I'm still scoring in under 30 seconds with little or no challenge on an Operative.

     

    For the foreseeable future, players will still quit HB/QB, or deathmatch at mid the moment the other team gets two or three quick scores on them. For my part, since I predicted that the mobility advantages of certain classes would continue to undermine the more team oriented play that Bioware (and others) wanted to promote, I'll continue to make easy scores on my Operative to contribute metrics evidence. Eventually, and perhaps when enough players complain about it, they'll realize they fell short on the balance issues in those two WZ formats and make some actual meaningful changes. Though I'm not holding my breath for that, nor should you.

     

     

    I shouldn't be surprised, but I really thought they were going to give hinder a try. The shorter timer on the ball is a half step in the right direction, so i'm hoping in 6.0 they try the full on hinder, or finish adding all abilities that make you cover ground instantly to the drop the ball list.

  10. Are there any active, casual PvP guilds anymore that don’t require or force you to use voice chat or act trollish?

     

    The Astrosquad still plays occasionally. Actually, I kicked everyone who wasn't family since none of us play frequently enough to manage the guild the right way. The GC loot box stuff drove us away.

     

    But, when we do play we do nothing but 8v8 pvp. If you, or really anyone, is pvping, and you see my wife and I online, feel free to group up with us. Even with the new match making we tend to win 80% of our games, so might break you out of that slump you mentioned in the other thread.

  11. Hey folks,

     

    Based on all of the feedback we have been reading in this thread, we are going to be walking back some of our proposed Huttball changes along with adding a few new ones. Let’s start with what we are not doing:

    • We will no longer apply Hinder to the ball carrier.
    • Ball carriers will once again move at 67% move speed (down from 80%)

     

    Although we are fine with tanks being the best ball carriers while under the effects of Hinder, we hear your concerns that these changes could cause Huttball to become a stalemate too often. We are also sensitive over your feeling that certain Classes would be too limited and unable to defend themselves while carrying the Huttball, since many defensive capabilities are tied to movement abilities for several Classes.

     

    On the other hand, we plan to keep the proposed attacker point changes. We feel that players who properly position themselves to receive a Huttball pass should be rewarded. We also plan to keep the change that prevents stunned targets from catching the Huttball, as it allows characters that lack a knockback ability to have a viable and reliable way to intercept passes. It also has an additional benefit of giving players another reason to use their stun abilities on characters other than the ball carrier. Ultimately, it should mean that you get stunned a little less often while carrying the Huttball.

     

    The hinder change was aimed at addressing specific issues with Huttball, and since we are reverting it, we’ll be tackling those issues with some new proposed changes.

     

    New Huttball (and Queshball) Changes

    • The Hutt will become bored of a single ball carrier and kill them after 45 seconds (down from 2 minutes)
    • To win before time expires, the winning team will need to score 10 times (up from 6 times)
    • The match will now last for a maximum of 10 minutes (down from 13 minutes)

     

    The first change is intended to encourage passing the Huttball and increase tension when attempting to turtle for a win in a close match. The latter two changes will adjust how we approach this Warzone. If you see Huttball as a sport within SWTOR, we want to have the Warzone play out more as “who can score the most points within a 10 minute match” as opposed to “race to 6 points to win.” This will also ensure that all Huttball matches are 12 minutes or less (if you count pre-match). We hope that these changes along with our updates in matchmaking will lead to a lot closer and more compelling Huttball matches.

     

    Let us know your thoughts on these changes!

     

    -eric

     

    A little disappointed to see hinder reverted, but lowering the timer to explode is a good alternative. People might be tempted to pass of and back on right away, but that creates opportunities to intercept if we keep the no catching while stunned change.

     

    I'm in favor of just pushing these changes to the PTS asap, run matches for a couple of weeks, see if it worked as intended, and if not try the other method, rinse and repeat until we're 90% sure we'll achieve the goals we want on live and push it to live. We can debate about the changes forever in the forums, but this is the most exciting level of detailed feedback on pvp this game has seen from the devs, and we should help them out by just hammering it in the PTS to give solid data to go with the forum theories.

  12. Same for me on Dalbora (APAC). Competive Ranked HB was so awesome. So much so that we were calling for a Hutt Ball league as I know many others were in the US and EU. Bioware even acknowledged it was a good idea, but never followed up.

    If you made one mistake it could lose you the match. Which meant you had to be at the top of your game and use tactics. Similar to how you see basket ball matches. It was less about killing and more about strategy.

    I think you will find most ranked players from those days would agree with you and me. People who never experienced it, really have zero idea what it was like or understand.

     

    OMG, warms my heart to see that i'm not the only original HB lover left. These changes really do make me want to resurrect the petition for the Huttball League lol

  13. Hey folks,

     

    Welcome to part 2 of our planned Warzone changes for GU 5.9.2. If you haven’t already done so, we recommend you go take a look at part 1 and our upcoming matchmaking changes. The following changes focus on Huttball and Arenas, so let’s dive in:

     

    Huttball (and Queshball) – We have some concerns about the dominance of Classes with movement abilities in Huttball. The proposed changes will help encourage more teamplay in the Warzone. We also want to create more situations for counterplay and competition in Huttball while ensuring all players are rewarded for their efforts.

    • Carrying the Huttball now applies Hinder to the character. Hinder prevents the use of high mobility actions such as Force Charge, Force Speed, Scamper, and more.
    • Due to the Hinder changes above players holding the Huttball will now move at 80% movement speed (up from 67%)
    • Players can no longer catch the Huttball while stunned. This creates more opportunities for counter-play, such as intercepting passes intended for a target you stun.
    • Adding attacker points for catching a pass from a friendly target:
      • Currently the thrower of the Huttball receives 500 points, but not the receiver. We will increase the receiver to gain 250 points.
      • We would also like a touchdown pass to award both players equally (currently the thrower gets 500 more points). Here is what the new breakdown would look like:
        • Thrower: 2750 Attacker Points total
          • 500 Attacker Points from completing pass successfully
          • 2250 Attacker Points for throwing a scoring pass

          [*]Receiver: 2750 Attacker Points total

          • 250 Attacker Points from receiving a friendly pass
          • 2500 Attacker Points for possessing the ball for a score

     

    We know these changes will be pretty substantial in affecting how you play Huttball. Before we make these adjustments, we want to know your thoughts. We are getting your feedback early to see what changes we should, or should not make.

     

    Arenas – There are quite a few places where players can exploit to prevent themselves from dying. We plan to address them and implement ways to penalize those players. Additionally, we wanted to take another look at how the acid mechanics work at the end of Arena matches to see if we can improve that experience for stalemates. Here are our thoughts:

    • Characters who hack their way into places they shouldn’t be, such as outside the arena or in the ground, will die.
    • Currently, acid causes characters to take 10% of their max health in damage every second, prevents stealth and all healing.
    • Acid will now work as follows:
      • Characters will take 1% of their max health in damage every second and reduce all healing done/received by 2% per stack.
      • Characters affected by acid will begin with one stack and gain one stack per second.
      • Acid will still inhibit stealth.

     

    This will mean the very end of an Arena match will now get progressively more dangerous. This gives more time for players to fight each other and counterplay, before their inevitable acid death. This should also address cases where stealth characters in particular can just CC and run away to win a match.

     

    Let us know your thoughts!

     

    -eric

     

    Eric, and rest of the SWTOR team. I can honestly say that I have never read a post about PVP and been excited like this before. These proposed changes have a really good chance of achieving your goals, and your goals are both understandable, and should be appealing for the community, resulting in more people willing to play pvp. Mechanically I can imagine a couple of tweaks still being needed for huttball and voidstar, but I would be highly supportive of giving the changes you've listed a shot first just to see how it works out. I understand hinder being a hot topic, but honestly, I can't tell you how many times my wife and I have basically 2 manned huttball matches running a sorc healer and a jugg or sniper or op, and just popped DCDs, HOTs, and used the movement abilities to score fast. Matches would be over in like 5 mins at times. That never really felt like the intention of huttball. When this game started and only sorcs had the speed run ability, huttball required a lot of passing, and my first guild had a great huttball team and it was a ton of fun. Was not a 2 person show at all.

     

    This is a huge move in the right direction, and I hope it's not too late in the life of the game. Please start with the changes just as you've written them and let's all take some time to test them out and see if they work as intended before changing them. If it works, the next step just might be the resurrection of, dare I say it, ........Huttball League (eventually esports). Before 3.0 we were very close to a community created huttball league, but the ability changes, and server changes, and then death of 8v8 killed it off as it became impossible to organize 8 man teams. We were very close on Space Slug to being able to que sync 8 man teams and pop huttball have it work though. Just needed minimal interface support from BW to make it easier, but now that won't happen unless the community comes back to pvp in force and a large section supports huttball again.

  14. For all of those that gave up hope, my 4th ticket finally worked and the CSR read and responded exactly to my issue. They weren't willing to immediately transfer the GM spot, but it was only a day away from auto transferring anyway. I now have the guild back, nothing was stripped, and all is good. Crisis adverted.
  15. I know what the rule is, and why it's there. I knew the rule before I lost my GC. None of that explains why the CSRs aren't reading the tickets I sent in, or why they are closing them without first getting confirmation that their work is done. It also doesn't change the fact that somewhere BW needs a review where they can make exceptions to their automatic rules.

     

    This is a case a bad misfortune, combined with terrible customer service, and where a proactive employee could rectify a problem before it becomes much worse, but I can't get a real CSR to even read what the problem is.

  16. A few weeks ago my graphics card died. The local stores are completely sold out, and I had to order one, and it took just over 4 weeks to get here (too many people thinking they'll become a bitcoin millionaire). So naturally, the guild leadership auto transferred, but it went to a person who has never been an officer, and also hasn't been online in 15 days now.

     

    I made a ticket on 5/4/18 to see if BW would make an exception to the 4 week rule, and transfer the guild back to me before this random person realizes they are the new GM. They took until 5/8/18 to respond, and instead of reviewing my circumstance, just quoted the 4 week auto transfer policy to me.

     

    So I made a second ticket on 5/8/18, and on 5/10/18 the CSR sends me some generic links on how to make a guild, what a guild bank is, etc. They didn't even read the ticket, or even acknowledge there was a problem. They acted like I just asked "What is a guild?" Then they rubbed some salt in by saying "If these links don't answer your question, please make a new ticket."

     

    So I made a new ticket today. What does it take to get my issue reviewed by somebody? If I had treated a customer the way I got treated in these first two tickets, I would have been written up an docked already. There is no excuse to just make generic answers to a specific problem, and close tickets as fast as possible. Tickets should not be closed until the issue is resolved and the customer acknowledges that.

     

    So while I'm trying to find somebody to actually address my problem, my guild is at risk of being wiped and sold. Why isn't BW stepping in to stop the problem before it happens? I have 3 active subs to this game, have been here since beta, paid for everything in the guild including the bank funds, and they can't even take the 30 seconds it takes to read my post and react specifically to it? Mine should be a very simple issue to address, and it should qualify for an exception to the 4 week rule.

  17. After reading the roadmap very carefully one thing is clear....

     

    Absolutely nothing new for the Collector's Edition Vendor, or VIP or Security Key Vendors for that matter. The CE vendor AKA a constant reminder of broken promises from the very beginning.

  18. Casi and I are on Ebon Hawk, which gets on just fine without Harbinger. Let the west coast get rolled into Harbinger, leave us out of it. We can take Jung Ma, and Shadowlands/Jedi Covenant can have the rest :D

     

    Don't roll anything into Harb. That hamster dies too often. Roll Harb into Ebon Hawk.

  19. Hey all,

     

    Someone indicated we haven't posted in this thread since we kicked it off. As we stated in the opening post, we are not ready to discuss anything, yet, The purpose of the thread was to consolidate all the various posts about the topic so it's all contained in one place. All of your comments will absolutely have an impact on how and what we decide with respect to server populations.

     

    Keith---

     

    Keith, just FYI, the only reasonable solution that would appease an original Space Slug member, is one US server where the name is "Astrolandia", and all toons created there must start with Astro, and the only guild allowed is Astrosquad.

  20. I've been a developer for 28 years and people like that get ignored along with:

    • People who keep posting the same thing over and over because they think the last post "wins"
    • People who think discrediting another poster makes them right
    • All CAPS
    • Annoying colors
    • 500 lines of BS with no facts, the more BS it takes to explain, the less true it is

     

    I PAY AS MUCH ATTENTION TO MY POSTS AS BW DOES!!!

     

    But i'm too lazy for 500 lines of BS so that's all you get

  21. I agree, I happen to believe that gear should play no part in regs, if we were talking about ranked yeah gear should be of a set standard but regs are supposed to be 'just jump in and have a game' activity which unless you have tier 4 gear there is no guarantee a player will be competitive...

     

    Just in case BW is reading here and not the roadmap thread only, this sums up my thoughts too. I get having a gear grind in ranked where you want the top 1% or less to benefit from dedicated time and skill. I don't understand having any gear gap in regs where the casual person plays. Gear gaps there just lead to griefing for a variety of previously discussed reasons. Regs in pvp should be like story mode ops in pve where entry level 230 is good enough for everyone to be on an even playing field. Ranked pvp should have a gear grind similar to HM, NIM ops or even Master Mode stuff where time + skill = reward.

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