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Pandoras_Jar

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Everything posted by Pandoras_Jar

  1. Agreed, you must've missed my edit. Again, no decision has been finalised so no need to panic yet! Lend your voices to the conversation!
  2. Broadly speaking, based on conversations I've had and seen in-game on Shae Vizla and in the Guilds I'm in on Shae Vizla, there are two camps. Players who want to maintain the fresh start experience and those who want to transfer characters from NA. There seems to be consensus in allowing transfers to happen at some point and most are happy with credit/item restrictions. For me personally, I have surprisingly really enjoyed the fresh start experience. I was not expecting that at all. The game for me the past couple of years has felt super stale with minimal focus on endgame content and stale PvP environment so there's been little reason for me to log in. Now I'm logging in everyday PvPing and levelling my various characters on Shae Vizla and only logging into NA occasionally. Plus, as someone who has played the game for almost 12 years with only a couple of breaks, I feel conflicted on transferring my characters (some back) to APAC. I've been playing on NA for so long now that I've made connections there and I want to continue playing on NA. So again for me, even when transfers become available, I probably won't be in a rush to transfer any characters. By extension, I really don't feel the need to have all my items and things on all servers (even ones I earned on Dalborra all those years ago). I do however recognise that not everyone is like me and is eager to get to experience low ping on their long established characters. As for transfer restrictions, I don't think there's a need to go crazy, as Potter said, that would likely cut into development time and I would really like to get some new endgame content soon (not more daily zones and solaoble wb's lmao). Just limiting credits is fine IMO. Players should be able to bring their inventory, gear, achievements and legacy just like a normal server transfer. I would say the credit amount would have to depend on the timing of transfers. So the longer transfers take to happen, the more credits players can bring with them per character (1-10 mill max per is what I'm thinking atm). As for how transfers will look in terms of costs, hopefully APAC residing players will be able to get a few free transfers say 12 max? Or alternatively what DWho or emperorruby suggested. I guess the TLDR for me is even though I'm not particularly interested in transferring my characters over to Shae Vizla (even ones created on Dalborra), I don't want to stop other players from transferring theirs over. A credit cap per character is fine. Since I'm enjoying the fresh start experience at the moment, all I have to do is not transfer characters to keep the fresh start experience going for myself. And finally, as others have mentioned, some costs especially gear repair costs need to be addressed urgently to allow the endgame community to get established ASAP. Edit: Also seeing people making assumptions about the outcome that hasn't been finalised yet. Transfers will very likely happen at some point, this is your opportunity to get a say on what that will look like. Chill out.
  3. Thank you Keith! I am very relieved to hear that you guys are not rushing to open up character transfers. Definitely keen to keep our little server healthy. Please address the issues outlined by Ufion though! I admit I'll probably be more focused on endgame PvP and probably won't be rushing into endgame PvE cause of lack of credits. Honestly, the only thing I'm missing on Shae Vizla are my deco's especially ones I've bought off the CM. Everything else, I'm happy to have stay on the NA servers as I'll still be playing on them anyway.
  4. Thanks everyone who came to the event! Kal and I will chat and organise another open world PvP event soon. Unfortunately, we didn't have many Republic players show up. Kal tried to organise people to come Rep side specifically but they didn't show up. So basically the Imps spent the whole time attacking the rep base which kinda got boring after a while for everyone. We'll definitely do this again though and hopefully we can get more rep players so we can switch things up and have proper skirmishes. The lag wasn't too bad for me anyway.
  5. Whoops! I forgot to mention that Kal and I will be giving out some goodies during the event! 😉
  6. Shae Vizla's first Open World PvP Event! Hosted by Xam Xam and <Heroes of the Empire/Republic> Where: Oricon When: Friday 15th 10am AEDT / Thursday 14th 5pm CST / 11pm GMT Minimum Level: 50 (80 recommended) Start Location: Your Faction's Base Empire - Dread Executioner's Camp Republic - Strike Team Oricon Camp Objective: Raid the opposite faction's base (and defend your own). Come join for a good ol' fashioned PvP brawl (no kill trading!) and work towards your Scare Bear and Judged Dread Legacy Titles! Everyone is welcome to join! Imperial players can whisper Xam Xam for an invite. Republic players Kal (toon name TBA). I'll post updates and stuff here closer to the day. Also, depending on how this event goes and if there is interest, I will run more Open World PvP Events in the future. Edit: I forgot to mention that Kal and I will be giving out some goodies during the event (I'll probably stream too)!
  7. FYI everyone the launch times are in the article Subscriber Launch: November 16th at 1pm CT / 7pm GMT/ November 17th at 6am AEDT All players Launch: November 17th at 1pm CT / 7pm GMT / November 18th at 6am AEDT So in other APAC timezones the launch times are... New Zealand - 8am UTC +13 Sydney & Melbourne - 6am AEDT UTC +11 Brisbane - 5am AEST UTC +10 Japan & South Korea - 4am JST/UTC +9 Perth, Philippines & Singapore - 3am AWST/UTC +8 I'm actually kinda glad there's no transfers. The game has been stale for me lately and I kinda like the idea of a fresh start & economy. Also this might be weird to some people but I'm actually really excited to have to get all the datacrons again haha.
  8. Thank you for changing the Arena Weekly requirement! Now I might actually queue for arenas once this goes live haha
  9. Some initial feedback! 💜 Compared to an existing server, how is the performance? Pretty good. Any specific areas or planets where you feel the performance has lessened? Same as existing servers or improved. What region/country do you reside in? Australia (north of Sydney). Provide a comparison of ping from existing servers to Shae Vizla. I get around 250-300ms on SS and SF. On SV I'm getting 17-25ms with the occasional spike to 30-50ms (I'm on wi-fi so not surprised). On one of the original APAC servers Dalborra (11 years ago), I was getting around 30-35ms (rarely lower). Is grouped content working properly? Seems to be. How quickly can you get into a match or Flashpoint you’ve accepted? Very quick. Is travel to any location (planet, Stronghold, Fleet, etc…) hindered? Doesn't appear to be. Are there any issues with the UI such as missing assets or loss of functionality? None so far. Are there any issues with visuals or sounds with the cinematics? Haven't done anything with cutscenes. I should be able to hop back on during the Easter long weekend! Have fun testing everyone!
  10. From what I've tested, it's less than 24 hours. I inadvertently got to test this one day (post 7.2 launch) when I got rocked out stuck bugged. Roughly 16 hours later, I got rocket out stuck bugged again. Both times I had a 20-minute lockout.
  11. Hey, was just looking over the 7.2.1 patch notes and wanted to confirm that the queue lockout timer changes (as seen in this PTS post) are being implemented in this update. Edit: Another question, have the requirements for the 'Warzones: Medalist' and 'Arena: Medalist' Conquest Objectives been changed to 7 Medals? Thanks
  12. FYI the Devs have made a change to PvP Medals on the PTS. Quote from PTS Changelog (first post in thread) - https://forums.swtor.com/topic/927375-64-bit-on-pts-updates-721-known-issues-thread/ My only issue with this is I don't like odd numbers in this context. 😂 One question I have for the Devs I guess is, will the PvP Seasons Points earned be adjusted to take this change into account? i.e. Will earning 7 medals get you the same points as earning 8 medals does now win or lose?
  13. THIS! ^^^ I don't have the energy to go into all the semantics of earning medals today. Except to say that there is already an easy solution to largely solving the medal problem across all maps. Bring back the role-specific medals you took away. This would help address both stalemate scenarios and losing scenarios (where your team is 'outmatched'). As a healer main it does not feel good to be doing everything you can to keep your team alive and to come away with 2-3 medals. I understand you want to encourage objective play. But role/combat medals prior to 7.2 served the secondary purpose of allowing players to get individually rewarded for their efforts in scenarios where their team was 'outmatched' or even in stalemates + more scenarios I'm too tired to go into. Now you're having to put a lot of work into filling in the hole those medals left.
  14. Just to clarify (since there seems to be some confusion) these changes to ACW are currently only on the 7.2.1 PTS right and will go live once 7.2.1 goes live? These changes are a step in the right direction for ACW + other node maps. I like this change in particular 'Turret Control Zones have been increased' I assume this means the radius for earning objective points around objectives has been increased? Hopefully this change will happen to all the node/door maps. My main concern as I pointed out in my previous feedback is stalemates. Will objectives points still tick if neither team owns the objective but both teams are actively fighting around it? Even if it's smaller ticks, I think that would be helpful. Stalling (especially long stalls) similarly is also problematic for getting medals. Another concern is losing (especially when one team is significantly outperforming the other team). Teams that lose get a lot less medals than they used to. This is again another consequence of removing combat (role) medals. In scenarios where your team was losing badly prior to 7.2, you could still get some additional combat/role medals to help get close to 8 medals. With these gone, losing a match is more punishing than it used to be. Combat medals provided a means for players to individually get rewarded for the effort they were putting in when their team was outmatched by the other team. To summarise, while the proposed changes to ACW look okay on paper, I'm not sure if they will help with earning medals in certain scenarios. I'll hopefully be able to get on the PTS for the dev testing tomorrow at 1:30pm CST (and possibly Stream)!
  15. Some final thoughts... Removing the combat medals, while making seemingly minimal adjustments to objective medals, has led to it being much more difficult for players to get 8 medals for most matches and in most scenarios. In stalemate scenarios or in losing scenarios in particular, the combat medals provided the chance to get some more medals given that objective medals are harder to get in both scenarios. That is the key take away for me at least thinking about the state of Warzone gameplay and earning medals. There's always flow on affects for removing a thing/s from an ecosystem.
  16. I know I'm super late to the party (I’ve been busy). But here goes! My experience as a healer echoes other responses in this thread. Getting 8 medals feels like a chore. Before I get into specific map feedback, there are a couple of things that factor into most matches (that affect getting medals) that I believe need to be addressed. Of course, this is all from my personal experience but I’ve found generally that most of my Twitch viewers feel the same or have had similar experiences. There is a TLDR at the end for those who don’t want to read the full post. Defender and Attacker Points/Medals I would like to see some clarification on how attacker and defender points (and therefore medals) are earned. What pace are they meant to tick? How much do kills factor in? Points (attacker and defender) can tick faster if you are killing enemy players within the vicinity of an objective. However, points tick much slower (if at all) if neither team owns the objective they are fighting over. Across the majority of maps, attacker medals are hard to get (except Huttball–kind of…). Again, understanding how attacker points are rewarded would perhaps help in understanding why attacker medals are very rare. The only scenario outside of Huttball where I have reliably earned attacker points is when the enemy team has capped a node in a semi-stalemate situation (Yavin Ruins) but my team is out-DPSing the enemy team. So, in other words, the enemy team is trickling in just enough to stop us from capping the node but we keep killing them hence the attacker points. Competitive/Tied/Stalemate Matches In competitive matches where neither team can get the key node (on node maps) and the match is more or less tied, it is significantly harder to get medals for both teams. There are pretty much zero attacker and defender medals/points being earned and dauntless medals are highly unlikely the longer the match goes on. This is also the same for Voidstar stalemate matches where no one is dying and the attacking team can’t cap the door. The defending team is earning defender medals at a slower pace (because of the lack of kills) and the attacking team doesn’t really get any attacker points. This scenario needs to be addressed. In most matches like this, both teams are ultimately trying to get the objective they are fighting at (more or less). Prior to 7.2, combat medals generally made up for the lack of attacker/defender medals so you could still get to 8 medals in stalemate scenarios. Most of these were of course removed when 7.2 launched. Stalling Another situation I’ve experienced a couple of times is, my teammates have gotten two nodes (in say Yavin/Novare/Civil) and I, and (at least) one other teammate, have managed to prevent the enemy team from capping the third node for the majority of a match. What are we rewarded with? Nothing. Yes, you might get a couple of dauntless at the end but there’s no way you’re getting 8 medals. So helping your team win the match by stalling earns you little. 8 Medals Getting 8 medals a match has been a part of PvP for many years as a key mechanic for gaining maximum rewards. Conquest objectives, maximum Valor potential and even the new PvP Seasons objectives are all tied to gaining 8 medals a match. This is the benchmark that has been set. If you get your 8 medals, you get all your potential rewards. Up until 7.2, all players who put in some effort would be able to get 8 medals for the majority of matches. How do the devs feel about this benchmark? Is it intentional that it is harder to reach 8 medals than it used to be? The removal of the more combat-oriented medals has definitely made an impact on some match types more than others. Now to go into specific map feedback. Novare/Civil/Yavin In my experience, for the most part, these maps seem to be the easiest to get 8 medals on. Although when your team is losing, it’s harder… Hypergate There are a few issues with Hypergate. Firstly, in maps like Novare/Civil/Yavin, all players in the vicinity of a node get credit if a teammate caps the node. This is not the case in Hypergate. Only the person who actually caps gets a medal (but no attacker or defender points?). Again, everyone else close by gets nothing. Hypergate, in general, is a problematic map in terms of design. It is a node map like Novare/Civil/Yavin. But, there is also a central area where engagement is encouraged to get orbs or prevent the enemy team from getting orbs (from an objective standpoint) and to periodically take shelter. No objective points are rewarded for preventing orb caps either (food for thought). Most players treat Hypergate like any other 3-node map even though there is no node at mid. The pylons are played as off nodes with mid being considered a key area to keep control of. Hypergate has always been played like this, to be fair, but we used to have other medals we could get to make up for lack of objective medals (again, combat medals most of which were removed when 7.2 launched). Yes, post 7.2 it is becoming a little more common to have Hypergates where fighting is more concentrated Pylons... But in my experience at least, it is still much more common to have most engagements happen at mid for most of a match. Again, I believe this is a product of the way the map is designed. And finally, another key mechanic of Hypergate to consider (and one that is mostly unique). Killing other players affects the score. With this in mind, I believe the developers have two options. Change the map mechanics to further encourage primary engagement at the pylons. Discourage players from going into mid (except during explosion) by removing orbs? Increase objective points gained at pylons Or simply bring back some of the combat medals that were taken away just for Hypergate ONLY. Especially given that killing players affect the score. Here are some examples of medals to bring back. Killing Blow Destroyer - Deal 1,000,000 damage Soldier - get x number of kills (should be higher than arenas) Commando - get x number of kills (also should be higher than arenas) Perhaps also consider bringing back more role-specific medals? Huttball Players who assist with scoring ie. pass the ball to a teammate who then scores, no longer get any attacker points. Pre-7.2, passing the ball to someone who then scored would get you some attacker points. This is leading to players being increasingly selfish when it comes to scoring and being less likely to pass so that they can guarantee themselves a medal or two. Voidstar I've had a very mixed experience with Voidstar. In some matches, I get defender medals for staying near the door when defending and in some, I don't. I haven’t yet been able to figure out why this is the case. I tend to stick near the poles/posts rather than being right at the door which could be a factor sometimes. But beyond that, I don’t understand why it’s inconsistent. Odessen Is working pretty much the same as it did pre-7.2 as far as I can tell (although this map pops far less than all the others, so it’s hard to know for sure). Medal Suggestions I don't think it would hurt to bring in the Destroyer Medal (Deal 1,000,000 damage) to warzones. This doesn’t really encourage number farming at all as any player that number farms will blow this amount of damage out of the water anyway. It’s a good benchmark for newer players to aspire to and easily achievable for most players without putting too much effort in! I would also love to see maybe one or two more medals brought back for the other roles too! Increase the ‘radius’ for earning attacker/defender points medals around objectives. Especially the doors in Voidstar. Reduce the requirements for the following medals Annihilator Medal - Deal 60,000 damage in a single hit Trauma Surgeon - Heal 60,000 damage in a single heal The 60k single heal and single hit are not achievable for all classes. I believe they should be reduced a little bit. Perhaps the Demolisher and Medic Medals will need to be adjusted as well to accommodate changing the higher ones? Either way, adjustments are needed! Reinforcer Medal - I have had at least one Voidstar match where I was not rewarded a reinforcer medal when joining the match after it started. I’m not sure how often this happens or if it happens with other maps. Perhaps it was a one-off glitch? Okay, I think that’s about all my feedback for the time being. Thank you for your time. Here’s the TLDR for those who didn’t want to read the whole post. Attacker medals need to be addressed across all maps. Look at attacker medals in Huttball in regard to passing and assisting with scoring. Give everyone in the proximity of the pylon cap in Hypergate credit for the cap! Add combat-oriented medals back to Hypergate ONLY (that were removed prior to 7.2). Reduce requirements for the Annihilator and Trauma surgeon medals. Bring back some role-specific medals, especially Destroyer (1 mill dmg). Oh and for medal references, here's my list: - https://docs.google.com/spreadsheets/d/1JKbnCK4h1BqdAbfjNAdwUQBLZaCofCX4oFa71yitqa8/edit?usp=sharing
  17. Thank you for the response! Here is some further feedback in regard to specific Warzone Maps (just as some examples) and getting attacker and defender points. Huttball It's been my experience (and other players as well) that the only way to actually get medals is to score (ideally more than once). Even you help carry the ball part of the way then pass it or heal a ball carrier, you are not getting any or (very little) attacker points. Yavin Ruins Yavin is an interesting one. I've had two similar but different Yavin matches. In the first match, my team got mid pretty early on in the match and held it. I stayed in mid as there was a trickle of enemy players coming in. So by the end of the match I had fairly high defense medal count, the highest I've gotten since 7.2 launched. Later on, I had another Yavin match where the enemy team got mid pretty early on. I kept going into mid to fight and was staying alive for a decent amounts of time yet barely got any attacker points (I got the basic attacker medal, that's it). TLDR attacker points aren't easily earned in Yavin Ruins. Ancient Hypergate I've had a few Hypergates now where most fighting was done at pylons both controlled by my team or the enemy team. In all scenarios, I got barely get any attacker or defender points even though I was fighting right on the pylon. Apparently the one sure way to get points is to grab orbs. Further Comments There's definitely some inconsistencies in regards to how attacker and defender points are being rewarded. Players assisting with objectives are not getting points like we used to. Only the player who plants the bomb on the door, scores in Huttball etc. gets the points. If you want to further encourage objective play, you need to ensure those who assist also get some points as well. This is currently not happening across almost all maps. I guess all we have to go on as players is our experience from before and after 7.2 launch. There is definitely a contrast in regards to earning attacker and defender points. Perhaps it would be beneficial for us to understand how it is intended that we get attacker and defender points in 7.2? Should players in close proximity to a player planting a bomb for example get some attacker points? Should players who help carry the ball or heal the ball carrier get attacker points if a player end up scoring due to their efforts? Should players in close proximity to an enemy node or pylon get attacker points? Most players would say yes to all three. All three of examples are how things worked pre 7.2 launch.
  18. Hey everyone, I've attempted to compile a list of all the Medals (in 7.2) and to summarise some of the main issues/problems we are facing obtaining medals, particularly in Warzones. Table of Medals I have compiled a table of all the medals in Game Update 7.2 with comparisons to an older (incomplete) list of medals I found. This is NOT a complete list and is an ongoing work in progress. https://docs.google.com/spreadsheets/d/1JKbnCK4h1BqdAbfjNAdwUQBLZaCofCX4oFa71yitqa8/edit?usp=sharing Most Role Medals have been Removed When compared to the medals we got prior to 7.2, here's what's missing from WARZONES. Destroyer and Combatant (overall damage) medals Shield and Guardian (protection) medals Savior (overall healing) medal The removal of these medals makes it more difficult for all three roles (especially DPS and Tanks) to get their 8 medals. Role Medal Adjustments The readjusted Annihilator (60k single damage) and Trauma Surgeon (60k single heal) Medals are too high for most classes. I would reduce them to 45-50k. Crits that high are somewhat rare and not easily obtainable for most classes. Some other Medals Removed from Warzones Commando (4 Kills) Soldier (8 Kills) Quick Draw (1 Killing Blow) Assassin (1 Solo Kill) I think it's safe to assume the removal of these medals won't be reversed. Either way, it goes to show the impact the removal of multiple medals is having. Objective Medals In summary, objective medals are harder to get. Even if you are fighting right next to the node or a door, accumulation of offense and defense medals is a lot slower now. This appears to be cause offence and defense points are ticking or obtained much more slowly. This is an issue on almost all the node maps in my experience. Winning on these maps is not even a guarantee of getting 8 medals. Even players who guard a node the whole match are rarely able to get 8 medals. On Huttball maps, it's a bit more hit and miss in my experience. If you are scoring, you're much more likely to get 8 medals. But if you are only helping/carrying the ball part of the way, you don't always get rewarded. What should be Changed (IMO)? Increase the rate that offense and defense points are gained to more closely resemble the rate we got them prior to 7.2. This would make playing objectives more rewarding! Add more medals for DPS and Tanks - reintroduce at least one medal for each role that was taken away and make them reasonably easy to obtain. For DPS, bring back the Demolisher Medal (1 mill, same as arenas) Conclusion It doesn't feel very rewarding doing warzones at the moment, even when you're fully helping out with the objective and winning the match. I compiled this to try and figure out what is happening and perhaps to have a constructive discussion (wishful thinking probably haha) in the hope of getting our concerns looked into and/or addressed. I don't want medals to be super easy to get, I just think a better balance can be achieved. I don't expect to get 8 medals sitting in mid in Hypergate for a whole match. But if I'm fighting at the Pylons for the majority of a match, I would expect to be able to get 8 medals more easily (this is not the case right now). If I've missed anything (I'm sure I have), feel free to reply.
  19. I strongly disagree with these lockdowns. As others have asked, what time period is this over? 24 hours? 48 hours? Since your systems can not differentiate between someone intentionally leaving or DCing due to internet connection issues, the deserter queue should be an absolute maximum of 20 minutes. It's punishing enough having to wait 20 minutes after DCing through no fault of your own or getting stuck in the map and not being able to move then getting timed out cause you're stuck in spawn... (Rocket Out stuck bug thankfully hasn't happened to me for a while but still incredibly frustrating memories). So please just leave it at 20 minutes across the board. I think that's reasonable for all parties. Deserters get punished and people who DC suffer a not too long but still annoying punishment.
  20. Agreed. I also miss MVP Voting. I don't get why that was taken away....
  21. So a few more things... PvP Seasons Tokens The amount of PvP Seasons Tokens we can get has been upped to 20 (12 Track, 8 Achievements) which is nice. But... We are capped at 15 PvP Seasons Tokens. https://mmobits.com/wp-content/uploads/2022/11/pvp-seasons-tokens.png So you guys might want to fix that given the majority of the ranked replicas cost 16+ tokens. Giradda Ranked Replicas I can respect that the costs are super high for the Ranked Replicas (as much as I dislike that people will be able to get them). But I would still like to see some rewards not be on the vendor at all (see previous post). Here are tables of the Ranked Replica Reward Rotations for anyone interested (PTS is currently on B). Rotations A and B - https://mmobits.com/wp-content/uploads/2022/11/giradda-replica-rewards-rotation-a-b.png Rotations C and D - https://mmobits.com/wp-content/uploads/2022/11/giradda-replica-rewards-rotation-c-d.png Seasonal Objectives Changes Not sure how I feel about increasing the requirements yet. I think it's okay for most of them but for the wins not so much. I would max Arena wins at 3-4 and max Warzones wins at 2. My only concern for the other objectives is being able to do them on lower pop servers *cough* Satele Shan *cough*. Trophy Decos I still don't like that the Trophy Decos have been moved from achievements. But having them cost 12 Tokens on the vendor is a bit obscene especially given they have nothing to do with the Ranked. Make them 1 token each if they have to stay on Giradda. However, I would honestly prefer a different means of obtaining these decos given they have been tied to achievements for years. It feels weird to go from being able to get 100's of the existing trophy decos from achievements to barely being able to buy the new ones...
  22. To add to my previous post, here's some further feedback and comments based on my experience from the various testing sessions. I’m glad we got some matches in on Friday and Saturday as well. Thank you to everyone who came on and thank you to the devs for organising and coming on! It was fun getting to play with people I don't normally get to play with. Hopefully we'll got some more test sessions once some of the kinks have been fixed eg. scoreboard, medals, group queueing, seasons objectives etc. No more MVP Voting Why was MVP voting was taken away? Parts of Scoreboard Buggy The Personal and Season Tabs don't appear to be working correctly but maybe they are still a work in progress. Medals The scoreboard doesn't really properly show you what medals earn (doesn't help that the personal tab is bugged). The old scoreboard you just hover over a player's medals and it'll tell you which ones they got. Medals do however show up highlighted in chat (different to how they sow up in chat on live). Here’s a list of SOME of the medals as they appeared while testing. Most appear to be incomplete and/or missing some zeros. Defense Basic Medal awarded for gaining defender points! Defense Bronze Medal awarded for gaining 2.5k defender points! Combatant Medal for dealing 0 total damage Destroyer Medal for dealing 0 total damage Annihilator Medal awarded for dealing 6,200 dmg in a single blow! Demolisher Medal awarded for dealing 12,400 dmg in a single blow! Trauma Surgeon Medal awarded for a 98,900 heal! Savior Medal awarded for delivering 0 total healing Healer Medal awarded for delivering 3,900 total healing! Paladin Medal awarded for preventing 2,400 dmg to your allies without dying once! Guardian Medal awarded for preventing 0 damage to your allies Protector Medal awarded for preventing 1,000 damage to your allies! Shield Medal awarded for preventing 0 damage to your allies Offense Bronze Medal awarded for gaining 2.5k attacker points! Offense Medal awarded for capturing a pylon! Offence Basic Medal awarded for gaining attacker points! My suggestions for damage and healing single hit/heal medal values (could maybe go a little higher?) Demolisher - 20k Annihilator - 35k Medic - 20k Trauma Surgeon - 40k For total healing for warzones, I would say maybe... Healer - 2 mill Saviour - 4 mill PvP Seasons Didn't get progress on any of the objectives. It would make more sense if we got multiple copies of decorations, instead of just one (at least 10 of each). And to bring this up again, please remove the credit catch-up mechanism. If there has to be a catch-up mechanism, make it cost WZ-1 Accelerants instead. Rewards Vendor (Giradda) I noticed that there is a mix of old-ranked rewards and new season rewards. The new rewards include the old trophy art decorations (which I find quite odd) and new placeable flags (haha). I still really do not like that the old ranked rewards are available with Seasons Tokens. I prefer for most of those rewards to remain exclusive. However, I think a compromise could be to not bring all the ranked rewards such as the Mounts and maybe some of the Weapons and armour sets to this vendor. That way PvPers still get some exclusivity to their hard-earned rewards (that PvE raiders get to have). It really is a slap in the face to everyone who grinded for the Ranked Rewards only to now see them easily be obtainable by players AFKing in matches. Also, what's the go with old trophy art, that's currently tied to achievements, being removed from achievements and added to the vendor? Just keep them in achievements... Onderon Arena Overall, I do like the new Onderon Arena Map. My only complaint is in the underground/tunnel area there are too many pillars. I found it quite frustrating as both a healer and DPS. My heals and damage would often not go through because of los (line of sight) issues. I think there should only be a maximum of four pillars (same as the Mandalorian Arena Map 'underground' part). Leaderboard And finally just wanted to reiterate my plea for a leaderboard system. Especially since there's the new Battle Record system which could be used as the backbone of a leaderboard system (and maybe helps determine hidden MMR?). As I've previously stated, this would be a decent compromise for the removal of ranked and give us something competitive for all modes of PvP.
  23. Unless by some miracle I can get an actual PvP match (arena or wz) to pop on PTS (not enough people queuing lmao), then I won't know for sure about MVP votes or spitting.
  24. Would absolutely love to see a leaderboard system for PvP (please, no neon pink though 🤮).
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