Jump to content

The Best View in SWTOR contest has returned! ×

How to Fix PVP: HUTTBALL


hategambit

Recommended Posts

For the most part I think Huttball is well polished. I can think of a few issues:

 

1) The bug that allows players to get up to the side rafters (w/e they are called). This area is obviously not meant for players. Easy fix is to just remove the stand-able area on the sides.

 

2) Players can harpoon or pull enemies up to their spawn area and the enemy player gets instantly killed. This is really lame and I am sure was not intended. A similar situation can occur on Civil War, however, in Civil War the player has a few seconds to jump down and avoid the insta-slay. Please make the Huttball spawn ledge (the part right above the goal) the same way.

 

3) The AFK timer starts when a player begins loading the map, not when they are actually in the game and can move. At times, depending on how lucky/unlucky you are with the spawn gate timer, you can get AFK booted out of the warzone when you were not AFK and fully intended to play. To fix this, I would recommend a 20-30 sec grace period for players who just loaded the map before the AFK timer begins.

 

4*) At times, and I have no idea what causes this to occur, players will receive a new Warzone Que "Pop" after they have already loaded into the warzone. If the player clicks to acccept the second warzone pop, they will rejoin the same warzone and be outside of the 8 player raid group... allowing more than 8 players on a side. This often leads to either a totally 1 sided game or a warzone shutdown. To fix, prevent players from receiving the 2nd warzone pop.

 

*This affects all warzones.

Link to comment
Share on other sites

I was in a Warzone the other day where it was 10v8 somehow. I think it had something to do with either staying in the queue for a while and accepting it just before it goes away, or with rejoining after a DC. I had my client stop responding, and when I came back and requeued, I got an instant pop but ended up on the enemy team as their 9th player. Then another person joined immediately.

 

At any rate, also give a small grace period when you DC so that you don't lose out on a WZ win just because your client froze or your internet farted. It is incredibly annoying when it happens.

Link to comment
Share on other sites

yea, there's a point in Voidstar where if you die the last say..30 seconds of the first round You'll be booted for afk before the second round begins.

 

I agree the Powertechs ability to pull a ball carrier or whoever up to spawn point is lame.

If you're carrying the ball..you don't get credit for passing the line(even though you obviously do) and you instantly die.

 

Either make it so the ball carrier gets credit for passing the line and /or make it so if they're pulled with that ability they don't die.

 

There is also a bug where if you die mid air(after being jettisoned by a vent) and you click respawn before you land you will land wherever you were meant to land..and land alive.

 

Oh and the bug where you're not able to rezz at all after death..I get that a few times a week.

Edited by Ticklepink
Link to comment
Share on other sites

how to fix huttball..

 

let players choose which warzone to play, so i can ban for the rest of my life huttball. sick and tired of it.. especially when playing against my guild mates when there are not enough imps to play against.

Link to comment
Share on other sites

As for number two I've bugged it many time and have posted in other threads about it. 41 second, from the time I prees 'Enter', loading screen and I get into a huttball with 8 seconds left on deserter. Deserter is a 60 second debuff! Somehow I lose time while loading. I have tested it many times and it also happens in space mission the entire time you are on the loading screen the mission has already started.
Link to comment
Share on other sites

1) The bug that allows players to get up to the side rafters (w/e they are called). This area is obviously not meant for players. Easy fix is to just remove the stand-able area on the sides.

 

Is that a bug? I mean, getting there? You can just walk there from spawn, or are we talking about different areas? What is a bug there, though, is that you can avoid the deserter debuff by walking back and forth between the spawn area and one of the sides. It'll toggle off and on every time you cross that visible line on the ground (or roughly thereabouts). The kind of exploit this allows is e.g. if you're a shadow/assassin tank, you can just stay at spawn from the time the match starts and when an enemy ball carrier does come too close, you can pull him up from stealth. That sounds worse than just being able to get up there...

 

2) Players can harpoon or pull enemies up to their spawn area and the enemy player gets instantly killed. This is really lame and I am sure was not intended. A similar situation can occur on Civil War, however, in Civil War the player has a few seconds to jump down and avoid the insta-slay. Please make the Huttball spawn ledge (the part right above the goal) the same way.

 

In Civil War though you have no business being near spawn because the only reason you would be there is you're camping their spawn, which you shouldn't be doing.

 

To fix this, I would recommend a 20-30 sec grace period for players who just loaded the map before the AFK timer begins.

 

Also, after death. On some maps - mostly Voidstar though - it's entirely possible to miss the gate opening if you don't realize it's open right away. And guess what, sometimes the visual effect is broken and it doesn't actually look like it's open when it opens. Yeah you can prevent it by just running against it to find out, but what kind of a workaround is that...

Link to comment
Share on other sites

Fix huttball by making a 1-1 tie a TIE. Imps camped on the ball spaming heals three matches in a row passing from different levels just to hold onto the ball the last 3 to 5 minutes. :mad::mad::mad: Edited by Diewoe
Link to comment
Share on other sites

Fix huttball by making a 1-1 tie a TIE. Imps camped on the ball spaming heals three matches in a row passing from different levels just to hold onto the ball the last 3 to 5 minutes. :mad::mad::mad:

 

had not thought of this, but yes the win should not be determined by who is holding the ball at the end.

 

instead it should be based off of i dunno which team has more kills, or which team totals the most medals... something based on stats as a tie breaker, not who happens to be holding the ball when the clock hits 0

Link to comment
Share on other sites

Fix huttball by removing the RNG. This warzone is one of the most random things I've seen in any game. Also, it's really annoying for a melee when they keep knocking you back. Even more when you land in a pool of acid or a flame. I know you gotta control which way you're facing to avoid that, but in many cases that's not possible.
Link to comment
Share on other sites

Fix huttball by making a 1-1 tie a TIE. Imps camped on the ball spaming heals three matches in a row passing from different levels just to hold onto the ball the last 3 to 5 minutes. :mad::mad::mad:

 

I have both won and lost matches due to this technique. I'm not in love with it as a primary means of winning but at the end of the timer....somebody should win IMO. For the most part...if you can't kill a group that's holding the ball to wait out the clock you probably can't stop them from scoring either if they choose to just score instead.

 

A solution could be a 2 or 3 minute posession clock that has the ball going nuclear and killing all players within 10m of it as it resets back to middle. That would at least force a decision to either score it or pass it neutral when the timer expires. The clock would of course reset upon each turnover/posession change.

 

I think it'd be funny to see a little mushroom cloud appear where the ball and all surrounding players once were.

Link to comment
Share on other sites

Is that a bug? I mean, getting there? You can just walk there from spawn, or are we talking about different areas? What is a bug there, though, is that you can avoid the deserter debuff by walking back and forth between the spawn area and one of the sides. It'll toggle off and on every time you cross that visible line on the ground (or roughly thereabouts). The kind of exploit this allows is e.g. if you're a shadow/assassin tank, you can just stay at spawn from the time the match starts and when an enemy ball carrier does come too close, you can pull him up from stealth. That sounds worse than just being able to get up there...

 

Yeah, the side areas are fair game. I wish you hadn't just told people about being able to stay in the spawn area forever though... I don't want to have games decided by which team knows how to pull-defend...

Link to comment
Share on other sites

×
×
  • Create New...