Wolf_Knight Posted June 29, 2019 Share Posted June 29, 2019 Most Voidstar Matches are pretty much free-for-all fights that are more about killing everyone in the first room and never getting past there or at least rarely. I can't remember the last time I'd seen any team reach the end of Voidstar. So my idea is to make it worth going for the objectives instead of just killing everyone you can and not only in Voidstar but in a couple of the other maps as well. I'll Start with Voidstar - because of respawn times and the increased damage and interrupt that keep being added 8 seconds to plant the bombs and 4 seconds to defuse is an eternity. Allow the doors to be directly targeted and attacked,. give them good reduction to it's not an instant open but as a second option to the bombs, or a way for certain crew skills like slicing or cybertech to be applied to a second way of opening the doors. this a quick ideas I'm throwing out there not the only way it could be done. Another option would be to move the respawn points for the defending team. as a defender dies they get moved back into the next section. but that would require a change to the map putting a defender spawn point on the near side of the bridge as well. This would be because they would need to be able to defend the bridge consoles after they got killed in the front room. Once you get to the last room the defenders would have the respawn advantage and again change the doors or if need be create a new "Voidstar" like map where the doors are destructible. Another option is to leave Voidstar as it is and create another attack/defend map using control points similar to GSF where being in range of it soverts it to your side. as long as you have more players at the location then the defenders you gain control if the defenders equal or have more all progress stops. if the defenders are the only ones in place progress reverses at half pace. This is because one a position is compromised it is always harder to defend. Ideas for other objective based maps like Alderaan, Yavin 4, Hypergate and Novare Coast. Instead of stopping the capture for any damage taken make it require and interrupt ability, stun or 15% of total health lost in 5 seconds and of course a knock back ability to be all that stop capture progression. The characters are supposed to the Heroes of the Galaxy and are "Wearing" Armor and are always in combat but are immediately stopped from performing their duty but the least amount of incoming fire. This would allow all classes that have them to make more use of short term shield and other DR abilities and give people a new way to learn to play. Most important aspect to all of this is to make the objective the more important things than just numbers including the number of Medals. Instead of basing the rewards on just the number of medals received up to 8 you give more weight to certain one. The most weight would go to Objective based medals; ie: Defending and Objective, capturing an objective, scoring in huttball, carrying energy in hypergate. Second highest weight of rewards given to Spec based skills - Tanks would get weight for protecting allies, Heal Spec only would get the weight for healing and DPS would get weight for total damage. The least weight would be given to all other medels such as a DPS with taunt would get minimal benefit for using their taunt and guard. They would still be helping the team but out of their role, same for Healers doing DPS, they get the least benefit as it isn;t within their role. This way the rewaards are still based on performance but are tied to completing the objectives like in Flashponts. In this regard you could also set up both Team Death Matches for 8 on each team using the existing arenas as well as restructure the huttball maps into 16 man Solo Death Match when once the total kills gets to 50 or 100 the person with the most kills gets an extra bonus but the 8 top players are declared winners. You could even turn on friendly fire, make people more careful about being caught in their own AoE Damage effects. If you apply any of these ideas and want to use them for ranked and arenas tun on friendly fire all ranked matches so players have to think instead of spam. We have to think in PvE as not to aggro more than we can handle and use tactics and mechanics in boss fights why not add the level of challenge to PvP as well. I don't know if these suggestions would go over well with our players but I have been playing both Video and Pen and Paper RPGs for a long time and in Pen and Paper RPGs Friendly Fire does happen and it isn't Friendly. Foe a laugh and an example - How do you change a Wizard into a Dog? The party is in a dungeon and gets into a fight. Everyone else is engaged at close range except the Wizard who is standing back fighting at range. One of the enemies, the group leader and their target run away towards a door and enters it. The wizard chases him ad enters the doorway right on his heals. The DM tells the Wizards the enemy is at the other door to the room. The Wizard use his Fireball Spell and then asks the DM how big the room is. The room is 5x5. A Fireball has an AoE of 10x10. Too late to take back the spell. The wizard rolls a Critical Success and rolls 27 damage on the dice with the critical hit that is 54 Damage and to compressed area of the spell added a multiplier to that. and the Wizard was caught in the blast as well. The enemy is killed and Woof!!(think of the sound of displaced air when you light a large flame such as a gas grill or bonfire) the Wizard is now a Dog. 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SteveTheCynic Posted June 30, 2019 Share Posted June 30, 2019 Thread title: Gameplay suggestions for making Voidstar and other objective based maps more playable They *are* playable. What you're asking for is a (rather heavy-handed) way to ****force**** everyone to play to the objectives. Who are you to say that it's wrong for people to have fun killing each other rather than following the entirely arbitrary objectives? Link to comment Share on other sites More sharing options...
Wolf_Knight Posted July 1, 2019 Author Share Posted July 1, 2019 Don't take this the wrong way but I'm not being Arbitrary, games are designed within a system of rules and objectives to make things interesting for everyone and based on the idea of working towards the goal. If people want to just run and kill that's what Team and Solo Death Matches would allow with no need for objective based game play and would allow for people to queue for the type they'd prefer. As for the play ability of a match or map is from each persons individual perspective and I'm just making a suggestion to get the focus back onto those kinds of situations. also this would help people prepare for some other content by teaching them to use the roles they build their characters into because if a healer is using their healing and support skills in a match they will be better prepared to use them both in ranked if they choose to go that route and in Master Mode FPs. Ultimately this is just a suggestion from my perspective as this is the suggestions thread Link to comment Share on other sites More sharing options...
Chainner Posted July 1, 2019 Share Posted July 1, 2019 (edited) The reason people don't care to win is they are getting too many rewards for not winning. We need to encourage people to play to win or don't play at all. The path to get there is to never reward losing. Solutions: Increase the rewards for winning to 5:1 like in ranked. Increase the progress towards conquest for winning. Decrease or remove the progress towards conquest for losing. Remove the medal system. Remove the scoreboard. Remove any gear reward from PvP. Increase the e-peen / cosmetic rewards for winning PvP. Once everyone is playing the same game at hand which is to win, PvP will be more fun. Edited July 1, 2019 by Chainner Link to comment Share on other sites More sharing options...
SteveTheCynic Posted July 2, 2019 Share Posted July 2, 2019 Don't take this the wrong way but I'm not being Arbitrary There's only one way to take that: you're making things up about what I said. I didn't say that *you* are being arbitrary. I said that the objectives (as they are now) are arbitrary. Link to comment Share on other sites More sharing options...
Wolf_Knight Posted July 6, 2019 Author Share Posted July 6, 2019 In regards to the objective's being Arbitrary, they are and always will be in a game. A game has rules set up by the person who created. However this is also true in any kind of objective base system even in life. The rules you have to follow at work or school direct you to "arbitrary" objectives because someone set the goal. My recommendation that they give people a better reason to work towards those objective is a way to make PvP a little more fun for more people by encouraging people to be on the same page when they enter a match. I'm not saying it will be more fun for everyone to play towards the objectives which is why my recommended changes and additions had both the Team Death Match and Solo Death Match match-ups as well. They would be a separate queue just like ranked so that people could chooses the way to play. One other suggestions would be to lower the Huttball count in the rotation a little so people see more of the other types of games. Link to comment Share on other sites More sharing options...
Aberd Posted July 8, 2019 Share Posted July 8, 2019 (edited) With regards to Voidstar. 1) When you are defending, it is to your advantage to be killing the opposing side as quickly and as often as you can. The more time they spend in the first room forcing the attackers to defend themselves the better the chances of winnnig. 2) As an attacker you want to kill at least a few of the defenders in the respawn area, you stand a better chance of getting through the doors. 3) I've seen plenty of times where one team gets through the first, even second doors. The thing with Maps like Voidstar is getting your team to work together enough to get the objectives. If you can draw most or all of their team to one side then sneak someone to the other side, getting through the doors is not that impossible. In short, you need to find and work strategies and communicate this with your team. Edited July 8, 2019 by Aberd add Link to comment Share on other sites More sharing options...
SteveTheCynic Posted July 8, 2019 Share Posted July 8, 2019 The thing with Maps like Voidstar is getting your team to work together enough to get the objectives. If you can draw most or all of their team to one side then sneak someone to the other side, getting through the doors is not that impossible. In short, you need to find and work strategies and communicate this with your team. Yes of course, but OP's point is that most of the time people *don't* cooperate like that. OP's idea is wrong because it seeks *only* to *punish* people who don't work to objectives. A better approach, as noted previously, is to provide rewards structured to encourage objective-oriented play. Link to comment Share on other sites More sharing options...
Wolf_Knight Posted July 9, 2019 Author Share Posted July 9, 2019 Yes of course, but OP's point is that most of the time people *don't* cooperate like that. OP's idea is wrong because it seeks *only* to *punish* people who don't work to objectives. A better approach, as noted previously, is to provide rewards structured to encourage objective-oriented play. As the OP, I don't believe I encouraged punishing anyone, my recommendations were to reward the players more for objective based play. I also suggested the addition of Team and Solo Death Matches so those that just want to run and kill everything had a special place just for that where the objective was like in GSF's Death matches the team or player that reaches to targeted kill number wins, or in a solo match set a timer and most kills at end wins. The problem where it seemed I may have advocated punishing someone most likely stems from the fact that if you reward 1 style of play over the other it could be seen as a punishment but if rhe maps that have objectives should award that kind of play. Actually hypergate is a good example of one that works along those line. Capturing the control points rewards the team more than the kill points and carrying energy to those points rewards more. Control of both of them has become a tactic for winning faster so teams are "forced" to guard and support each other if they want a chance to win. Link to comment Share on other sites More sharing options...
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