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Developer Tracker

Star Wars: The Old Republic > English > Developer Tracker


EricMusco
Frequently Asked PvP Questions | 03.20.2014, 09:24 AM
Quote: Originally Posted by ninjonxb View Post
I think you meant to bold and underline the question
Fixed, good catch.


EricMusco
Frequently Asked PvP Questions | 03.20.2014, 09:04 AM
Hey folks,

One thing that I know we have received a lot of varying questions around is the topic of PvP in SWTOR. As many of you have surely seen we are going to have one of our PvP Designers, Alex Modny, on our Thursday Livestream event later on today. As with most of our streams we have quite a few questions which are commonly asked by PvPers. I talked with the combat team about many of your questions and got answers to many of the commonly asked questions. Below you will find those questions/answers.

Will we ever be able to choose a specific Warzone to queue for?

From the design side, we do like the idea of allowing our players to be able to impact which Warzone they want to queue for, but it is not as simple as letting everyone select which Warzone they want and call it a day. Because of a few reasons (queue population, preventing ‘de facto’ best Warzone, making sure all Warzones are being played, etc.) it would require a fully-fledged design around that new queuing system in order to make sure the system was sustainable (in queue times, etc.). There are no current plans for the near future to implement this feature.

Have you considered implementing a Huttball League?

We have certainly seen a lot of suggestions around the creation of a Huttball League for sure! Implementing a Huttball League has a special place on our Wall of Crazy but it is not in our current roadmap.

Why is Bolster in Ranked PvP? Why not just require a high level of PvP gear?

This is a great question, and one we put a lot of thought into when the decision made to keep Bolster in Ranked PvP. As many of you likely know, in the past we had an entry level set of PvP gear called the Recruit set. Wearing this set into a Warzone would put you at an “entry level” for PvP. However, having Recruit gear in the game created two important factors:

1. The player needed to know that this is how PvP at max level worked.
2. The player needed to then get the gear and actually equip it.

Although this may seem like something which is obvious to many of you who are more seasoned and hardcore PvPers, these factors being missed led to many players first experience being that they got completely stomped in PvP. Although we understand that there are certainly “dues to be paid” when you play PvP, they shouldn’t come right at the beginning of someone’s PvP career. We also want the Ranked population to be as high as possible within the Level 55 bracket so we have Bolster in place so more players can participate in the system.

The best solution for this situation was a systematic approach which puts all players on an even footing when they enter the system. We know that some feel the best solution is to simply make everyone have the same gear and stats when in PvP so that it is purely a measure skill and skill alone. However, we feel that as an MMO, gear progression is a major cornerstone of its long term gameplay. We feel that Bolster takes both of those ideas into account and lands as a nice middle ground.

It is very unfortunate that Bolster has experienced issues since its implementation which certainly created pain points for our PvP community. However we will continue to work to ensure that Bolster is working as intended! I think we can all agree that having the first time you PvP be a positive experience will go to great lengths to ensuring that those folks stick around and continue to PvP!

Will you be implementing Cross-server queuing?

We have no plans at this time to implement cross-server queues.

Will you be introducing rewards in future Seasons to recognize those players who have achieved the highest of ratings? 1500 seems like a low bar for some players.

For starters, we have seen a lot of feedback around this very topic on the forums, please keep it coming. This is a very tricky thing to design around as no matter where you put the breakpoint, someone can potentially feel like they are not getting the rewards they deserve. We took this to heart when trying to decide where best to place the “breakpoint” for reward tiers. For us, giving the Rancor mount to only the top 5% felt like a good breakpoint since that will still make it very rare. We will continue to use player feedback as we make decisions about future seasons rewards, we have no announced changes planned at this time however.

Will you be bringing back 8v8 Ranked Warzones?

We have no plans currently of bringing back 8v8 Ranked Warzones.

Are there any plans of expanding open world PvP?

Currently we have no plans of expanding open world PvP, specifically to say we don’t have any plans to introduce any new systems which offer rewards around it. However, we will continue to encourage open world PvP in events and future content. Some examples of this would be the Oricon daily area and the shared questing areas of the Rakghoul event.

Are there any plans to address teams having healer hybrids in Arenas fighting against teams without a healer?

This is a question of how long we want to wait to pop an Arena match when it relates to hybrids. We could, in theory, create restrictions around matchmaking to pair you only against someone extremely similar to your character in both rating and “spec” layout. However if we did that, it would have very serious effects on how long a queue takes to pop. We had to make a decision to err on the side of having more matches pop than simply trying to mirror the teams exactly. The only option to address this would be to tighten restrictions on matchmaking but this will result in greatly increased queue length, which is not favorable.

What about the issue of 3v4 matches in Arenas?

This typically occurs due to a player crashing before loading into a match, which creates a situation where one team will have one less player. In this situation, we have made the decision that matchmaking will not backfill that player. This is because by the time we can accurately detect that a player has crashed, and then select a player to backfill in the crashed player’s place, the first round would already be in progress or over. In this case, backfilling would turn a negative situation for 4 players into a negative situation for 5 players, and we are not fond of that idea.

On the plus side, our rating system takes the 3v4 into account when awarding rating at the end of the match. The team with 4 will not be rewarded nearly as well for winning as they would if it was a normal match, nor will the team with 3 be punished as severely for losing.

Matchmaking will sometimes place the same Advanced Classes on the same teams. An example would be 4 Powertechs against 4 Assassins. Are there any improvements planned here?

This is a great question, we agree that this is certainly less than optimal. Matchmaking should certainly be better about how it assigns classes across each team and we will be actively looking to make improvements. No timeline right now on those changes but it is on our radar.

Huge rating gaps between players in any given Arena match….

Typically this issue occurs when there are not a lot of players in the Arena queue, I think it may help to understand a bit about how our matchmaking works. Matches are based around the original character who is entered in matchmaking and what their rating is. Let’s say a character is 1500 and enters the queue. Matchmaking will start looking for another 7 players to have them play with who are also 1500. At certain time intervals, that rating range is expanded (both up and down) in order to work to fill the match. Over time that range will continue to be expanded, so the “up” and “down” rating from that base player is why you could see a 1200 player and an 1800 player in the same game as they are both 300 rating from the original character in the queue.

What about players who “sync queue” to specifically play each other, AKA match fixing?

This is an issue which is again due to the amount of players in the queue. If a group of 8 players wanted to fix the queue to play against each other, they may be able to do so at some weird “off time” for their server. However, we have systems in place to detect these types of actions and when Season 1 ends, those players will find themselves without any rewards at all.

Do you have any plans to address overpowered Hybrid builds which are present in Arenas?

Our history of class balance shows that we attempt to discourage overpowered hybrid builds when and wherever possible. We are constantly balancing classes and will take action if something is not falling into line with class balance. We will continue to monitor these builds and adjust as necessary.

Although this may not be a comprehensive list of every PvP question ever asked, I hope that this will do a good job of answering a lot of the core questions PvPers are asking. Thank you all for your continued feedback!

-eric


TaitWatson
[BUG Report] Guild Repairs Not resetting | 03.20.2014, 08:14 AM
Hmmm, I don't know why it would have been deleted. However, I'll pass this along to be looked at! Thanks!

-tw


CourtneyWoods
Twitch Stream Thursday 3/20/2014 | 03.19.2014, 04:44 PM
Hey everyone!

Musco and PvP Designer Alex Modny will be on Twitch tomorrow, March 20th, playing Warzones on Prophecy of the Five at 1:30PM PDT.

Looking forward to seeing you in the Pit!


TaitWatson
Faction Imbalance Caused By Offhand Hits + Talents. Commando Assaul vs Mercenary Pyro | 03.19.2014, 02:27 PM
Thanks for your post! I'll pass this along.

-tw


JasonAttard
@Devs- we need these numbers | 03.19.2014, 01:48 PM
Quote: Originally Posted by Altheran View Post
Should I take it as it's unintended for Bombers to have a 90-points Weapon and Engine pool ?
The 90 point weapon pool on Bombers is intended. That was one of the balance changes we made to them as a result of our beta testing, to weaken their primary weapons relative to the other ship types.

Their engine pool should be 100 points, and the data I'm looking at shows it set properly, so if it's only 90 points on the live servers that would be a bug.


EricMusco
Watch New Galactic Strongholds Announcement Trailer | 03.19.2014, 12:51 PM
Hey folks,

Just to answer two questions I have seen in the thread...

Why the value difference between the pre-order Nar Shaddaa Sky Palace bonus and the early access cost of the Nar Shaddaa Sky Palace?

It is actually fairly simple. The base cost of the Nar Shaddaa Sky Palace is 250k Credits. The cost of the three additional rooms is what makes up the remaining 1.25 million that is a part of the pre-order bonus.

If I already killed a boss that has a Stronghold reward (such as Karagga) will I need to kill him again to get the reward?

Although this is a great question we are not quite ready to talk details on the various methods of item unlocks, etc. We will have a blog in the future that outlines more about how the system works and how it will affect previously cleared content.

-eric


JasonAttard
@Devs- we need these numbers | 03.19.2014, 11:38 AM
Quote: Originally Posted by Verain View Post
> The effect of F1 on weapon regeneration rate.
> The effect of F2 on shield regeneration rate and maximum shield strength (blue).
> The effect of F3 on engine regeneration rate and maximum speed.
> The effect of F2 or F3 on weapon regeneration rate.
> The effect of F1 or F3 on shield regeneration rate and maximum shield strength (yellow)
> The effect of F1 or F2 on engine regeneration rate and maximum speed.
Increasing power to a pool boosts its regeneration rate by 50%, and reduces the regeneration rate of the other two pools by 25%.

Increasing weapon power boosts damage by 10%, while increasing shield or engine power reduces weapon damage by 5%
Increasing shield power boosts max shield capacity by 20%, while increasing weapon or engine power reduces shield capacity by 10%
Increasing engine power boosts max speed by 20%, while increasing weapon or shield power reduces max speed by 10%


Quote: Originally Posted by Verain View Post
> The "weapon power recently consumed" regeneration rate.
> If whatever happens near the bottom of a weapon pool is ok or glitchy (it seems you can get more shots that you deserve).
All of the power pools have a "normal" regeneration rate and a slower "recently consumed" regeneration rate. Anything that consumes energy (taking a shield hit, using your engine boosters, getting hit by an ion railgun, etc) will cause the affected pool to switch to its "recently consumed" rate for several seconds (determined by the "delay" stat for each pool).

The default numbers for each are:
Weapons: Pool capacity 100, regen 10/s, recently consumed 4/s, delay 1.5s
Engines: Pool capacity 100, regen 5/s, recently consumed 2/s, delay 3s
Shields: Pool capacity varies, regen 5%/s, recently consumed 0/s, delay 6s

I haven't seen any bugs cross my plate about energy behaving strangely near the bottom of the pool, but if you have steps to reliably reproduce the glitch let us know.

The ideal thing to do at the bottom of the pool should be to stop firing, wait at least 1.5 seconds for the regeneration rate to kick into high gear, then open fire when you think you have enough energy built up to finish your opponent (although it may make sense to fire a bit early if you get a shot lined up and need to prevent the shield from regenerating).


Quote: Originally Posted by Verain View Post
> How does the falloff in accuracy work? If I'm at 600m, do my heavy lasers use the medium range accuracy, or a number very close to the short range accuracy? Is that smooth, or abrupt?
Primary weapon accuracy and damage are linearly interpolated between the short, medium, and long distances (so it's smooth, not abrupt). Everything closer than short distance uses the short values.


EricMusco
Watch New Galactic Strongholds Announcement Trailer | 03.19.2014, 10:30 AM
Quote: Originally Posted by BadOrb View Post
Yup I think BioWare are cheeky little monkey lizards. I wasn't expecting guild ships and legacy bank either. very good keep up the great work monkey lizards!

So I take it if I stay subscribed ( which I have done ) , it seems I will receive 500 CC and then 1000 CC , so a total of 1500 CC. Can you confirm this Eric , obviously in between drinking your mocha ?

Cheers ,

BadOrb.
*sips his mocha*

Excellent question BadOrb. You are correct, if you stay a subscriber throughout, you will earn an extra 1500 coins. Note that you will get these coins in addition to your monthly subscriber allotment.

-eric


EricMusco
Watch New Galactic Strongholds Announcement Trailer | 03.19.2014, 10:26 AM
Quote: Originally Posted by OwnerJord View Post
Any chance of a home on Tython?

Or will they most likely start on Coruscant/Dromund Kaas?
At this time we aren't talking about any additional planets aside from what we have announced, which is Coruscant, Dromund Kaas, and Nar Shaddaa.

-eric


EricMusco
Watch New Galactic Strongholds Announcement Trailer | 03.19.2014, 10:15 AM
Quote: Originally Posted by ninjonxb View Post
4 pages in, 3 dev posts. Woo!

Why am I so excited right now... coffee? what coffee? I don't see any coffee? *sip*
You know, on the morning of big updates like this it is a tradition that I stop in the morning and get the team stocked up on some Starbucks. We too are here to make coffee disappear (or a mocha in my case)

-eric


EricMusco
Watch New Galactic Strongholds Announcement Trailer | 03.19.2014, 10:11 AM
Quote: Originally Posted by oofalong View Post
In the fine print it says:



The Official Launch is not till August of 2014.

Eric or Tait can you clarify that Guild Ships and Legacy Storage will not be coming in 2.8, but rather with the free-to-play launch of the expansion?
Your are correct Oofalong. Those features will come with the official launch of the expansion, not with subscriber early access in June.

-eric


EricMusco
Watch New Galactic Strongholds Announcement Trailer | 03.19.2014, 10:08 AM
Quote: Originally Posted by Infernixx View Post
I noticed that too. It would be amazing if we got to re-view our old cutscenes as 'memories' invoked by clicking trophies in our Stronghold.
Although a feature like this would certainly be pretty awesome, it is not what "trophies" will do in your Stronghold. The video was more to imply that you can earn awesome rewards for your house by killing things

-eric


EricMusco
Watch New Galactic Strongholds Announcement Trailer | 03.19.2014, 10:01 AM
Quote: Originally Posted by ninjonxb View Post
Woo!
So if Subscribers are getting early access on June 24th can we assume that this will not be the focus of 2.8?
2.8 was originally said to come on June 10th and "is going to be the biggest update up to this point"
http://www.swtor.com/info/news/news-article/20140203
Good catch Ninjonxb,

Subscriber Early Access to Galactic Strongholds is coming as a part of 2.8. As you can see the decision has been made to move the 2.8 date out two weeks from its original target. We wanted some more time to work on that sweet, sweet player stronghold content.

-eric


TaitWatson
Watch New Galactic Strongholds Announcement Trailer | 03.19.2014, 08:32 AM
Watch the official Galactic Strongholds announcement trailer and get ready to customize your personal Strongholds and launch your Guild Flagship in the new Free-to-Play Digital Expansion, Galactic Strongholds, coming this summer!

Watch Here!


TaitWatson
BitRaider Or Bug? Resolving common issues with the streaming client | 03.18.2014, 01:32 PM
Hi everyone!

We currently have two versions of patching for SWTOR: streaming and non-streaming. To identify if you have a streaming client, you will see a “ST” written in the bottom left corner, showing that the streaming technology is enabled.

We routinely get tickets and posts regarding “bugs” due to the streaming client, such as missing/delayed textures when loading into new areas or after a new patch. You may also receive a C5 error while patching the client – this usually means there has been an issue with the assets downloading and it needs to be restarted.

In order to resolve these issues, please do the following:
  • Close the Launcher and the game client (if it’s running).
  • Delete the .xfr files and the "config" folder from the “BitRaider” folder in your game install directory:
    • For 32bit operating systems - C:\Program Files\Electronic Arts\BioWare\Star Wars - The Old Republic\BitRaider
    • For 64bit operating systems - C:\Program Files (x86)\Electronic Arts\BioWare\Star Wars - The Old Republic\BitRaider
  • Run the Launcher again
This will force the Launcher to do a full verification of all game files and will update/repair any of which are damaged or incomplete. After the verification is finished, the Play button will be enabled!

If you require further help, please contact Customer Support, or visit our Customer Service forums.

Thanks!

-tw


TaitWatson
Maintainence | 03.18.2014, 10:42 AM
We're looking into this now! Thanks for letting us know!

Edit: You shouldn't see maintenance messaging in the Launcher anymore - let me know if you're still seeing it.

-tw


TaitWatson
Did I miss something? | 03.18.2014, 10:41 AM
Thanks for posting about this! We've seen a few others having similar problems on the forums as well as on social media. We're looking into it now and I'll keep everyone updated.

-tw


TaitWatson
[BUG] Icons of Guildbank and Guildwindow | 03.18.2014, 10:05 AM
I made sure the team was aware. I haven't heard back yet, but I'll let you know!

-tw


CourtneyWoods
Korriban Lore Week | 03.18.2014, 09:45 AM
Happy Tuesday!

The Korriban Lore week continues...

Exiled Jedi became living gods among the Sith. One of the greatest Dark Jedi was none other than Ajunta Pall.
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