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Planned Warzone Changes Part 2 | 06.05.2018, 03:10 PM
Quote: Originally Posted by Pallais View Post
Does Hinder apply to Sage/Sorc Pulls, too? If it doesn't then a Sage/Sorc + Tank becomes the de facto ball running team (given that Hinder basically says only have a tank run the Huttball). Also, would the Huttball matchmaking ensure a tank on both teams? The side without a tank would be at a disadvantage.

Snave's suggested healing debuff would be a better answer to getting more passing of the Huttball. You would only want to hold on to it for so long, dps would still do well as Huttball carriers, and the matchmaking wouldn't need to be as fussy about tanks/healers.
Hinder is intended to apply to to Sage/Sorc pulls, yes. Translocate / Transpose as well. Meaning those abilities will not work on Hindered targets.


Upcoming Matchmaking Changes | 06.05.2018, 02:08 PM
Quote: Originally Posted by Adrenalinezs View Post
Does this include solo ranked arenas?
Yes it does!


Upcoming Matchmaking Changes | 06.05.2018, 02:07 PM
Quote: Originally Posted by Mournblood View Post
I inferred the same thing from Eric's post. You will have very little chance to get on the same team if you synch queue a double premade under the new matchmaking system. Say for example, each of your two premades has trinity (healer, tank and DPS), but there are no other tanks or healers among the PUG players who are queued. Your premades will get split up, and you'll end up fighting each other. Additionally, now that all WZs will be cross faction, the advantage the Pubs had (due to fewer faction members in queue) for getting their double premades on the same team will be gone. At least on my server, Pub premades dominating WZs past midnight will be a thing of the past. So basically, it will be very unlikely for any guild to get two premades on the same team together after the matchmaking system is implemented.

The question that's still in my mind that Eric needs to clarify is what happens to a single premade if they have two healers and there are no other healers queued? Will the matchmaking system split up the healers in that premade? And what about the "rating" level for regular WZs? What if everyone in that premade is higher "rating" than anyone else they are queued with? Will the matchmaking system split them up?

And if all of that is true, what's the point of being able to group queue if you're likely to get split up anyway? Why not just take it to its logical conclusion and make regular WZs solo queue only?
Some good questions in here so let me clarify. We will never split up a group. If you queue as 4 players in a group, you will all be on the same team. However, keep in mind what you describe above is not possible, you could no longer queue if you had two healers in your group. You can only queue with a max of 1 tank and 1 healer in a 4 man group.

To your other point, if you are trying to "queue-sync" two 4-man groups together to be on the same team it is always possible they end up against each other as opposed to on the same team. Especially with the new factors in 5.9.2 such as improved matchmaking and cross-faction.

Hope that clears up any confusion!


Planned Warzone Changes Part 2 | 06.05.2018, 01:11 PM
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!


Upcoming Matchmaking Changes | 06.04.2018, 04:33 PM
Quote: Originally Posted by jimalexblack View Post
How would this system cope with teams that queue with, perhaps, 2 tanks and 2 healers?

Would it stack more of the same on the opposition team? Creating one hell of a long game. Or would it prevent the team from queuing with such a composition (a bit like flashpoints force certain comps.)
Great question! A pre-made (in Unranked) can only have a max of 1 tank and 1 healer in their group.


GSF Changes in 5.9.2 | 06.04.2018, 04:13 PM
Hey folks!

In case you missed these GSF related changes that were posted in the PVP forum:

In 5.9.2 the following changes will effect Galactic Starfighter:
  1. All Warzone and Starfighter queues are now cross-faction
  2. Galactic Starfighter matchmaking has been improved to better account for player experience along with their currently selected ship loadout.


Upcoming Matchmaking Changes | 06.04.2018, 04:11 PM
Quote: Originally Posted by snave View Post
Hey Eric, is this based on Solo / Group ranked rating or are we now getting an unranked rating too?
Actually, since SWTOR launched players have always had a "rating" behind the scenes. I am hesitant to say rating since this isn't the same thing as your Ranked score, but it's the easiest way to explain it. This is more of a way that we approximate player skill solely for the purposes of matchmaking. This is also the reason we don't expose this information, since it is not really a rating (like Elo, etc).

In 5.9.2 we are making optimizations in how we use this information along with things like role, spec, gear, and more to try to create the most balanced teams we can.


Upcoming Matchmaking Changes | 06.04.2018, 03:52 PM
Hey folks,

Matchmaking is another place that we wanted to make some pretty big improvements for Game Update 5.9.2. Below you will find our planned changes:
  • All Warzone and Starfighter queues are now cross-faction
  • The Unranked Warzone queue will now always prioritize Warzones over Arenas. An Arena match will only pop if there are not enough players to populate a full Warzone match at that time.
  • Role Balancing:
    • Matchmaking will never place more than 2 tanks or healers on the same team in a Warzone or 1 tank or healer for an Arena.
    • Matchmaking will always do its best to balance the amount of tanks and healers on each team. If there are 2 healers, each team will receive one if possible, the same is true of tanks.
    • In situations where there are an odd number of tanks / healers, matchmaking will do its best to place the combined number of tanks and healers evenly (example: there are 3 healers and 1 tank, matchmaking will attempt to make the teams 2 healers vs 1 tank 1 healer.)
  • Skill Balancing:
    • Matchmaking will more strongly take player skill into account when making teams.
    • Premade groups queuing for Ranked and Unranked Warzones and GSF will now have their matchmaking skill based on the highest rated member, not the team’s average rating.
    • Galactic Starfighter matchmaking has been improved to better account for player experience along with their currently selected ship loadout.

All of these changes have the goal of making Warzone and Starfighter matches pop more regularly and be more balanced overall. Let us know your thoughts!


Planned Warzone Changes | 06.04.2018, 03:41 PM
Hey folks,

There have been a lot of great comments in this thread about the currently planned changes. Based on that feedback here are a few additional changes:
  • Novare Coast
    • Any characters who leave the starting area prior to the match starting will die.
    • Players will no longer be able to cap a point outside of the intended 20m range (we’re looking at you, Phase Walk)
  • Void Star
    • Characters who attempt to hack through the hangar doors to place a charge from inside the hallway, will die.

With A Little Help From My Friends & Play 2 Give: 2018 | 06.01.2018, 08:33 AM
Hey folks,

The Play to Give Achievements will begin tracking progress at 2PM Central (12PM Pacific, 1900 GMT). Thanks!


Lana marriage missing from Interactions in 5.9.1 | 05.31.2018, 12:21 PM
Thanks for bringing this to our attention! We'll investigate and get back to you once we have a sense of what's going on. Feel free to continue posting in this thread with any additional details.

Please tell us the details about the update to guild management tools | 05.31.2018, 09:49 AM
Quote: Originally Posted by UlaVii View Post
Please tell us the details about your planned guild management improvements:

These changes will potentially alter how we interact and manage our hundreds of guild members so I don't think it's unfair to ask for some advance notice
As Keith alluded to in the Roadmap, the Guild changes are planned for a bit later in the year. We will need to be quite a bit closer before we start sharing specifics. Once we have them to share though, we will!


Planned Warzone Changes | 05.30.2018, 03:23 PM
Quote: Originally Posted by Mournblood View Post

Can you please clarify the item I quoted above? On my Operative, I am able to Holotraverse (while cloaked) across the chasm before the bridge is down to an enemy player (who had been killed, respawned on the other side, and is foolish enough to stand on the center edge where there is no force field). I could then plant the bomb on the door before the bridge was down. It was explained to me some time ago that this was not an exploit, but a resourceful use of class abilities.

With the outlined changes to Voidstar, is this still going to be possible, or not?
This will not be possible. There will now be a forcefield in front of that door until the bridge is lowered. Once the bridge is lowered you can begin planting on the door. You can still get across the gap to get in position to plant the bomb faster, but you can no longer bypass lowering the bridge.


Planned Warzone Changes | 05.30.2018, 11:21 AM
Quote: Originally Posted by Rockula View Post
Hey devs!
Will the matchmaking changes also be a part of the first round of PVP changes?

From the summer roadmap:
>We’re taking an in-depth look at our unranked PvP matchmaking system overall to see what kinds of improvements we can make to better ensure every match is a good one.

Some of the WZ changes will be bad with crappy matchmaking.
Based on the current schedule, matchmaking changes and the above Warzone changes will happen at the same time.

Details on the matchmaking changes will come in a future post.


Planned Warzone Changes | 05.30.2018, 11:20 AM
Quote: Originally Posted by Mycroft-Tarkin View Post
If you die by keeping at least more than one player busy with you for a while then you ARE contributing. Know that somewhere your team has a numbers advantage and will likely clear the enemies there faster because of you

But yeah I can see this not going down too well. We already have premades who just farm kills without capping anything. At least they used to let the other team have the pleasure of winning in most cases. Now, farming kills will simply give them a win unless the other team is somehow 3-capped.
Just to set some context on kills being worth points. Based on the way that it is balanced in the changes above, holding two points is absolutely the way you need to win. Ex: if one team is holding two points, the other is holding one and trying to farm kills, the team with two points will still win.

Kills being worth points will help accelerate the map and to differentiate it from Alderaan. It is not setup as a new strategy to win. Now, all of this is based on current gameplay data from the Warzone. If these changes somehow dramatically shift how people play Yavin, then things could change. Again, based on our data, killing players is still not going to be a viable strategy to win this Warzone!


Planned Warzone Changes | 05.30.2018, 08:17 AM
Hey folks,

As Keith mentioned in the roadmap we are looking to make some Warzone changes this year, starting in July. It is our plan to try to get these on PTS as well, but before we get to that point we wanted to get your opinion on our plans. Below you will find the changes along with our goal for these changes. Let us know your thoughts.

The goals of these changes are:
  • To shorten the average time of our Warzones to be around 12 minutes. We have a few WZs that are taking quite a bit longer than that currently.
  • We have some WZs that are exploitable due to environment hacking, we want to fix that.
Voidstar changes - We want to give the offense a much better chance of completing the objectives. We want to make Voidstar more about a race to complete the objectives as opposed to a map which often ends in a stalemate. Less stalemates will shorten the overall time of the map.
  • Door now take 6 seconds to arm (down from 8)
  • Defenders now have 15 seconds to disarm door bombs (down from 20)
  • Extending the bridges and lowering the shields now takes 6 seconds to channel (down from 8)
  • Forcefields are now blocking the reactor room doors until the bridges are extended
  • Characters who hack their way into the last two rooms of the Warzone before the bridge has been extended or the forcefield is down will be killed
Ancient Hypergates - We want running orbs to be more impactful to the WZs gameplay, with the goal of shortening each map.
  • Orbs now score more points (up from 6, review below)
  • Orbs scores ramp up each round of the game:
    • Round 1 = 12 points per orb delivered
    • Round 2 = 15 points per orb delivered
    • Round 3 = 18 points per orb delivered
    • Round 4 = 21 points per orb delivered
    • Round 5 = 24 points per orb delivered
    • Round 6+ = 27 points per orb delivered
  • Player corral forcefields have had their up-time reduced, the forcefield is now down for 10 seconds and up for 15 seconds (previously 30 seconds)
Alderaan - Shortening the match time.
  • Turrets now damage ships for 12 damage per tick (up from 10)
  • Characters exploiting by hacking inside of the capture terminals will now die when they do so
Yavin - Further differentiate the map from Alderaan Civil War along with shortening the match time.
  • Teams now start with 500 points (down from 600)
  • When players die they reduce their teams score by 2 (up from 0)
  • Characters exploiting by hacking inside of the capture terminals will now die when they do so


Smuggler's Luck machines bug... | 05.29.2018, 01:55 PM
Alright folks,

The team believes they have a fix for the slot machines. It won't require a restart, however we will need to do a little magic on Nar Shaddaa itself. While this is happening, if you are on Nar, you will be kicked out of the zone. You should be able to log back in right away.

Once we get Nar Shaddaa "restarted" the slot machines should be working properly again. Expect this to happen soon, within the next hour or so.



Smuggler's Luck machines bug... | 05.29.2018, 09:06 AM
We are aware of the issue with the slot machines and are looking into a fix now. We might be able to address this without a maintenance/patch, but we'll see.

I will pass on more info as I have it.


Cartel contraband slot machines give Golden Certificates | 05.23.2018, 08:41 AM
Hey folks,

I checked in on this situation. It looks like it was an unintended change in 5.9, this has since been corrected and the Contraband Slot Machines once again drop Cartel Market Certs. If you notice this is not the case, let me know.


Maintenance: May 23rd, 2018 | 05.23.2018, 07:12 AM
Quote: Originally Posted by PerfectSquare View Post
Did this start early or is my timezone conversion off?

It's 8:20AM EDT (which is 5:20AM PDT) and the servers are down for me. Wanted to check a couple market items before heading out for the day...
Quick explanation on how our maintenance works which will explain what you saw. As an example, let's say our maintenance starts at 7AM. At 6:45AM, we message to players a 15 minute warning that the server will be shutting down. When we do that, we stop NEW logins from entering the server. That means if you aren't already logged into the server, you won't be able to get on.

We continue countdown messaging until 7AM, at which time we kick any players which have not exited the server. At this point all servers are now offline and maintenance begins. If you tried to login during the 15 minute window prior to maintenance beginning, we will have disabled logins. The servers weren't actually offline for players, we just stop more people from going on right before they would get kicked.

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