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BretHoffman

BioWare
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  1. Hey folks! I wanted to quickly respond to this point made by Verain. I do not consider this to be a change in design philosophy. The "experience" factor of the matchmaker is not about the character. It's about the player themselves. To have any reasonable chance of gauging how experienced someone is at the game mode we need to evaluate the entirety of their play experience, at least to the best of our ability. Looking at character experience often give little to no insight into how much Starfighter the player has actually participated in. I hope this helps to clarify this. Thanks!
  2. Hey there folks - I would like to clear up a little confusion about the match making changes found in 5.9.2. Here is the patch note for that: Prior to 5.9.2 the match maker would build a game around the player who had been in the queue the longest. It would then try to add players with a similar loadout score (Loadout score being based around the best ship in a player's loadout for that match). Players were then sorted by faction or at random for same vs same matches. After 5.9.2 the match maker still attempts to build a match around the player who has been in the queue the longest. It still attempts to build matches with players with a similar score, but that score now takes into account the player's GSF experience (Based on their number of matches played across their legacy) as well as their loadout score. The match then tries to balance out the teams to be as evenly distributed as possible. The new system does not have a metric for skill. It does take into account the amount of GSF that player has played as well as how good their loadout is. The matches also now attempt to balance the rosters whereas previously they made no attempt to do so. We will continue to look at the health of the game and the quality of the matches as we go and make changes as needed. Please continue giving feedback! Thanks, Bret
  3. Hey there folks! I just wanted to pop in here really quickly to add a little clarity to this conversation. With the changes that came in 5.9.2 there were no changes made to the match size logic. Starfighter matches have always attempted to make a 12v12 match first and upon failing to do that they create 8v8 matches. The changes in frequency of 12v12 seem to be caused by the larger pool of players that have come from the cross factional queues. We are watching the player sentiment on this. If 12v12 matches being more normal is harmful to the game mode than we will take the time to re-evaluate how matches are created. I hope this help. Thanks, Bret
  4. Hey folks! Thanks for the questions/thoughts. To clarify a couple things with the matchmaking changes for GSF: The goals: Get matches to pop more frequently. Get those matches to be more fairly balanced. Cross faction teams helps achieve both of these goals. It makes hitting a critical mass of players to start a match more stable and easier to achieve. It also gives the matchmaker the ability to sort through ALL of the players to arrange the best possible match. A few points about premade groups: Premade groups no longer count as the average rating of all the ships. They now count everyone in the group as the same as the highest rated player in the group. The matchmaker will attempt to make the most even teams possible. Given this, a premade group with at least 1 highly experienced player would be more apt to be matched up with less experienced/less upgraded players. Matches should be much more fairly matched across the board after these changes are put into place. This, admittedly, does not cure every ill caused by premade groups of highly skilled player. But it should help to mitigate the issues and improve the quality of matches across the board.
  5. 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: All Warzone and Starfighter queues are now cross-faction Galactic Starfighter matchmaking has been improved to better account for player experience along with their currently selected ship loadout. Thanks! Bret
  6. Hey there folks, Great catch! The changes mentioned were ones that I made quickly in response to balance issues I saw after 5.5. There was a long-ish delay between when I made the adjustments and when the patch notes were being collated for 5.6. I simply forgot that these needed to be included in the 5.6 patch notes. I'll do my best to avoid doing that in the future. There certainly was no intent make "ninja" changes. The intent was simply to make responsive changes to aspects of GSF that still needed additional love. I hope that helps explain. Thanks, Bret
  7. Hey folks, There were some nerfs applied to the EMP weaponry with this last patch. However, there was one bug introduced on EMP missile. The intended functionality is: Primary target received 100% damage. Players enemies within the AoE sphere receive 50% damage. No-player enemies within the AoE sphere receive 100% damage. This bug should be fixed with 5.6.1. I hope this helps to clarify.
  8. Hey there folks! My name is Bret Hoffman and I am a Senior Designer on SWTOR and one of the devs who originally worked on GSF. I wanted to thank you all for your in-depth and well thought out responses. Keep it coming! We are definitely reading and collating all the feedback in this thread as well as the other two we created. Keep that feedback coming in, and, once again, thanks for your thoughts! Happy hunting pilots!
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