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Huttball does NOT REWARD PROPER PARTICIPATION!


DistortedShadow

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IF you're wondering why people ignore the ball and just go team deathmatch, it's because it rewards fighting in the middle way more than the actual game does.

 

This screenshot was taken at the winning screen where we completely mopped the floor with them. I personally delivered 4 of these 6 goals (notice the win was taken past the goal line) and passed the huttball to the end carrier on the first two. How is my objective score 0? Isn't scoring and passing the entire point of huttball, or is that just a ruse?

 

Huttball should be tweaked to reward passing and scoring the goal much more than the simple 'well you won, so it's reward enough, right?'.

 

I didn't even get a single medal, what gives?

Edited by DistortedShadow
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Good to know, granted I haven't been paying attention to other WZ's because those are more games of 'which team has more level 50s in purple pvp gear', which is an umbrella I don't fall under. At least in Huttball, 3 people with sly bridge placement can pass to each other pretty efficiently and juke most of the opposing team, 50 or not. Edited by DistortedShadow
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PvP is much more a work in progress than anticipated, the medals are a clear sign of that. Obviously BW didn't get a whole lot of data on the kind of play they're seeing right now and I'm sure they'll balance out this stuff soon. I've had situations like yours where I Huttballed the balls off the other team and got nothing for it while some steamrolling 50s in the middle took 8 medals and went home laughing. In Alderaan there doesn't seem to be a perfect spread either. When you actively defend 1 or even 2 stations (by ping-ponging from one to the other) you get nothing for it besides the kills you participated in. No defender points if you don't afk / chill at a point.

 

But again, I'm sure BW is looking into this. Wasn't there a PvP coordinator guy in charge of all of this that we could address?

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Other interesting factoids from the screenshot:

 

Your team: SIX Sith Inquisitors, One Imperial Agent, One .. Warrior?

 

Opposing team: FIVE Bounty Hunters, Three Sith Inquisitors, One .. Warrior?

 

Interesting, very interesting. So from one PvP match there are 9xSI, 5xBH, 2xSW, 1xIA

 

 

 

Makes me want to see more screenshots of other peoples games, see if they also have the same class demographics

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Yeah. It's a problem in all warzones.

 

You should get bonus points for catching the ball, holding the ball, and a huge bonus for capping the ball.

 

Same thing with node games. Planting the bomb, disarming the bomb, or capturing a control point should all award huge points to the individual and any nearby players ONLY.

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All correct, also regarding the medals, there shouldn't be a jump in healing awards like 75k to 300k. if I get my 75k healing medal, I'm just gonna start DPSing to get the 75k damage medal, because it is faster than healing for another 225k. It may be more beneficial to my team if I heal, but hey, blame the developers! Edited by MrTerrito
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Yeah. It's a problem in all warzones.

 

You should get bonus points for catching the ball, holding the ball, and a huge bonus for capping the ball.

 

Same thing with node games. Planting the bomb, disarming the bomb, or capturing a control point should all award huge points to the individual and any nearby players ONLY.

 

 

I disagree to an extent about a "huge" bonus for capping the ball. I think this bonus should be kept nominal and in line with other objective bonuses throughout the match to ensure people aren't trying to be heroes with the ball. (Aka, run it solo from the middle)

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I disagree to an extent about a "huge" bonus for capping the ball. I think this bonus should be kept nominal and in line with other objective bonuses throughout the match to ensure people aren't trying to be heroes with the ball. (Aka, run it solo from the middle)

 

That's why I said AND to all nearby players =)

 

If you helped escort the ball in, you helped as much as the guy carrying it.

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I did a match earlier today where the ball was thrown to a sniper up top. He literally held the ball for 2-3 minutes just pew pewing people from one of the ramps, not even moving, all while we were screaming at him. He did eventually move, only to gain a better vantage point, which unfortunately resulted in 5 opposing team members thrashing him and stealing the ball back.

 

I do agree 100% there should be rewards for actually trying to score, but I think a lot of it has to do with the instructions of the game not being as clear as they could be. This was a much bigger problem at launch, and as more people learn how to throw the ball and the finer points of the game, I would soon hope that things change. Even though the incentive for just killing mindlessly is still better, even if you lose.

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The way the game rewards teamplay and mindless killing is utterly broken. I really hope a dev confirms that they are aware of the issue and are planning to fix it somewhere down the line.

 

Too many games have I focused on getting the objectives done and been penalized for it in terms of commendations. It's really, really bad design as of now.

 

DEVS, please respond to this thread.

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This is absolutely true. How is there not a reward for actually playing the minigame? Granted it's hard - get the ball and if the other team is smart you'll be frozen for a good long time and maybe never get a chance to pass. But, hey, that just means there shouldn't be a penalty for not getting a pass off. There should be a small reward for passing and a medal and points, at least, for scoring. An assist reward for a pass leading to a score would be nice, but the other to really need to be there.
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I would very much like to see rewards to ball cappers, some of us are spending more time trying to win than kill kill kill.

 

The problem as someone has already stated is that if the rewards are too great you may have "ball hogs" for the rewards. additionally, if you give points for throwing the ball you may find people trying to exploit that mechanic.

 

Instead, penalize losing the ball. This will give people incentive to actually pass the ball before dying therefore preventing a turnover.

 

if in fact you score, anyone who had possession of the ball or healed a ball carrier in the previous 30 seconds should be rewarded as well as an slight extra bonus for the scoring member.

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