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The real problems with the current state of PVP

STAR WARS: The Old Republic > English > PvP
The real problems with the current state of PVP

Harsh's Avatar


Harsh
12.20.2011 , 11:03 AM | #151
Uh, is this perhaps a matter of latency? I play a Sith inquisitor, have a stupid amount of abilities I need to cycle through for optimum dps, and I never have noticed unresponsiveness. The game has a global cool-down which is plainly apparent, but I've never felt clunky or unable to use my abilities.

I've played every MMO in the business, and in terms of actual responsiveness this is no worse than the other top mmos.

Ahhmyface's Avatar


Ahhmyface
12.20.2011 , 11:09 AM | #152
Quote: Originally Posted by Mornaug View Post
To the OP points

1. A metric is a standard of measure, not something that is made up without even attempt to define how the values are assigned. WOWFARM is at worst useless and at best distracting from any conversation, not because of WOW in the term, but because its presented as a defined quantifiable measure when it is obviously anything but.
Also, going through "rotations" requires no responsiveness. It is cycling through scripted moves timed with a combination of GCDs, gaming hardware, connectivity, and server side hardware. Execution of rotations depends upon several variables which are on the user side of the equation. If there were large server side or software variables that were changing erratically, then all players would experience them. Several posters have stated that they do not. Take it as you will. Others have suggested changing settings to attain desirable results.

2. As previously pointed out status notifications do exist. They may not be presented in the UI in a way that is most favorable, that can be debated. Their existence cannot be.

3. Targeting a specific player in the midst of a large group is more difficult than some other games is true. But it is your opinion that this is a negative. One might also suggest that it is a positive.

4. Your opinion of "too much CC" is not supported. If that is your belief, please give useful examples. Others have pointed out resolve as one counter. The statement of 2v1 being a "complete lock" is an exaggeration, not to mention 2v1 is not a balanced situation to begin with.


What one calls "vital", another calls "easy mode". Target of target assist training IMO is easy mode. One could suggest that no target of target, coupled with small "hard to target in groups" boxes, makes for more interesting PvP.


Finally, some posters appear to have experienced some lack of responsiveness; however, it seems unclear as to the source. What has been presented thus far is not clearly attributable to the actual game design. If (as suggested) there were an underlying problem in the design, wouldn't that by definition imply that the level of responsiveness would be universally poor, not intermittent in nature? Such intermittent issues imply connectivity or server load issues, which may well need to be addressed.
Excellent post. But I would like to point out that "target of target" does exist in some fashion. Check your preferences.
Ahhmyface- 1400 Madness Assassin
[The Bastion][/B]

cheddar's Avatar


cheddar
12.20.2011 , 11:12 AM | #153
I know exactly where you are coming from with this whole "responsiveness" deal. Not sure how much I like your acronym but I too have had problems with abilities just NOT going off, ESPECIALLY my interrupt! I will literally be staring at it, obviously off cool down, and just mash the hotkey. The button itself shows the feedback of being clicked (lights up a little) but does not actually trigger the skill! Then you miss interrupting that latest force lift and find yourself in the air for 8 seconds with nothing you can do.

I also definitely agree with you on making your target more obvious. Unless you're right in the middle of things, trying to pick out the ball carrier in a group in huttball, and then making sure you've actually got hte right person selected, is extremely difficult.

While I like the "Resolve" solution to CC DR, it isn't very hard to abuse this system pretty hard and lock people down 100-0%. For most classes it gets better later as you get various skills(talents) to deal with this, but still. Either add a 3 second immunity to your break-free ability or diminished returns, like 50% duration on stuns.
"Unter allem Diebesgesindel sind die Narren die schlimmsten. Sie rauben euch beides, Zeit und Stimmung."

Windrush's Avatar


Windrush
12.20.2011 , 11:15 AM | #154
Quote: Originally Posted by Mornaug View Post
To the OP points

1. A metric is a standard of measure, not something that is made up without even attempt to define how the values are assigned. WOWFARM is at worst useless and at best distracting from any conversation, not because of WOW in the term, but because its presented as a defined quantifiable measure when it is obviously anything but.
Also, going through "rotations" requires no responsiveness. It is cycling through scripted moves timed with a combination of GCDs, gaming hardware, connectivity, and server side hardware. Execution of rotations depends upon several variables which are on the user side of the equation. If there were large server side or software variables that were changing erratically, then all players would experience them. Several posters have stated that they do not. Take it as you will. Others have suggested changing settings to attain desirable results.

2. As previously pointed out status notifications do exist. They may not be presented in the UI in a way that is most favorable, that can be debated. Their existence cannot be.

3. Targeting a specific player in the midst of a large group is more difficult than some other games is true. But it is your opinion that this is a negative. One might also suggest that it is a positive.

4. Your opinion of "too much CC" is not supported. If that is your belief, please give useful examples. Others have pointed out resolve as one counter. The statement of 2v1 being a "complete lock" is an exaggeration, not to mention 2v1 is not a balanced situation to begin with.


What one calls "vital", another calls "easy mode". Target of target assist training IMO is easy mode. One could suggest that no target of target, coupled with small "hard to target in groups" boxes, makes for more interesting PvP.


Finally, some posters appear to have experienced some lack of responsiveness; however, it seems unclear as to the source. What has been presented thus far is not clearly attributable to the actual game design. If (as suggested) there were an underlying problem in the design, wouldn't that by definition imply that the level of responsiveness would be universally poor, not intermittent in nature? Such intermittent issues imply connectivity or server load issues, which may well need to be addressed.
I could not agree more. WoW now hands away free loot All you have to do is showup in the BG or instance. It's not that theyw are ignorant. It's that they too lazy to read up, study up, or look up at their characters abilities and the massive amounts of combinations they could create. I remember Vanilla WoW the first duels when I used to loose so much until I won 90% of the matches because I knew every type of characters abilities , cooldowns, etc.
I feel confidant now that I have the clear knowledge when I'm outclassed due to spec abilities and so on.
Just couple of days ago in a pve instance(flashpoint), a healer rolled on melle items with strength which was a huge upgrade and also with another guy who was a tropper rolling on strength gear only for the fact that they saw heavy armor on it. These guys clearly did not do the first thing any gamer should do which is look at what stats you need to PPP(pawn,pillage, and plunder) enemies. GO &#*(&) learn your @)(&)($)% toon before stating comments.

Mackuss's Avatar


Mackuss
12.20.2011 , 11:45 AM | #155
Pertaining to your "EDIT" section...

It really sucks OP but you're gonna have to appeal directly to the devs about this. People are, for lack of a better term, dumb, and unfortunately - 70% of people who PvP think they're gods at it ON TOP OF the game being perfection and have NOTHING wrong with it.
while(horse.State == dead)
{
horse.beat();
}

Leneux's Avatar


Leneux
12.20.2011 , 11:45 AM | #156
What I'd like to know is exactly how the OP got the number 6/10. Cause I got 8.5/10, check your math.
"I bet she gives great helmet." - Dark Helmet (Spaceballs)

Kronus's Avatar


Kronus
12.20.2011 , 11:54 AM | #157
Quote: Originally Posted by Leneux View Post
What I'd like to know is exactly how the OP got the number 6/10. Cause I got 8.5/10, check your math.
Lol. You can pick whatever number you like. That's the fun part about tongue-in-cheek arbitrary scales. The point is that there is a notable lack of response and fluidity in the game. When I click a button and I'm not on GC I want the spell to go off. When I fly off the launching platform in huttball I don't want my character to teleport around the map because I charged somebody and got my character animation stuck while doing it. When I die or am killing someone I don't want us locked in animation for an extra 2 seconds wondering whether the person is actually dead yet. The lists goes on and on. There is no way this game has 85% of the fluidity and responsiveness we've seen in other mmos that have done it right.

Leneux's Avatar


Leneux
12.20.2011 , 11:59 AM | #158
And WoW wasn't the day before it came out? There could be a lot of reasons for this "lag" but I don't see it being that big of a deal that it can't be simply fixed in a patch.
"I bet she gives great helmet." - Dark Helmet (Spaceballs)

Bioteks's Avatar


Bioteks
12.20.2011 , 12:00 PM | #159
Quote: Originally Posted by Kronus View Post
1) The WOWFARM (World of Warcraft Fluidity and Responsiveness Metric) is a 6/10 at best. It is incredibly frustrating to go through your spell rotation even in a PVE scenario only to find out that 1/2 of the spells didn't go off because of poor responsiveness. This will push pvper's away from this game fast if not addressed. You see it as the number one concern time and time again as was demonstrated in games like AOC & Warhammer Online that had particularly bad WOWFARM ratings.

2) Status notifications are non-existant. Whether you're snared, rooted, stunned or otherwise impaired most spells don't have obvious status indicators. This would go a long way toward improving the WOWFARM score in and of itself.

3) Targeting is made difficult by small selection collision boxes. You have to be extremely exacting in clicking on a target. This problem exists in PVE but is more of an issue in PVP. The indicators for your selected target are also pretty poor. In a group of people it's often hard to tell which one you've actually targeted.

4) There is too much cc. No matter what class you are, if you've done any pvp, you know all about getting locked and rocked in this game. It's worse even than it was in AOC and that's saying something. A cc breaking skill with a long cooldown and no sustained cc immunity does not fix this problem.
1. WoW had a certain speed to the combat that many, many players loved, myself included. However, a difference in combat speed isn't the same as unresponsiveness. The timing in TOR is a little slower, and the skill queue can assist somewhat. It's more a matter of using the skills with a deliberate timing rather than mashing the button until happens. WAR in particular used to punish button mashing by starting/stopping activation with multiple key presses. Once adapted to the timing all was good. I haven't had any responsiveness issues yet in TOR, beyond the camera behaving strangely in certain situations.

2. I quite agree here. It can be incredibly difficult to keep track of debuffs.

3. The targeting is a problem for sure. A simple arrow over the selected target's head would likely fix the problem.

4. I agree completely. I'll never understand how TOR got through beta with this CC design in place. It's a poor system that fails to alter any given encounter most of the time. Like you said, a 2 min CC break with no duration doesn't help even a little bit. WAR achieved better balance via immunities, in my opinion. I realize CC used to be a big deal in MMOs, but I think more and more players are finding that they'd rather be able to play a game instead of just watch it.

I'd add to that by mentioning the rather awkward terrain in WZ, archetype imbalance, and lack of WZ queue options.

Leneux's Avatar


Leneux
12.20.2011 , 12:07 PM | #160
I get the reason for the Warzone queue being as it is... to prevent one warzone from being overpopulated while others stay barren, as was the case in WoW over many years, esspecially in the lower levels.

The do need more vibrant spell effects for debuffs. Or they need to give more customization options for FlyText.
"I bet she gives great helmet." - Dark Helmet (Spaceballs)