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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

Baradin's Avatar


Baradin
12.20.2011 , 03:10 PM | #171
I agree with the OP 100%. PvP in this game is very unresponsive.
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Azurewind's Avatar


Azurewind
12.20.2011 , 03:30 PM | #172
I have to say I wonder if the people who claim they don't have issues with responsiveness have tried healing in PvP. Or DPSing via channelled skills/abilities

I can see how possibly Jedi melee classes might not have run into it, but the problem becomes readily apparent when you're trying to chain multiple channeled abilities together.

It feels like you're constantly trying to hit an imaginary "sweet spot" at the end of your channel that keeps shifting such that the keystroke for your next skill won't just magically get lost in the ether, leaving you doing nothing.

This combined with the random amounts of lag that seem to be prolific in the PvP instances eventually makes me lose my patience and start mashing the key repeatedly to make 100% sure it goes off.

Also 100% agree with the targeting issues. PvP healing is without a doubt the most headset-slammingly frustrating thing I've done in this game because of targeting.

Nine times out of ten, the raid frames don't accurately reflect player's health, leaving you to rely on the floating health bars. This sucks because usually you can weed out the 6 people who aren't at low health just by looking at the bars in the raid frame and focus on the ones that actually are low to find the person you're looking to heal in a split second.

Instead you're more or less reliant on clicking the player who is actively jumping and hopping around his enemy like a rabbit to heal them, which is ridiculously hard to do with the small collision boxes. When you DO have them selected, the only visual cue you get is a tiny tiny miniscule green indicator around their feet that is impossible to see.

Then if you happen to be in a rush to heal them, you'll click them, think you have them targeted, heal, then watch them drop dead because you targeted the enemy they were fighting and healed yourself instead.

As for the targeting indication problem, the solution is already in the game. Try targeting a random npc or player at a long range. You'll see you get a nice unobtrusive green/red (depending on their relationship with you) reticule that hovers around them, until you get closer. Just make this persist even at close ranges.

Iggster's Avatar


Iggster
12.20.2011 , 03:33 PM | #173
Umm... Is it just me or is there no level range for warzones?

If thats the case then I don't think its that fair to put me (level 10) against a level 28 who has so many more moves than I.

Wrathin's Avatar


Wrathin
12.20.2011 , 03:35 PM | #174
I hope the devs are reading this thread carefully.. because it has many gems of wisdom that can save the PvP in this game.

GO COMMUNITY!

Mooserm's Avatar


Mooserm
12.20.2011 , 05:01 PM | #175
I just remembered one more thing. In 'that other game', the ability of the community to contribute to the game via programming addons was a huge reason of its success. What are BioWare's plans regarding addons?

Mackuss's Avatar


Mackuss
12.20.2011 , 10:31 PM | #176
Quote: Originally Posted by Iggster View Post
Umm... Is it just me or is there no level range for warzones?

If thats the case then I don't think its that fair to put me (level 10) against a level 28 who has so many more moves than I.
Yeah it's pretty retarded. There are ups to it, but too many downs.

Ups being, if I hit level 10, I can go PvP with my level 30 buddies.

A down is - I'll be next to useless.
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TheDirtyRider's Avatar


TheDirtyRider
12.20.2011 , 10:44 PM | #177
[QUOTE=Kronus;507091]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.

It could be more responsive, but I don't find it too bad. Certainly better than RIFT.

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.

I think this could be an area of improvement.

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.

Agree here. Tab targeting also needs work. It never seems to target the person right in front of me.

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.

I disgaree. I don't think there is too much CC at all.
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Livianicen's Avatar


Livianicen
12.21.2011 , 02:53 AM | #178
Quote: Originally Posted by Modecrypt View Post
No, you're comparing the overall feel and flow of combat. You're comparing apples to oranges.
No, we're comparing fluidity and responsiveness. I don't know what your point is, sorry.

mbernert's Avatar


mbernert
12.21.2011 , 03:08 AM | #179
The combat imo doesn't feel very fluid exactly how OP describes, and this was the reason after playing rift for 2-3 months I had to quit.

Pretty much everything I post here will be pure opinion, so if you're not interested, move along.

Combat responsiveness should be #1 priority in any game imo. The textures, who cares, graphics who cares. Every mmo I have tried in the last 5 years compares aspects of the new games to wows, and people love to hate it.

The fact is wow has the best character "control" and "smooth response" i've seen or even heard of from any game. Its an old game, the graphics are outdated, but the combat system is the very foundation that every new mmo needs to mimic.

I am still enjoying this game so far, despite that i think combat, especially in pvp, is very horrible, but I don't see it being a game I could sub for months, or even years. i would like it to be, but this game feels to me almost exactly like dragon age. Great offline game, fun to play, but once you're done with the story, you're done.

For those that will say "if you think wow is so great, why not just go back to it". Well, I'm sure I will. But ask yourself, wouldn't this games design be more fun with wows fluid combat?

In wow I can tell if say, a mage counterspells me, I don't even have to see him do it, the animation of the spell, the sound, the effect, all let me know exactly what happens. The same with stuns ect..

In wfs here, I have absolutely no idea what was used against me. Part of that can be from a lack of knowledge of all classes, since I've only played 1 so far, but another is because there is no animation, the sound effects aren't there, or aren't noticeable imo , and the debuff on my frames are so tiny (I play on a 27" screen) I have no time to mouseover one of them to try and see what was used against me. Even while in wzs playing @ 30fps + during huge fights, I feel like I'm "stuttering" during play.

I realize the game just came out today, but I do hope the dev team sees these posts about combat response and do something about it.

Scelerant's Avatar


Scelerant
12.21.2011 , 03:22 AM | #180
My biggest problem so far comes from the UI. The fact that I have to look down at my character portrait to look for CC, dots and positive buffs just means I spend that much time less actually watching what I'm doing, which again makes me perform sub-optimally in PvP.
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