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Meet the Developers: Rob Hinkle

STAR WARS: The Old Republic > English > General Discussion
Meet the Developers: Rob Hinkle
First BioWare Post First BioWare Post

publicenemies's Avatar


publicenemies
01.31.2013 , 11:18 PM | #101
When is swtor going to move beyond stun based pvp? I dont care about op or underpowered classes. Its been over a year and resolve despite all the pr and lack of dev time spent on it is still the same. Its he who can chainstun the most wins.

This game has lost over a million people and this pvp's biggest issue a year in still remains chainstuns.

We need less pr saying resolve is fixed and actual REAL dev time addressing the matter not cartel market time actual dev time regarding the lack of resolve and making the game not stun based pvp.

chuixupu's Avatar


chuixupu
02.01.2013 , 01:15 AM | #102
Thanks for answer my question Rob.

I've seen it mentioned by some theorycrafters that the weakening blast stacks do in fact stack the poison damage (I haven't really had the opportunity to check myself), but even if that's true, I'd much prefer to just have my own stack and not share. Especially if a less-geared sniper ends up stealing most of my buff that I was about to use for Cull.
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Griad's Avatar


Griad
02.01.2013 , 02:02 AM | #103
Stealth classes recently had a nice tweak, however, operative and deception are in most cases behind other classes in dps, when we are talking the specifik stealth spec concealment and deception. With a minor tweak i think you could see alot change for the classes making them more viable.

Concealment, make hidden strike useable out of stealth but no knockdown maybe tweak the energy out off stealth so it wont be spamable.

Deception (assassin in general) some boxes with either accuracy, crit rating or willpower would be nice to bring stats on par with other classes.
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symke's Avatar


symke
02.01.2013 , 02:19 AM | #104
Quote: Originally Posted by JovethGonzalez View Post


...

Debaucher:the vast majority of the pvp community that visits the forums feels dissapointed from the lack of replies from the PvP development team. Since you read the forums, would you be kind enouph to start replying to any constructive threads?

Also, any chance we get more Warhammer online Scenarios in SW:TOR? Ancient Hypergates is a success and personally, i 'd love a version of the Battle for Praag scenario revamped for the Star Wars universe. Perhaps in a Corellia setting, since its an urban enviroment and it matches the story of the planet?

Last but not least, the community needs a solid update on the future of ranked warzones/competitive play in general. Perhaps on the next "state of the game" article?

Rob:
  • I agree, I haven't done a good job closing the feedback loop on the forums and that is something I would like to try to correct.
  • Glad to hear you are enjoying Ancient Hypergate! New Warzone ideas are floating around the team being discussed, and we definitely look at other games for possible influence when we are coming up with ideas. We aren’t 100% decided on the next gametype yet, and there are definitely some WAR inspired versions in the mix.
  • I’ll see what I can do about getting a good “State of the PvP Game” update out, to let everyone know what we are thinking and what is coming up. I think people will be excited!
Prove it, Rob. We all know EAWare's employees are masters of promises. We rarely see those promises delivered. Start engaging in this forum's discussions. By yourself or by proxy, we don't care. We just want something out of you besides "you will be excited", because right now you sound like a drug dealer promising us a new "thing" and all we expect is that you will "stick one up there " as you usually do.

Costello's Avatar


Costello
02.01.2013 , 07:05 AM | #105
Quote: Originally Posted by JovethGonzalez View Post

Rob:
We certainly look at ToRParse for data, but like all other data sets it is limited in what it shows and what context influences it. For example, if I were to sort the top DPS value on Kephiss in EC 8-man mode, I would immediately see that a Mercenary is listed at the top of the charts. However, if you dig into the charts, you can see that part of that number is based on a bunch of trash kills that have influenced the final result. When we detach the source (the player) from the log, it makes it much more difficult to look at context. All of that being said, we really want to do better about collecting raw logs directly from the player, with the hope that will really help us properly react to the feedback we receive.

[/LIST][/B]
Does the team consider damage from trash mobs as insignificant then? Are non-boss fights not considered a part of the game experience? If this is the case why isn't aoe damage significantly increased for all classes so we can get onto the important parts of the gaming experience the boss fights? Or do you think that trash should be removed as you don't consider them to be relevant to the fight?

If we look at the Kephiss encounter in EC during the fight there are a number of trash mobs that appear, surely being able to kill them quickly and thereby give the healers and tanks a break as well as avoid any mechanics that might cause damage is a good thing. And therefore should not be ignored in working out the various class contribution to the encounter.

Omophorus's Avatar


Omophorus
02.01.2013 , 09:45 AM | #106
Quote: Originally Posted by Costello View Post
Does the team consider damage from trash mobs as insignificant then? Are non-boss fights not considered a part of the game experience? If this is the case why isn't aoe damage significantly increased for all classes so we can get onto the important parts of the gaming experience the boss fights? Or do you think that trash should be removed as you don't consider them to be relevant to the fight?

If we look at the Kephiss encounter in EC during the fight there are a number of trash mobs that appear, surely being able to kill them quickly and thereby give the healers and tanks a break as well as avoid any mechanics that might cause damage is a good thing. And therefore should not be ignored in working out the various class contribution to the encounter.
It's not that trash mobs are insignificant.

It's that Merc does mediocre/average damage on every part of that fight except the Trandoshan adds. They appear on the leaderboards for the fight purely because of being able to AoE down the Trenchgutters. Without those packs of strongs in the encounter, Merc wouldn't even be on the list at all. The other classes that are perennial chart toppers have none-too-shabby AoE damage, and significantly better single target damage as well.

The point is that the TORParse leaderboards don't entirely reflect game balance, though you can draw some pretty obvious conclusions.

Edit: I'm more legitimately concerned about the process that let the current state of Rage/Focus and bubble stuns go live. Rage/Focus needed quality of life improvements, but it's been live long enough that it should've been identified as being overtuned long ago. Likewise, it would take the class teams only a few rounds of 50 PVP to see how poor of an idea bubble stuns were. Doesn't change that Sorc/Sage needs some balancing love in PVP, but their solution wasn't thought the whole way through.
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T-Assassin's Avatar


T-Assassin
02.01.2013 , 10:07 AM | #107
i truly hope this can be an interactive and constructive topic.

meaning, it should not take another 2 weeks to form and wordsmith answers to these questions and topics.

like the guy who used the drug dealer analogy, pretty spot on.

if you want to START doing the right thing, and perhaps regain the confidence and loyalty of the community and playerbase, interaction and honest conversation will go a long way.

it's ok to admit you made mistakes. it's ok to say the game is not balanced. (it is not, and if you honestly DON'T know that, then please, DON'T respond). i can easily prove this in a couple hours of gameplay and a couple of minutes of parsing research.

i'm sure their is much the community doesn't know behind the scenes, or do they need to. but, the lack of communication and acknowledgment of flaws is going to be a significant factor in the success going forward, i believe.

it has been MONTHS of imbalance and poor PvP balance, as well as underpowered, insignificant classes.

listen to your community, participate in active, hot discussions. what have you got to lose, other than more subscribers/players?
"Ib'tuur jatne tuur ash'ad kyr'amur."
"Today is a good day for someone else to die." -

funkiestj's Avatar


funkiestj
02.01.2013 , 02:05 PM | #108
Quote: Originally Posted by JovethGonzalez View Post


Rob:
  • I agree, I haven't done a good job closing the feedback loop on the forums and that is something I would like to try to correct.
  • Glad to hear you are enjoying Ancient Hypergate! New Warzone ideas are floating around the team being discussed, and we definitely look at other games for possible influence when we are coming up with ideas. We aren’t 100% decided on the next gametype yet, and there are definitely some WAR inspired versions in the mix.
  • I’ll see what I can do about getting a good “State of the PvP Game” update out, to let everyone know what we are thinking and what is coming up. I think people will be excited!
The above reinforces my worst fears! (reinforces != confirms)

The only concrete thing you say above is "ideas for new WZ". How about addressing the problem of "too many one sided matches, not enough close matches"? This is a problem for both rated WZ and regular WZ.

How about giving us the ability to do 8v8 challenge matches (perhaps these have no commendation or XP rewards)? The ability to self schedule matches (even if they give zero rewards) opens up so many possibilities e.g. player run tournaments.

How about the HUGE problem of disconnects in RWZ? E.g. allow reconnects to rejoin the WZ rather than having to soldier on 7v8?

Of course, it goes without saying that you should deliver on the promise of a Season 1 of RWZ.

I fear you will continue to ignore these important structural issues in favor of rolling out yet another WZ, level 55 skill trees et cetera.

Mr. Hat says "BW support is the best"!
I am a bad player, so what?

Polebreaker's Avatar


Polebreaker
02.01.2013 , 04:17 PM | #109
Quote: Originally Posted by randomdev
The short answer is, "No." But here's the long answer....

Duty Officers are items. Remember that, first and foremost.

The quality of a Duty Officer is attached to that item, and not a modifier that is stacked on top of a base item.

All "Kaitlyn Eloise McMillan" Duty Officers have the exact same stats and quality, just the same as all "Phaser Beam Array Mk XI [Dmg]x2" have the exact same stats and quality.

Attempting to modify their quality, and that of any associated Active Roster Power, is not technologically possible. The only way to 'fake' this, would be to create 4 quality levels of every single Duty Officer in the database.

At this point of time, there are a monstrous number of individual Duty Officer items available in Star Trek Online - I couldn't even guess at the number, but it's at least tens-of-thousands. This amount of data has already caused us issues internally with structuring reward tables, and maintaining the Doff system as a whole, among other things. And the only way in which we could perform the item upgrade you are requesting, would be to increase that massive amount of data by around 300%.

Furthermore, Doff Assignments are not capable of reading the input they are given. The only information that an Assignment can read from an input, is whether or not it meets the requirements we have set in place. Requirements that have to be set to "and" and never "or". This means that, in order to allow you to upgrade a specific Duty Officer Item, into a higher quality version of the same item, we would have to hand craft a separate Assignment for every single upgradable Doff in the game.

It's not impossible. But I hope you can see why there's a snowball's chance in hell that it's ever going to happen, using the current Duty Officer system.
I'm just leaving this here as an example of an actual Dev, actually addressing the players, and giving an actual answer. And even tho the answer was a resounding NO, the forums did not explode, the game did not die overnight, and in general life moved on.

Take a lesson.

darklordpotter's Avatar


darklordpotter
02.01.2013 , 04:54 PM | #110
Quote: Originally Posted by Polebreaker View Post
I'm just leaving this here as an example of an actual Dev, actually addressing the players, and giving an actual answer. And even tho the answer was a resounding NO, the forums did not explode, the game did not die overnight, and in general life moved on.

Take a lesson.
An extremely interesting and well argued no though....

I agree with your point the more developed dev posts even if the summary is "no", "hell no" or "you're joking, right?" tend to produce better responses than the usual EA PR approved fluff that seems to be the hallmark of the limited communication in this game.

Probably the best example of how to do it I have found on this forum is the dev post in the species request poll talking about what is practical given the engine and given that constraint what is practical for story and lore. Admittedly not everyone responded well to the post which is unfortunate but the response was overwhelmingly positive that the dev had taken time to respond and even more explain their stance - even though the answer was mostly "this won't work because". The "because" is really important in these kind of posts.