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Have an idea for a Warzone? Share it with a Dev!

STAR WARS: The Old Republic > English > PvP
Have an idea for a Warzone? Share it with a Dev!
First BioWare Post First BioWare Post

Aerilas's Avatar


Aerilas
03.31.2014 , 03:23 PM | #101
Quote: Originally Posted by AlexModny View Post
ya'll

Is every dev from Texas or something?
Rob Hinkle keeps saying this aswell.
Vis Fatalis
Caineghis (Sniper) - Raelisa (Operative) - Micaiah (Sorcerer)
Saerali (Scoundrel)
Tomb of Freedon Nadd

Neoforcer's Avatar


Neoforcer
03.31.2014 , 03:26 PM | #102
I like to thank the Devs for reaching out to us on warzone design the few cynical people that keep asking for this and that to be fixed first need to realize that not every one share there view on things. While asking for cross server que and bolster are pvp issue they do not belong in this thread. You just hurting the game acting like you are that being said.

A storm the castle warzone would be nice as well both teams have a NPC the team that kill the other team NPC first wins. Make it say 12v12 to be fun don't put laser and moving object in the warzone just a base maybe some static walkers to take a barrier down at each base that we fire laser from. Not a node that can be turned. But guns you right click on and fire. Once the enemy gate goes down you storm the base allow defending team players a spawn inside the base. so they can defend and kill the enemy NPC mean a win.

Advanderer's Avatar


Advanderer
03.31.2014 , 03:27 PM | #103
A new concept? Include companions in a Warzone. Class balance wouldn't be a problem, since everyone gets the same companions in terms of abilities and stats; and it would introduce new tactics. They can be bolstered to the same level for everyone, or they can use Expertise gear if the developers feel the need for more grind.
Averth - Jedi Guardian Arveth - Sith Juggernaut

JediMasterSLC's Avatar


JediMasterSLC
03.31.2014 , 03:27 PM | #104
Quote: Originally Posted by Aerilas View Post
Is every dev from Texas or something?
Rob Hinkle keeps saying this aswell.
BW Austin?
55s: POT5- Kakarrotx-Sent, Paraguss-Sorc, Brawlly-Jug, Meleehealer-Mara
Bastion- Greenn-Mando, Radishz-Scoundrel, Trunkks-Shadow, Burdok-Sniper, Lettucce-PT

SnickerJew's Avatar


SnickerJew
03.31.2014 , 03:28 PM | #105
Can we have just a regular TDM (Team Death Match) if no one suggested this yet? Simplicity at its finest.
Yoloborg & Hashtäg <Zorz>
World First Dread Master & Deposer of The Dread Masters
6x Conquerer of The Dread Fortress & 6x Deposer of The Dread Masters

MeRRR's Avatar


MeRRR
03.31.2014 , 03:29 PM | #106
Two baby ideas:

1) TF2's Payload style warzone. Have a cart/star wars equivalent/droid/whatever that needs to be moved from point A to point B. Having members of the attacking team near it makes it move forward. It moves backwards if no attacking players are near. Give the map 3 or 4 checkpoints.
To prevent an all out 8v8 zergfest, create an activation objective to unlock the checkpoints. IE you cant get to checkpoint one, without slicing a security panel on the farside of the map... Think voidstar, but East is an objective to cap and West has the cart being pushed.

2) Tic Tac Toe! Objectives arranged in a 3x3 pattern, you need to link 3 in a row to complete the slicing array... OMG WE HACKSD YOUR SYSTEM. Think this should be laid out in a diamond pattern instead of a square, relative to the spawn points. IE, spawn points are on corners and not on the flat side of a square, making the nearest 3 objectives to either spawn create a triangle instead of a vertical or horizontal line.



I love the idea of Capture the Flag, but you would need a workable solution to turtle teams, that just stack defense.
Scoring system would somehow need to give points for things other than captures, and not rely on kills as a tie breaker.
Perhaps add several layers to capping a flag, IE have to deactivate a forcefield first, then activate a bridge, etc.. each step grants points.
Merrc | Merrsassi | Merrica | Merrgernaut | Fla'merr | Merr'ia | Merrcerer
Merr | Merrg | Aw'Yeah


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MarsherMeow's Avatar


MarsherMeow
03.31.2014 , 03:30 PM | #107
Quote: Originally Posted by AlexModny View Post
Ah yes Murderball! I like this game mode but as you alluded to it suffers from the whole team pocket healing one person and turtling.

How would turtling be prevented? How do we keep the crystal moving around? How do we make healers not OP in this game mode? For example, what if you couldn't be healed (like when you are in the Arena sudden death Acid Cloud) while you carried the crystal, good idea? Bad idea?
If you couldn't get healed with the crystal you would just get focused and die in < 5 seconds.

JaingSkiratapwns's Avatar


JaingSkiratapwns
03.31.2014 , 03:31 PM | #108
Quote: Originally Posted by MarsherMeow View Post
If you couldn't get healed with the crystal you would just get focused and die in < 5 seconds.
Yeah, I thought of that too.
[
Plays on POT5

Nivmagnus's Avatar


Nivmagnus
03.31.2014 , 03:31 PM | #109
Make a Free for All map (FFA) and see how your devs do playing it. It should also have a Korriban look to it.
Infinite carnage basically.

MasterFeign's Avatar


MasterFeign
03.31.2014 , 03:31 PM | #110
Quote: Originally Posted by AlexModny View Post
Ah yes Murderball! I like this game mode but as you alluded to it suffers from the whole team pocket healing one person and turtling.

How would turtling be prevented? How do we keep the crystal moving around? How do we make healers not OP in this game mode? For example, what if you couldn't be healed (like when you are in the Arena sudden death Acid Cloud) while you carried the crystal, good idea? Bad idea?
A healing debuff would be cool. Or being forcefully teleported all over the place too would also be amusing. There could also be environmental hazards that also only effect the crystal holder