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Planned Warzone Changes

STAR WARS: The Old Republic > English > PvP
Planned Warzone Changes
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EricMusco's Avatar


EricMusco
05.30.2018 , 08:17 AM | #1 Click here to go to the next staff post in this thread. Next  
Hey folks,

As Keith mentioned in the roadmap we are looking to make some Warzone changes this year, starting in July. It is our plan to try to get these on PTS as well, but before we get to that point we wanted to get your opinion on our plans. Below you will find the changes along with our goal for these changes. Let us know your thoughts.

The goals of these changes are:
  • To shorten the average time of our Warzones to be around 12 minutes. We have a few WZs that are taking quite a bit longer than that currently.
  • We have some WZs that are exploitable due to environment hacking, we want to fix that.
Voidstar changes - We want to give the offense a much better chance of completing the objectives. We want to make Voidstar more about a race to complete the objectives as opposed to a map which often ends in a stalemate. Less stalemates will shorten the overall time of the map.
  • Door now take 6 seconds to arm (down from 8)
  • Defenders now have 15 seconds to disarm door bombs (down from 20)
  • Extending the bridges and lowering the shields now takes 6 seconds to channel (down from 8)
  • Forcefields are now blocking the reactor room doors until the bridges are extended
  • Characters who hack their way into the last two rooms of the Warzone before the bridge has been extended or the forcefield is down will be killed
Ancient Hypergates - We want running orbs to be more impactful to the WZs gameplay, with the goal of shortening each map.
  • Orbs now score more points (up from 6, review below)
  • Orbs scores ramp up each round of the game:
    • Round 1 = 12 points per orb delivered
    • Round 2 = 15 points per orb delivered
    • Round 3 = 18 points per orb delivered
    • Round 4 = 21 points per orb delivered
    • Round 5 = 24 points per orb delivered
    • Round 6+ = 27 points per orb delivered
  • Player corral forcefields have had their up-time reduced, the forcefield is now down for 10 seconds and up for 15 seconds (previously 30 seconds)
Alderaan - Shortening the match time.
  • Turrets now damage ships for 12 damage per tick (up from 10)
  • Characters exploiting by hacking inside of the capture terminals will now die when they do so
Yavin - Further differentiate the map from Alderaan Civil War along with shortening the match time.
  • Teams now start with 500 points (down from 600)
  • When players die they reduce their teams score by 2 (up from 0)
  • Characters exploiting by hacking inside of the capture terminals will now die when they do so

-eric
Eric Musco | Community Manager
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Mycroft-Tarkin's Avatar


Mycroft-Tarkin
05.30.2018 , 08:34 AM | #2
These look good to me. I'm not sure about reducing the Hypergates spawn gate time though. If you want to give attackers the advantage then the gate should be up for longer.

Also, in Voidstar you've been using the term "hack" when all you need to do is use certain abilities at the right moment. That's not hacking, and calling it that will give people a very wrong idea of what hacking is. Glitching or even to an extent exploiting is fine, but not hacking.

The being said, the maps that need the most "fixing" are the two Huttball maps. Using a roll/speed ability on any of the ramps makes players un-targetable for a few seconds and this makes both the maps extremely broken. Huttball is awesome and I hope it can be evened out to a proper glitch-free warzone someday.

I can't wait to see what happens at Yavin Ruins after these changes - should be interesting if anything!

The thing I like most, however, is the team actually apparently wants to hear players' opinions before making changes.

supertimtaf's Avatar


supertimtaf
05.30.2018 , 08:37 AM | #3
Quote: Originally Posted by EricMusco View Post

*snip*

-eric
Hey, great news ! However, I don't see any mentions about the two huttball maps.

As a lot of peoples have already stated, there is a lot of bugs in these maps tied to the different level of the warzone, leading to a lot of desync (as an example, using Force Speed or Exfiltrate on a ramp will make you go up the ramp, but every other player will see you rolling through it. There was also some issues where you couldn't see another player because the game thought that player was above or under yourself).

We would love to hear more about those, and if there is a fix planned for that. Huttball can be a great map, but this kind of bug is really removing all the fun you can have there.


Also I believe someone already said this idea, but having an option to remove a part of the visual effect used by friendly players (like particles effect) would really benefit the overall performance in PvP. Currently this is one of the least optimized area of the game, and we would love to have that change :3 Having FPS drop isn't something you want when playing against other players.
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Rheshalea's Avatar


Rheshalea
05.30.2018 , 08:38 AM | #4
Quote: Originally Posted by EricMusco View Post

Yavin - Further differentiate the map from Alderaan Civil War along with shortening the match time.

When players die they reduce their teams score by 2 (up from 0)
I PvP so little that I don't even understand most of these changes, but the one quoted feels kinda bad to me.
I tend to die A LOT in any and all WZs, and already feel a bit guilty over my noobness. But so far, I at least feel as if being cannon fodder and dying means the better players have a few seconds longer to live, and maybe they can do some good in those seconds.

If my death reduces my team's score, I'll PvP even less. I already feel like a burden to any team I end up on. This change would make that feeling worse.

Rekzek's Avatar


Rekzek
05.30.2018 , 08:40 AM | #5
Quote: Originally Posted by EricMusco View Post
Hey folks,

As Keith mentioned in the roadmap we are looking to make some Warzone changes this year, starting in July. It is our plan to try to get these on PTS as well, but before we get to that point we wanted to get your opinion on our plans. Below you will find the changes along with our goal for these changes. Let us know your thoughts.
-eric
Snave did an interview with you a few years ago, there are several good points/changes brought up then, that are still valid to this day:

https://m.youtube.com/watch?v=to0gNJkjIfs

Mycroft-Tarkin's Avatar


Mycroft-Tarkin
05.30.2018 , 08:42 AM | #6
Quote: Originally Posted by Rheshalea View Post
I PvP so little that I don't even understand most of these changes, but the one quoted feels kinda bad to me.
I tend to die A LOT in any and all WZs, and already feel a bit guilty over my noobness. But so far, I at least feel as if being cannon fodder and dying means the better players have a few seconds longer to live, and maybe they can do some good in those seconds.

If my death reduces my team's score, I'll PvP even less. I already feel like a burden to any team I end up on. This change would make that feeling worse.
If you die by keeping at least more than one player busy with you for a while then you ARE contributing. Know that somewhere your team has a numbers advantage and will likely clear the enemies there faster because of you

But yeah I can see this not going down too well. We already have premades who just farm kills without capping anything. At least they used to let the other team have the pleasure of winning in most cases. Now, farming kills will simply give them a win unless the other team is somehow 3-capped.

RACATW's Avatar


RACATW
05.30.2018 , 08:43 AM | #7
Quote: Originally Posted by Rheshalea View Post
I PvP so little that I don't even understand most of these changes, but the one quoted feels kinda bad to me.
I tend to die A LOT in any and all WZs, and already feel a bit guilty over my noobness. But so far, I at least feel as if being cannon fodder and dying means the better players have a few seconds longer to live, and maybe they can do some good in those seconds.

If my death reduces my team's score, I'll PvP even less. I already feel like a burden to any team I end up on. This change would make that feeling worse.
Don't worry that already happens in hypergate. (deaths counting toward the score)
Everyone starts as a noob and dies a lot. I'd suggest though, that you pick a different class where its harder to die on if you are new and not having fun with your current one.


Try either a tank (easiest to be a noob on probably but one of the hardest to master), or a healer.

Estelindis's Avatar


Estelindis
05.30.2018 , 08:48 AM | #8
Sounds good. Voidstar is one of my favourite maps but it often feels like it favours the defender too much. I'll be very interested to try this change.
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masterceil's Avatar


masterceil
05.30.2018 , 09:09 AM | #9
These look like they'd be some fairly excellent changes. Probably even enough, along with cross-faction queuing, to get me back into playing the game more regularly - always nice to see a focus on people playing the objectives, and any carrot BW can give for that is welcome!

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Rockula's Avatar


Rockula
05.30.2018 , 09:14 AM | #10
Hey devs!
Will the matchmaking changes also be a part of the first round of PVP changes?

From the summer roadmap:
>We’re taking an in-depth look at our unranked PvP matchmaking system overall to see what kinds of improvements we can make to better ensure every match is a good one.

Some of the WZ changes will be bad with crappy matchmaking.
Thanks!
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