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Planned Warzone Changes Part 2

STAR WARS: The Old Republic > English > PvP
Planned Warzone Changes Part 2
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EricMusco's Avatar


EricMusco
06.07.2018 , 08:09 AM | #231 This is the last staff post in this thread.  
Hey folks,

Based on all of the feedback we have been reading in this thread, we are going to be walking back some of our proposed Huttball changes along with adding a few new ones. Let’s start with what we are not doing:
  • We will no longer apply Hinder to the ball carrier.
  • Ball carriers will once again move at 67% move speed (down from 80%)

Although we are fine with tanks being the best ball carriers while under the effects of Hinder, we hear your concerns that these changes could cause Huttball to become a stalemate too often. We are also sensitive over your feeling that certain Classes would be too limited and unable to defend themselves while carrying the Huttball, since many defensive capabilities are tied to movement abilities for several Classes.

On the other hand, we plan to keep the proposed attacker point changes. We feel that players who properly position themselves to receive a Huttball pass should be rewarded. We also plan to keep the change that prevents stunned targets from catching the Huttball, as it allows characters that lack a knockback ability to have a viable and reliable way to intercept passes. It also has an additional benefit of giving players another reason to use their stun abilities on characters other than the ball carrier. Ultimately, it should mean that you get stunned a little less often while carrying the Huttball.

The hinder change was aimed at addressing specific issues with Huttball, and since we are reverting it, we’ll be tackling those issues with some new proposed changes.

New Huttball (and Queshball) Changes
  • The Hutt will become bored of a single ball carrier and kill them after 45 seconds (down from 2 minutes)
  • To win before time expires, the winning team will need to score 10 times (up from 6 times)
  • The match will now last for a maximum of 10 minutes (down from 13 minutes)

The first change is intended to encourage passing the Huttball and increase tension when attempting to turtle for a win in a close match. The latter two changes will adjust how we approach this Warzone. If you see Huttball as a sport within SWTOR, we want to have the Warzone play out more as “who can score the most points within a 10 minute match” as opposed to “race to 6 points to win.” This will also ensure that all Huttball matches are 12 minutes or less (if you count pre-match). We hope that these changes along with our updates in matchmaking will lead to a lot closer and more compelling Huttball matches.

Let us know your thoughts on these changes!

-eric
Eric Musco | Community Manager
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kukumburr's Avatar


kukumburr
06.07.2018 , 08:17 AM | #232
I like it. I'd still like to see something to make getting the ball at mid more than spam click fest though. Maybe even just a couple more spawn points so you don't know which it'll appear at.

alexsamma's Avatar


alexsamma
06.07.2018 , 08:27 AM | #233
These changes sound good as long as the matchmaking changes work out.

I would suggest ending the match if the score is 7-0, or giving the losing team the option to forfeit, there is no sense in drawing one sided matches to 10 points.

Eric, with all of the changes your team is implementing is there any chance that you will allow players to specifically queue for un-ranked arena; allowing players to queue for unranked arena would provide an avenue for players to work on their actual pvp skill and prepare themselves for solo/team ranked.

masterceil's Avatar


masterceil
06.07.2018 , 08:28 AM | #234
Quote: Originally Posted by EricMusco View Post
We will no longer apply Hinder to the ball carrier.
Many thanks for reconsidering! I understand your thought process here, but I think the changes you've outlined below are better suited for attaining that goal : )

Quote: Originally Posted by EricMusco View Post
New Huttball (and Queshball) Changes
  • The Hutt will become bored of a single ball carrier and kill them after 45 seconds (down from 2 minutes)
  • To win before time expires, the winning team will need to score 10 times (up from 6 times)
  • The match will now last for a maximum of 10 minutes (down from 13 minutes)
I totally welcome these changes, along with the attacker point boost! Only allowing for 45 seconds of carrying the ball ought to promote faster and more varied play (rather than a tank just trudging halfway across the map popping DCDs and getting focus-healed). I paused a bit at needing 10 points, but setting a hard cap of 10 minutes brought a sigh of relief. Six-point games often went to time - getting ten points with the reduced time given should definitely present more of a challenge, and make a team feel all the better when they can pull it off!

Overall, pretty glad at the changes announced, both with the rollback of hinder and with the new time-based changes to promote faster, more competitive play. Should see a lot more ball passing in the future
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Elusive_Thing's Avatar


Elusive_Thing
06.07.2018 , 08:36 AM | #235
Quote: Originally Posted by EricMusco View Post
]Snip.
All excellent ideas. In particular lowering the time the ball can be carried is very good. (Getting rid of Hindered was the best thing, obviously).

kukumburr's Avatar


kukumburr
06.07.2018 , 08:38 AM | #236
With the reduced time you can hold on to the ball, I think it'd be nice if you could add some indicator when you have like 5-10 seconds left, maybe add the glowing border around the pass icon on the temp. hotbar? Not a big deal if not but just so it's easier to keep track of when you need to pass it.

alexsamma's Avatar


alexsamma
06.07.2018 , 08:50 AM | #237
Quote: Originally Posted by KendraP View Post
In my book then, this makes them not good warzone players. good warzone players understand someone has to play objectives to win.
Winning against out-matched teams has no meaning.


Let's actually look at what winning means in most matches:
Win - Green screen, more UCs
Loss - Red screen, less UCs.

Now let's look at the cost of winning:
Sitting on a node for 10-15 minutes
Rushing a node to stop a cap, getting slaughtered in the process
Queuing cancer comps like double tank/heals or troll comps like four stealth so that you can stall or troll nodes

vs

Actually playing the game for 10-15 minutes

Now let's look at Huttball, which is fairly unique in that playing the objective is actually interactive, it promotes combat, and when you have ~even teams playing the objective is actually fun.

If Bioware wants to encourage players to participate in objectives they need to:
1: Nail down matchmaking
2: Design games modes that have interesting and engaging objectives
3: Provide an incentive for winning (ranked mode/special cosmetic rewards/titles/etc)

Until then I imagine that most people are going to opt for "fun" over a green screen.

Jmenks's Avatar


Jmenks
06.07.2018 , 09:09 AM | #238
Thank you!

The changes to the ball carrier duration is very good as well.

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KendraP's Avatar


KendraP
06.07.2018 , 09:11 AM | #239
Quote: Originally Posted by alexsamma View Post
Winning against out-matched teams has no meaning.


Let's actually look at what winning means in most matches:
Win - Green screen, more UCs
Loss - Red screen, less UCs.

Now let's look at the cost of winning:
Sitting on a node for 10-15 minutes
Rushing a node to stop a cap, getting slaughtered in the process
Queuing cancer comps like double tank/heals or troll comps like four stealth so that you can stall or troll nodes

vs

Actually playing the game for 10-15 minutes

Now let's look at Huttball, which is fairly unique in that playing the objective is actually interactive, it promotes combat, and when you have ~even teams playing the objective is actually fun.

If Bioware wants to encourage players to participate in objectives they need to:
1: Nail down matchmaking
2: Design games modes that have interesting and engaging objectives
3: Provide an incentive for winning (ranked mode/special cosmetic rewards/titles/etc)

Until then I imagine that most people are going to opt for "fun" over a green screen.
As i just finished typing in the other changes thread, objective pvp is as much about strategy as blindly zerging somewhere. I personally hate huttball with a passion, particularly queshball, as they are buggy as crap.

Node guarding is a necessary part of objective based pvp. If zerging dps is your goal, maybe you should just go do arenas.

Neoforcer's Avatar


Neoforcer
06.07.2018 , 09:14 AM | #240
Quote: Originally Posted by EricMusco View Post
Hey folks,

Based on all of the feedback we have been reading in this thread, we are going to be walking back some of our proposed Huttball changes along with adding a few new ones. Let’s start with what we are not doing:
  • We will no longer apply Hinder to the ball carrier.
  • Ball carriers will once again move at 67% move speed (down from 80%)

Although we are fine with tanks being the best ball carriers while under the effects of Hinder, we hear your concerns that these changes could cause Huttball to become a stalemate too often. We are also sensitive over your feeling that certain Classes would be too limited and unable to defend themselves while carrying the Huttball, since many defensive capabilities are tied to movement abilities for several Classes.

On the other hand, we plan to keep the proposed attacker point changes. We feel that players who properly position themselves to receive a Huttball pass should be rewarded. We also plan to keep the change that prevents stunned targets from catching the Huttball, as it allows characters that lack a knockback ability to have a viable and reliable way to intercept passes. It also has an additional benefit of giving players another reason to use their stun abilities on characters other than the ball carrier. Ultimately, it should mean that you get stunned a little less often while carrying the Huttball.

The hinder change was aimed at addressing specific issues with Huttball, and since we are reverting it, we’ll be tackling those issues with some new proposed changes.

New Huttball (and Queshball) Changes
  • The Hutt will become bored of a single ball carrier and kill them after 45 seconds (down from 2 minutes)
  • To win before time expires, the winning team will need to score 10 times (up from 6 times)
  • The match will now last for a maximum of 10 minutes (down from 13 minutes)

The first change is intended to encourage passing the Huttball and increase tension when attempting to turtle for a win in a close match. The latter two changes will adjust how we approach this Warzone. If you see Huttball as a sport within SWTOR, we want to have the Warzone play out more as “who can score the most points within a 10 minute match” as opposed to “race to 6 points to win.” This will also ensure that all Huttball matches are 12 minutes or less (if you count pre-match). We hope that these changes along with our updates in matchmaking will lead to a lot closer and more compelling Huttball matches.

Let us know your thoughts on these changes!

-eric
The problem with huttball is to much mobility a normal huttball on any given day roll roll score roll roll score. Huttball should not be determined by how many ops or snipers the other team has. These classes dominate the game I be in for a debuff that makes you drop the ball if you use it more then once while carrying the ball this give the defense to escape. It will stop a lot of the mobility as a good rolling operative can score with little effort. Leading to boring matches of death matching. Back at launch Huttball was fun because it was more of a passing game. Ever since you put in the movement crap it been leave huttball leave huttball. Now mix that with being able to que for the matches you want and we the pvpers will not que for huttball with these changes.... These new changes do nothing to fix that and frankly leave little hope the Dev team will get this right..