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Feedback: Vandin Huttball (The Skyshredder)

STAR WARS: The Old Republic > English > Public Test Server
Feedback: Vandin Huttball (The Skyshredder)
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SPrime's Avatar


SPrime
09.10.2018 , 11:01 AM | #61
Recommendation:

To avoid being too similar to the other huttball maps, perhaps each huttball can spawn with a random buff or debuff to whom is carrying it.

And that prior to spawning it is announced what the buff or debuff is.

Buffs ideas:
Aura (15m range) attacking team gets 10% more damage
Incinerate - ball carrier emits aura that periodically damages enemy team, but also damages ball carrier (3% every 5 seconds)
Slow Freeze - ball carrier emits aura that slows enemy team movement by 3%
Hoppy - Ball carrier jump height increased by 50%
Speedy - Ball carrier movement speed increased by 20% (added on after movement speed is decreased)
Fortitude - Ball carrier is immune to pushes/knockbacks (movement speed reduced an additional 10%)

Debuffs ideas:
Aura (15m range) defending team gets 10% more damage
Hot Potato - ball must be tossed every 10 seconds or explodes, scoring with hot potato ball is worth 3 points.
Super Hot Potato - ball will randomly toss to another player (friend or foe) every 15 seconds, (15 seconds is reset if passed prior to being automatically passed)
Backpedal only - hahahahaha (can only move ball by walking backwards, Giradda the hutt provides additional time on the huttball timer, and a score is worth 3 points)

Other ideas for buffs and debuffs are welcomed.

Jerba's Avatar


Jerba
09.10.2018 , 12:32 PM | #62
From the bug reports forum:
Quote: Originally Posted by SPrime View Post
The knock back associated with concussion charge was not working.

In the previous play test (August 31, and September 1) the knock back was working.
Video: https://gfycat.com/TintedGrimyIguanodon
Code:
[20:24:29.082] [@Fegrin] [@Fegrin] [] [Event {836045448945472}: EnterCombat {836045448945489}] (Tatooine)
[20:24:29.092] [@Fegrin] [@Fegrin] [Sprint {810670782152704}] [RemoveEffect {836045448945478}: Sprint {810670782152704}] ()
[20:24:30.285] [Sand People Bolter {797158815039488}:135000157614] [@Fegrin] [Ranged Attack {813449625993216}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -miss {836045448945502}) <1>
[20:24:30.490] [@Fegrin] [@Fegrin] [Concussion Charge {801264803774464}] [Event {836045448945472}: AbilityActivate {836045448945479}] ()
[20:24:30.683] [Sand People Bolter {797158815039488}:135000157614] [@Fegrin] [Ranged Attack {813449625993216}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -miss {836045448945502}) <1>
[20:24:30.895] [@Fegrin] [@Fegrin] [Mastery Surge {4049084713271296}] [ApplyEffect {836045448945477}: Mastery Surge {4049084713271296}] ()
[20:24:30.896] [@Fegrin] [@Fegrin] [Power Surge {3871393326301184}] [ApplyEffect {836045448945477}: Power Surge {3871393326301184}] ()
[20:24:30.898] [@Fegrin] [Sand People Razer {797163110006784}:135000157681] [Concussion Charge {801264803774464}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (151 elemental {836045448940875}) <151>
[20:24:30.898] [@Fegrin] [Sand People Bolter {797158815039488}:135000157614] [Concussion Charge {801264803774464}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (164 elemental {836045448940875}) <164>
[20:24:30.898] [@Fegrin] [Sand People Razer {797163110006784}:135000157647] [Concussion Charge {801264803774464}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (164 elemental {836045448940875}) <164>
[20:24:31.799] [Sand People Razer {797163110006784}:135000157681] [@Fegrin] [Ranged Attack {813449625993216}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (75 energy {836045448940874}) <75>
[20:24:31.817] [Sand People Razer {797163110006784}:135000157681] [@Fegrin] [Ranged Attack {813449625993216}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -miss {836045448945502}) <1>
[20:24:32.283] [Sand People Razer {797163110006784}:135000157647] [@Fegrin] [Ranged Attack {813449625993216}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (76 energy {836045448940874}) <76>
[20:24:32.300] [Sand People Razer {797163110006784}:135000157647] [@Fegrin] [Ranged Attack {813449625993216}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (72 energy {836045448940874}) <72>
[20:24:32.532] [Sand People Bolter {797158815039488}:135000157614] [@Fegrin] [Ranged Attack {813449625993216}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (69 energy {836045448940874}) <69>
[20:24:32.551] [Sand People Bolter {797158815039488}:135000157614] [@Fegrin] [Ranged Attack {813449625993216}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -miss {836045448945502}) <1>
[20:24:32.770] [Sand People Razer {797163110006784}:135000157647] [@Fegrin] [Ranged Attack {813449625993216}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (72 energy {836045448940874}) <72>
[20:24:32.799] [Sand People Razer {797163110006784}:135000157681] [@Fegrin] [Ranged Attack {813449625993216}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -dodge {836045448945505}) <1>
[20:24:33.501] [Sand People Bolter {797158815039488}:135000157614] [@Fegrin] [Ranged Attack {813449625993216}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -dodge {836045448945505}) <1>
[20:24:35.081] [Sand People Razer {797163110006784}:135000157681] [@Fegrin] [Full Auto {882547059851264}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (114 energy {836045448940874}) <114>
[20:24:35.480] [Sand People Razer {797163110006784}:135000157647] [@Fegrin] [Full Auto {882547059851264}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (135 energy {836045448940874}) <135>

Please ensure that the Commando's Concussion Charge will be fixed, similar to the Consular's Force Stun, and that this bug won't reach the live servers.
Scoundrel healer. Raid leader. Guild officer @ Tulak Hord

Pandoras_Jar's Avatar


Pandoras_Jar
09.11.2018 , 05:41 AM | #63
Quote: Originally Posted by Jerba View Post
(Off-topic):



Unfortunately, the devs did not update the in-game map for this patch; it still shows the old layout with the box stack instead of the forcefields. But that's normal with PTS, there's no point redoing the map for every small change. I'm sure that the map will be correct on the live servers. Until then, here's the map without player icons.
If you have kept the maps as a Photoshop file with all layers, it will be very little work to update them; you can just swap out the background when the correct map is released.


Anyway, thanks for creating the maps, and I'm looking forward to your guide.
Here are some suggestions:

In all maps, add a small icon at the center ball stand, and mark the two endzones. To avoid clutter, don't add a large colored box in the endzone but just a sideways text like a purple Rotworms and a gold Frogdogs (both in upper-case).

Regarding the Walkway map:
  • Make the lines slightly wider, so 3px instead of 1px.
  • The exit ramp from the pit is in a slightly different color than the pit, and there is a gap between them, so it is not apparent that they belong together. Maybe use the same color for both and ensure that there is no gap.
  • In the legend at the bottom, the three types are too close together. It looks like the lines are separating the text, and are not meant to be the color for that text. So put more space between the types, and maybe change the lines into a square like on the other maps.

Regarding the Air Vent map:
  • I'm pretty sure that the central air vents (marked as 2 in your map) only put you in three positions, so e.g. the northern air vent would put you in the northern and the two middle locations, but never in the southern location.
    So there are four landing positions but each air vent is only connected to three positions, and you can remove the line going to the opposite side.
    (By the way, you forgot to add the lines on the western side; you only connected the 2s on the eastern side)
  • You put some landing positions in the wrong spot. I marked the correct positions here. The northern/southern landings of 2 are not on the corner but slightly further toward the center, where I placed the green circles.
    The upper landing point of 2 varies depending on which air vent you take, I marked the correct landing points with yellow circles. If you take the northern air vent, you get put in the northern one of the two yellow circles, and vice-versa for the sourhern air vent. On the western side, you marked the landing point (2) in the wrong spot, it is further up the ramp (where the yellow circles are).
  • Right now, the map is confusing to look at. There is way too much going on and it is difficult to differentiate between air vent and landing position.
    My recommendation would be to turn the lines into arrows so you know which direction the air vents go. Also, the air vents and landing positions have nearly the same color; one should be much lighter/darker than the other.
  • Also, it might be better to use different colors for each air vent.
    So for each number, the air vent, the landing position and the arrow itself could all have the same color (or different shades of that color). For example, all 1s could different shades of pink, all 2s could be shades of green, all 3s could be shades of orange.
    That way, you can immediately see that there are three different types of air vents.

Also, how about adding another map with all the power-up locations (speed boost, med pack, damage boost)?
Cheers for the feedback mate and the map.

I am quite certain that you can land in 4 different places from the centre vents. I definitely recall landing on the platform marked closest to mid on a couple of occasions (which seems almost pointless but oh well).

And yes I will be doing a powerup map too at some point.
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Jerba's Avatar


Jerba
09.11.2018 , 08:25 AM | #64
Quote: Originally Posted by Pandoras_Jar View Post
I am quite certain that you can land in 4 different places from the centre vents. I definitely recall landing on the platform marked closest to mid on a couple of occasions (which seems almost pointless but oh well).
No problem! I may have explained it wrong. Yes, you can land on the closest ramp. There are four landing positions in total but each air vent is only connected to 3 of them. You can't use the northern air vent to get to the southernmost position, and you can't use the southern air vent to get to the northernmost position.

I'm already spending way too much time on this but I made a quick map in Powerpoint and as you can see:
  • Air vent N goes to 1, 2 and 4 but NOT to 5.
  • Air vent S goes to 3, 4 and 5 but NOT to 1.
So in your map, you have to remove the line from N to 5, and you have to remove the line from S to 1.
Scoundrel healer. Raid leader. Guild officer @ Tulak Hord

Jerba's Avatar


Jerba
09.12.2018 , 06:28 AM | #65
The decoration "Huttball Training Arena (Vandin)" still has the old layout from the first patch (with the box stacks instead of the force fields). If you still plan on putting this decoration on the Martial Decoration Droid vendor, please ensure it has the current Vandin Huttball design.

https://i.imgur.com/u6JH61F.jpg
Scoundrel healer. Raid leader. Guild officer @ Tulak Hord

LordMasakre's Avatar


LordMasakre
02.02.2019 , 10:07 AM | #66
Vandin is unplayable, too many traps which make it more a player vs map thing than player vs player, it's too complex to be a fun (huttball) map, people prefer to just run around and get some kills instead of playing huttball because of it, or just quit the wz.
While playing it and asking people if is there anyone who likes it, honestly I didn't find anyone who enjoys the map yet, while the amount of people that hate it is incredible.

DzastinBiberi's Avatar


DzastinBiberi
02.05.2019 , 12:25 AM | #67
Alot of ppl are pretty much sick of Vandin and most players on Darth Malgus server, insta quits when it pops.

Collec's Avatar


Collec
02.06.2019 , 04:11 PM | #68
Quote: Originally Posted by LordMasakre View Post
Vandin is unplayable, too many traps which make it more a player vs map thing than player vs player, it's too complex to be a fun (huttball) map, people prefer to just run around and get some kills instead of playing huttball because of it, or just quit the wz.
While playing it and asking people if is there anyone who likes it, honestly I didn't find anyone who enjoys the map yet, while the amount of people that hate it is incredible.
I am pretty sure,that people hate anything BW puts out these days. Personally I like Vandin. Doesn't have too much traps in it, it does need some tweaks (for example they could make goal line area,so that no stealth can camp there...basically it destealths anyone on that goal platform...but then people would just camp on ramps and then they would need to add some sort of mechanic that bounces people off after 15-20s camping.)

I think big problem that Vandin map has is that traps don't kill you insta,if you pass through them (fire one and acid). So if someone uses roll,blade blitz,something something round for mando/merc through fire/acid they escape from enemy and score. This is moslty for that green acid mist trap. But you can't really design and balance game around scoundrel/operative roll,which is soooo broken and OP. And they got 2 rolls with 10s cd.

At the end of the day I like all wz's and arenas...I like roation of them,so that I get break from civil war,then break from hutball,then break from voidstar,etc. I would stop playing game, if only q pops were let's say 3 same wz's over and over again all day every day.
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