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Tried to pvp today... Hutt ball fail = no more pvp

STAR WARS: The Old Republic > English > PvP
Tried to pvp today... Hutt ball fail = no more pvp

TrixxieTriss's Avatar

12.08.2019 , 05:52 PM | #11
Quote: Originally Posted by Lundorff View Post
Soooo many dumb*** buttball matches even in low-/midbies. This game desperately needs to split PvP into 3 groups:

  • Regular Warzones
  • #¤%#¤&¤%& ball
  • Arenas

And then allow people which groups they want to play. And no it will not "kill the queue", because people are quitting games they don't care for anyway. I have not played a HB match in 1-2 years.
It may slow down the queue for people who like HB, especially outside of primetime. But you are correct in the amount of people who leave as soon as HB pops or during a HB match. I can’t see it doing any harm at this point. reg queue pvp is already a s**t show because no one tries to play objectives in any map.

TrixxieTriss's Avatar

12.08.2019 , 05:55 PM | #12
Quote: Originally Posted by Monterone View Post
I have a PT tank that's specced specifically for Hutball and when I play that toon I usually get anything but Huttball. I would club a baby seal for a Huttball streak!

Damn Murphy's Law!
Can I borrow your club?....“Offers up baby Nautolan” for no HB pops every again in the history of the game....

TrixxieTriss's Avatar

12.08.2019 , 05:57 PM | #13
Quote: Originally Posted by Lhancelot View Post
This has been a complaint for years.

Not just that HB pops too much, but that players simply hate being shoved into a map they don't want to play.

After years of this complaint, you'd think BW would consider a way to give players a choice one way or another yet here we are, same place as we were 6+ years ago.

As long as BW runs the game, chances are you won't see a choice option for WZ maps. In fact, they probably aren't even aware that people hate the fact HB pops constantly and players can't choose or influence what maps pop.
They know. Musco replied to a thread in the pvp section 7 or 8 months ago when we were all make a truck load of noise about it.
Since then we get the Musco treatment. Totally AFK on his part.

septru's Avatar

12.08.2019 , 06:02 PM | #14
Quote: Originally Posted by TrixxieTriss View Post
They know. Musco replied to a thread in the pvp section 7 or 8 months ago when we were all make a truck load of noise about it.
Since then we get the Musco treatment. Totally AFK on his part.

That was also in the 5.something era when Bioware was actively focused on PvP. They came out with the Rishi stronghold, vandin, and battle ring, as well as made a couple of PvP centered balance changes. Since then, Bioware has actively stated on several twitch streams and forum posts that they would be focusing on other aspects of the game and putting PVP off for a bit.
-Prum, Satele Shan
"The real endgame is general chat."
The only real top 3 operative btw

TrixxieTriss's Avatar

12.08.2019 , 06:03 PM | #15
Found the tread I started on the 1st of Marsh and Musco’s reply on the 15th March. Since then, total AFK from Bioware with this.

Quote: Originally Posted by EricMusco View Post
Hey everyone,

There has been some good discussion in thise topic about both how you believe our map selection works right now in matchmaking, and thoughts on where we can improve it. I want to add some clarity to the former, and then we can talk about the latter.

How does map selection work?
This is pretty simple on the surface. When a player (or players) queues for an unranked Warzone the matchmaker does two things (I am ONLY talking about map selection here, not about what the matchmaker does to work towards even teams).
  1. Looking at what matches are currently active and the number of players in the queue, the matchmaker decides whether it will pop an Arena or a Warzone.
  2. The matchmaker then rolls in that game type pool for which map it will pop. All maps have the exact same weighting.

This means that Huttball and 3-pt control both have the highest odds of being selected since they each have 3 maps respectively (Novare could be argued that it is separate from Yavin/Alderaan though). But ultimately each individual map has the exact same chance of rolling here.

How can we improve this experience?
There have been a lot of great ideas in this thread, and definitely keep the ideas coming. This is a topic we have talked about a lot internally (allowing players to select exactly which Warzone they want to play, for example). There are some challenges with that level of granularity (queue times mostly). We have talked about adding exclusions as well, so a player could pick 2-3 Warzones they don’t want and then they fall into the rest of the pool. These changes are fairly large in what it would take to implement and so they would need to happen as a part of other large systemic changes. This in no way means we won’t ever do it, just that it would need to be in a large update and it isn’t currently planned on the schedule.

With that said, there are possibly some smaller fixes the team can do in the interim which they are discussing. We may be able to tweak the individual pop values on each map in the PvP queue which would give more weighting towards game type, then map, for example. I don’t have any specifics right now but the team is in active discussion on this topic and I will pass on more info as I have it.

Question for you all to give us your feedback on...
Matchmaking weighting could effectively work one of two ways.
  • We can give even weighting to individual maps. As in, every single map has the same chance to pop so you see more map diversity. This is how it works today.
  • We can give equal weighting to each game type. As in, you will see less map diversity overall, but you are more likely to see each map type more often. AKA you will see Voidstar as much as you see Huttball.

Let us know your thoughts! Thanks everyone, keep the feedback coming.