Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Feedback: Vandin Huttball (The Skyshredder)

STAR WARS: The Old Republic > English > Public Test Server
Feedback: Vandin Huttball (The Skyshredder)
First BioWare Post First BioWare Post

EricMusco's Avatar


EricMusco
08.31.2018 , 10:02 AM | #1 This is the last staff post in this thread.  
Hey folks,

Please use this thread to post your feedback on the new Vandin Huttball Warzone. Any and all feedback is welcome. A few things that are different about this Warzone that you should be aware of:
  • There are new traps!
  • You can fall off the sides of the map.
Let us know your thoughts.

-eric
Eric Musco | Community Manager
Follow us on Twitter @SWTOR | Like us on Facebook
[Contact Us] [Rules of Conduct] [F.A.Q.]

Chrisweaver's Avatar


Chrisweaver
08.31.2018 , 04:10 PM | #2
Ya did good work! Took awhile to understand the grapple use but it's a really cool tool!
Bibidi -Sorcerer 70 -Satan Marauder 70
Gohan-Sniper 70 Vgeta-Powertech 70
Bobidi-Assassin 70 Majin-B-Mercenary 70
Chrst "the risen"-Juggernaut 70 The Bastion Living Legend Manhunter

Jerba's Avatar


Jerba
08.31.2018 , 04:26 PM | #3
I don't understand the benefit of the "Gravity Grapple" temporary ability (to pull yourself back up).
It is rare enough that you will be that far on the side that another player could knock you down. Yes, you can get a damage buff or medpack there but with desync it is already difficult enough to knock someone down (you can never be sure in what direction they will fly). So if someone manages to knock you down, there should be no counterplay available (outside of the Mara/Jugger leap).
Even if the player uses the temporary ability, he will always land in the same spot, which means you can already put down AoE before he even lands, so once a player falls down, he will die anyway, either to fall damage or to player damage. There's no need to give players that temporary ability.

One strategy I can see is to have a Sin or PT harpoon the ball carrier and then knock him down. But even this won't happen often since the ball carrier will immediately go to the center walkway; there is zero incentive to get to the sides. And in this rare case where you can set up two harpoons in a row followed by a push, it should result in a guaranteed death, with no chance to use the Gravity Grapple.
By the way, if a player dies due to fall damage, will the ball go to the opposing team or will it reset? If it just resets, there's not much point in knocking the ball carrier off the map.

But my main issue with the temporary ability is that it puts the "Throw the Huttball" ability into the second slot. This means that it will have a different keybind than in all other huttball maps. This alone is reason enough to remove the "Gravity Grapple" temporary ability IMO. Keybinds must be consistent across all Huttball maps and you shouldn't have to adapt to a different one for the Vandin map.


Other than that, I don't like the small gaps between the walkways and the crates (image 1, image 2). As a Scoundrel, I frequently need to roll to get stacks for knocking players back. Ideally, I roll against walls so I stay in place and still get a stack. But here I can't do that; I risk falling into the gap, or rolling into a fire trap. I can see the utility from falling down to the lower walkway, but then there should only be a gap in the center of the walkway, and the sides should be flush with the crate.


Finally, you need to add way more ground markers so players know which side to go to. In the other Huttball maps, there is always a yellow or purple arrow showing the direction but on Vandin, the walkways are barren.
Scoundrel healer. Raid leader. Guild officer @ Tulak Hord

Estelindis's Avatar


Estelindis
08.31.2018 , 04:40 PM | #4
I notice that a new Vandin huttball decoration is shown in the decoration list, but although its source is given as the martial decoration droid it's not currently available from that vendor. In any case, it's good to see that new huttball options will be added to Rishi as well as WZs.
|| My referral link || Trask Ulgo > The Progenitor > Darth Malgus ||
Satisfying returns for class companions!
Especially companions of the long-neglected consular...
~~~Felix Iresso return discussion & fanfic~~~

kukumburr's Avatar


kukumburr
08.31.2018 , 04:47 PM | #5
I really like the new map overall and the different trap types are neat. Operatives can still roll over fire ones and just take some damage, electric ones do some damage but otherwise just stun you don't kill you, and the gas ones are the hard hitters I can't roll over an active one of them without dying it seems. So that's cool.

I like the layout of the map overall. The grappling back up is kind of fun but I don't see it getting much use. And my biggest issue with the map is that the grapple back takes the slot of pass huttball, so you need a different keybinding from other huttball maps. I really don't want to have two different keybindings for passing the ball.

Desync is still an issue but didn't seem as bad as Queshball to me, at least from what I've played so far. Feels more like the original map as far as that issue goes. I never got the "this target can't be leapt to right now" thing that I get in Queshball. Still had some weird issues with holotraverse not putting me in the right place but I didn't really expect that to change.

So yeah I like it A LOT!!! Just please change the pass huttball to the same slot as the other maps.

Quote: Originally Posted by Jerba View Post
Finally, you need to add way more ground markers so players know which side to go to. In the other Huttball maps, there is always a yellow or purple arrow showing the direction but on Vandin, the walkways are barren.
More ground markers certainly wouldn't hurt but those massive colored arrows on the wall of the spawn rooms seemed like they were visible from most places.

Jerba's Avatar


Jerba
08.31.2018 , 04:59 PM | #6
Quote: Originally Posted by kukumburr View Post
More ground markers certainly wouldn't hurt but those massive colored arrows on the wall of the spawn rooms seemed like they were visible from most places.
Yeah, the spawn areas have a marker but I frequently have my camera pointed downwards, not toward the finish line which means I won't see them. And the large crates on the center walkway are blocking most of the view.
I assume that the developers first want to test the general layout of the map before working on the smaller details like markers; I don't think they'd forget about them.


By the way, with so many walkways and the crates around them, it is difficult to angle the camera if you fall into the bottom pit. The walkways are so low that you cannot fully zoom out, which means you'll have trouble orienting yourself.
I guess you could remove some walkways, or increase the depth of the pit to fix it, but I'm not sure if either of those is a good solution. I'll have to play more matches to make up my mind about it.
Scoundrel healer. Raid leader. Guild officer @ Tulak Hord

snave's Avatar


snave
08.31.2018 , 05:43 PM | #7
Having the grapple ability take up slot 1 on the temp quickbar means anyone with pass the huttball keybound needs to rebind the key each game. If you insist on keeping that ability please move it to slot 2 so we don't have to rebind each match.

Having the grapple ability negates the whole point of being pushed off the edge. I'd recommend either putting walls there or not having such a stupid mechanic in the game to begin with. You aren't making clever gameplay options, you're making classes that are already strong in huttball even stronger for no reason.

The map is massive and has far too much clutter on it. From what I can tell the only purpose of these extra items is to lower FPS and make the map harder to look at, you could do with clearing up a large chunk of it that serves no purpose.

Knockbacks are significantly stronger on this map, it's so unnecessarily large that any knockback spammed by anyone is incredibly punishing. If you insist on keeping the grapple ability I'd suggest you add more points on the map to use it seeing as every single holotraverse I used to try and get back up bugged out.

All in all it's not a terrible map but could be much better if you fixed those points.

pyrietboletje's Avatar


pyrietboletje
08.31.2018 , 05:54 PM | #8
Feedback 31st of August - PTS Play Test

There are a few things I'd love to mention about the playtest from today. But first i want to thank musco, any other dev employee and the people who logged in to help to test the PTS! I've had lots of fun testing it!


De-synq
  • There are quite a few cases that the desynq is pretty terrible in this map. I don't know if it can be fixed before the release of the map. But it seems to be an returning issue in almost every huttball in the game now. (Quesh, Regular and now this one..)
    https://media.giphy.com/media/cdRJwS...vxTZ/giphy.gif

Side Jump Pads
  • If you ask me, i don't see why they are there. You get out of the spawn zone, and 99,9% of all the players will go straight ahead. To put a special area on the side with a random jumppad which doesn't give you any advantages just doesn't seem logic to me.
    https://media.giphy.com/media/5tgR6B...UZtg/giphy.gif
  • My suggestions? Get rid of them or change them where it would give you an advantages to the enemy team (land on the opposite side of the map, or something like that)

Change Location or add more health packs
  • I've noticed that there are only a few health packs placed on the side of the map. I like the fact that you can push people off from the side. However people will most likely not fight a lot on the side of the map. Most of the fighting happens on the ramps and near the traps and of course at the goalline.
  • My suggestion? Add Health packs on those places of the map and on the other sides of the map. (See links)
    https://gyazo.com/4c90f22c12ab0a1fb0f1daac7537058a
    https://gyazo.com/f58eba36508b70a0e483cefacfd9f58c

New Acid Traps. VERY OP
  • 19K Damage per second from the new acid traps and there is no way to get rid of it? I don't like that idea. I've pushed a few people into the traps and ran self through it. It seems like a fun idea, but no way a healer can out-heal the damage of a trap or cure it.
    https://media.giphy.com/media/1xOuLc...JqWK/giphy.gif
  • My suggestion? Add an ingame vendor stim where you can cleans the trap damage with, or reduce the damage over time from 19k to perhaps 7-10k per second? and give it a timer on it from max 6 to 10 seconds. This way there is a way to survive those new traps and not be totally doomed.
  • Also a thing i noticed when running out of the spawn zone, is that all 3 the traps activate at the same time next to eachother. What about making the side 2 go off at the same time, and keep the middle open. When the middle trap activates, de-activate the side ones. This way you don't get a ''wait for the elevator' feeling and will make you participate with the fighting more. rather than waiting for some traps' . (really, it's taking really long and there is no other fast(er) way to go around it!)

Open Fighting Space in the Middle
  • I really like, yet also dislike the fact that there is a lot of open space in the middle area of the map. For snipers and other ranged classes: Great, brilliant! You can just cast stuff towards people their heads and they can't LoS it! As an assassin, melee? Also great! However for a stealth class you want to be able to stealth out and regen somewhere or LoS the attacks. However there is nothing to LoS with!
  • My suggestion? Add something in the middle where you can LoS with and hide behind when to regen your health

Queue for warzones (right-click disabled?)
  • Also a thing i'd love to mention/add is that you cannot queue for warzones anymore by right clicking the PvP icon on your minimap. I know a lot of people (including myself) right click it to solo queue, group queue or queue for ranked with it. It's a fast way to queue and many don't really like the fact that you have to left click it. drag your mouse to the middle and actually select (you can choose between 3 now) the type of warzone you want to play (regs, ranked or starfighter.)
    Is there a way that this right-click option will be enabled back into the game?

Grapple Hook/temp quick bar
  • I simply dont see the use of it. You can use it when getting knocked off the side of the map. But nobody is fast enough to click that.
  • my suggestion? Add the acid stim ( see prev note ) to the bar for free or just get rid of the temp grapple hook bar

Walkway Gaps & Acid pools in the middle
  • I self find this very annoying as you can easily phantomstride to people who are on the walkway and land wrong. Ending in the area below. Same goes for those acid pools in the middle area. Its an big area thats covered in acid. When PSing over it you get out of stealth. Both things will make people not wanting to PS as it will be a waste of the ability.
  • Suggestion: Perhaps make a ring acid pool rather than 4 big pools as they are now around the ball spawn spot.
    And with the walkaways: no gaps

Darth Malgus | Content Creator | Livestreamer

Jerba's Avatar


Jerba
09.01.2018 , 11:34 AM | #9
Regarding the gap between the walkway and the crates:
Quote: Originally Posted by Jerba View Post
Other than that, I don't like the small gaps between the walkways and the crates (image 1, image 2). As a Scoundrel, I frequently need to roll to get stacks for knocking players back. Ideally, I roll against walls so I stay in place and still get a stack. But here I can't do that; I risk falling into the gap, or rolling into a fire trap. I can see the utility from falling down to the lower walkway, but then there should only be a gap in the center of the walkway, and the sides should be flush with the crate.
I just realized that this gap only exists on the eastern side of the map. On the western side, there is no gap between the walkway and the crates. Obviously, the map must be symmetric, so this is a bug.
Like I mentioned before, in my opinion it's better to have the crates flush with the walkway so you can roll against them. I wouldn't mind a small gap; being able to drop onto the lower walkway makes for more dynamic gameplay. But then the gap shouldn't stretch across the whole crate but only be in the center, so that you can still roll against it on the sides.

More feedback to come later.
Scoundrel healer. Raid leader. Guild officer @ Tulak Hord

Seireeni's Avatar


Seireeni
09.01.2018 , 11:55 AM | #10
Quote: Originally Posted by Jerba View Post
But my main issue with the temporary ability is that it puts the "Throw the Huttball" ability into the second slot. This means that it will have a different keybind than in all other huttball maps. This alone is reason enough to remove the "Gravity Grapple" temporary ability IMO. Keybinds must be consistent across all Huttball maps and you shouldn't have to adapt to a different one for the Vandin map.
I have only done one match with this map and I already agree with this 100%. I was already slow when it comes to passing the ball, and now, since I can't even use my normal keybind to pass it, my grandma could pass it faster than me and she's dead.
There is a face beneath this mask but it's not me.
Darth Malgus - And some alts on Satele Shan and Star Forge - The Firslay Legacy
referral link http://www.swtor.com/r/J24zRp