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Time to merge the US servers... again. Primetime window getting smaller and smaller.

STAR WARS: The Old Republic > English > General Discussion
Time to merge the US servers... again. Primetime window getting smaller and smaller.

Lunafox's Avatar


Lunafox
09.01.2018 , 12:26 PM | #211
Quote: Originally Posted by TrixxieTriss View Post

I think Biowares mistake is marketing and making the game only about lvl 70 and by making it too easy to lvl and removing a lot of little rewards you got along the way. They’ve incentivised people to rush to lvl 70 and basically disregard everything along the way. If they made the game more about the journey and all aspects like it used to be, I think it would be more healthy.

Which leads me to question, do Bioware count all the F2P people as their main audience or do they count their subscribers? Numbers on a spread sheet saying “we have have this many people playing”, doesn’t equate to the same amount of money being made or a health game. F2P are fly by night players who I believe rarely bring funds into the game and more because they are so restricted in participating.

I’ve never been a proponent of F2P in this game, I think Bioware made a mistake early on and gave too much of the game away for free.
I agree with the above points. I always felt Bioware gave the best part of the game away for free. What sane game runner does that? Age of Conan and others give F2P the first 20 levels for free. Enough to get your feet wet and draw you in, and then you sub if you want to keep going. The leveling is too easy. I know in some of the games I played, it could take weeks, if not months or years to earn xp and levels. At the high levels it was very slow and something of an achievement to have attained a level. You definitely earned bragging rights as a 'no lifer' for achieving top levels. I think a balance needs to be found, enough xp to not be boring, but little enough to make it an experience and keep people around.

But! I don't think giving more leeway for the preferred players is a good idea. It's giving away more for free, and lessening the need to have a sub. It's hurting the game, what for the sole purpose of filling queues? That's like giving the food away at a restaurant just to say you have clientele. There needs to be an incentive to sub.
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robertthebard's Avatar


robertthebard
09.01.2018 , 01:09 PM | #212
How many weeks after the last round of merges did it take for a thread like this to show up? I'd look myself, but it's more a point of "merges don't work" than "I'm curious to know". Issues with PvE queues are more often related to static groups than to actual population issues, and swtor PVP just isn't that popular amongst the general MMO community, let alone the general swtor community. I have never read a thread anywhere else that said "Hey, ya'll should come to swtor for PvP, it's the best ever in any MMO". My youtube feed doesn't have a single "check out the awesome swtor PvP" video, although it does have pages of story content, from Vanilla to comp returns.

Merging isn't going to make it more popular. It's not going to bring burnt out or frustrated with developmental direction players back either. It's a niche game mode in a niche MMO, the price is going to be the queue times. I know I've never been in a WZ, even locking comps behind them didn't make me want to go. For me, however, it's more an issue of "1...2...3...GO" not being my idea of fun PvP. Ilum, however, was fun. There's a reason I don't have Gree rep finished yet, and it's not because I never went to Ilum.

At the end of the day, if I don't find anything exciting to hold me, I'll move on, yet again. At that point, if they do merge, they're not likely to see any more money from me, I just got all my toons sorted out from the last round, and I'm not anxious to repeat the process.
Quote: Originally Posted by Transcendent View Post
Also, just a small point. Why should anyone who plays this game exclusively for any particular type of content, have to run a different type of content just to earn gear? What is that attitude all about?

ZeroTypeR's Avatar


ZeroTypeR
09.01.2018 , 02:46 PM | #213
Quote: Originally Posted by TrixxieTriss View Post
Which server would that be and can you define quiet active and what days and times during the day and night.

I don’t think the thread is about paying to transfers. I think it’s about people wanting mergers. But before mergers are needed, Bioware have options to try first. One would be cheap or free transfers.
I'm on SS and I always see plenty of people roaming around. No specific time, since I log on a random times, but there's always people around and pvp pops pretty regularly.

TrixxieTriss's Avatar


TrixxieTriss
09.01.2018 , 06:18 PM | #214
Quote: Originally Posted by Lunafox View Post
But! I don't think giving more leeway for the preferred players is a good idea. It's giving away more for free, and lessening the need to have a sub. It's hurting the game, what for the sole purpose of filling queues? That's like giving the food away at a restaurant just to say you have clientele. There needs to be an incentive to sub.
How about the paid passes? They could reintroduce those to allow preferred players to participate in certain parts of the game they currently can’t without subbing.
Maybe they could buy a story chapter pass that allows them to do one chapter per character. Or a pass that allows 20 pvp matches.

I’ve never been preferred. I’ve always subbed, so I’m not sure what would work for them. I did know preferred people who said they couldn’t afford a full time sub (which made no sense to me because they purchased passes).
I do know the game lost a lot of people I knew when;the pass system disappeared.

TrixxieTriss's Avatar


TrixxieTriss
09.01.2018 , 06:21 PM | #215
Quote: Originally Posted by ZeroTypeR View Post
I'm on SS and I always see plenty of people roaming around. No specific time, since I log on a random times, but there's always people around and pvp pops pretty regularly.
I disagree. Try playing outside of your normal times and you’ll see a much lower population to do any group content with, including pvp.
If you could give us some time “brackets” as a reference, it would help.
Let me ask, of the pvp pops you get at random times, how many are arena and how many are 8 man?

TrixxieTriss's Avatar


TrixxieTriss
09.01.2018 , 07:22 PM | #216
Quote: Originally Posted by robertthebard View Post
How many weeks after the last round of merges did it take for a thread like this to show up? I'd look myself, but it's more a point of "merges don't work" than "I'm curious to know". Issues with PvE queues are more often related to static groups than to actual population issues, and swtor PVP just isn't that popular amongst the general MMO community, let alone the general swtor community. I have never read a thread anywhere else that said "Hey, ya'll should come to swtor for PvP, it's the best ever in any MMO". My youtube feed doesn't have a single "check out the awesome swtor PvP" video, although it does have pages of story content, from Vanilla to comp returns.

Merging isn't going to make it more popular. It's not going to bring burnt out or frustrated with developmental direction players back either. It's a niche game mode in a niche MMO, the price is going to be the queue times. I know I've never been in a WZ, even locking comps behind them didn't make me want to go. For me, however, it's more an issue of "1...2...3...GO" not being my idea of fun PvP. Ilum, however, was fun. There's a reason I don't have Gree rep finished yet, and it's not because I never went to Ilum.

At the end of the day, if I don't find anything exciting to hold me, I'll move on, yet again. At that point, if they do merge, they're not likely to see any more money from me, I just got all my toons sorted out from the last round, and I'm not anxious to repeat the process.
Warning: I’ve a wall of text coming. My reply got out of hand again.

I think this is the second thread I’ve seen and actually been active. The first one died really fast because it was pointless. This ones only been around for a short time. So I guess about 8 months (29 weeks?) after the last merge.

Personally, with the move of the servers at the time of the mergers, they only helped me till around March, when they messed up conquest. The affect of that mess up was felt in pvp, especially outside of primetime and it’s never recovered.

Prior to March, I did see a decline again at the times I would usually play. I put that down to them moving the servers and making most of the people in my region (APAC) stop playing.
I think the west coast server move nearly negated the west coast mergers because it caused a large portion of players to leave. I believe the mergers for the SS server would have been more successful if they had left it on the west coast.

I took steps to look at playing on Darth Malgus because I couldn’t get pvp pops outside of primetime (which has continued to shrink). Sadly, it’s just too hard to pvp at 320-350ms. I tried for a bit, but it’s just to frustrating, especially with all the increase in dysnc the game has been producing each time they add more content since 5.0.

The only saving grace for pvp pops was the 5.9,2 patch. It’s brought in match making, cross faction to all maps and the queue defaults to arena pops when the queue gets low. (The new Match making doesn’t work for some of us, so I’m pretty annoyed about that. That’s also made more pvpers quit and I’m close to it myself. But that’s another topic).
The combine factions queue and the arena default does mean lvl 70 pvp pops more outside of prime time. But I do play a lot of arena now, which isn’t my favourite type of pvp and you are always playing with the same 8-12 people (gets boring).
Neither of those actually help lowbie or mid pvp. Both are still ghost towns due to lack incentives to play it (as I mentioned in an earlier post).

If I was only looking at this from my perspective of getting low pops or only arena, I would say mergers were needed. But it won’t help me at the times I play because I don’t think the combined US server populations at those times would make a lot of difference, since Bioware effectively drove off the majority of the people in my region who would usually play at those times.

I don’t think mergers are currently needed for US players to play during primetime or even during a lot of their daylight hours. That doesn’t mean they won’t be needed in the future. And before that happens, there are a slew of options Bioware could take.

Bioware have damaged the game beyond repair for people who would usually play on the US servers, but don’t play in US primetime, all because of the server move. There is nothing that can be done about that now. They aren’t going to move SS to the west coast again and even if they did, I doubt they would get enough players back to justify it (people got burnt bad with the move and loyalty and trust went with it).

For the time being, the cross faction and default to arena pops when the queue reduces, should be enough to keep the pvp part of the game going. I can’t comment on the other group content because I don’t play it.
I will say, if they don’t fix the match making soon, they will see another exodus of experienced players, which won’t be good for the quality of pvp and will reduce numbers even more.

The game has become less fun for me and a slew of others since 5.0. It’s the continued degrading of fun in the game that is causing a lot of long time players to leave (example : conquest) If they made the game fun again, people would stop leaving and others would come back.
But Bioware don’t care about long term players. Recently they said as much in a pod cast. According to them, we are the minority of their player base and not their target audience. (look how well that’s worked for them).
It’s no surprise we are the minority now because they drive longer term and dedicated players away. We continue to leave and that’s why the game is in the state it’s in.
Apparently this has probably been their model since launch (if you read between the lines when reading Daniel Erickson’s recent comments on Reddit). The model is obviously faulty

I could go on with my analysis of why I think the game’s declined. But I think we all know why. Plus I’ve said most of it before.
It will be interesting to read comments and memoirs of the team in the post swtor era after the game closes down. Maybe then we’ll get an insight as to why the game went this way.

robertthebard's Avatar


robertthebard
09.01.2018 , 10:27 PM | #217
Quote: Originally Posted by TrixxieTriss View Post
Warning: I’ve a wall of text coming. My reply got out of hand again.

I think this is the second thread I’ve seen and actually been active. The first one died really fast because it was pointless. This ones only been around for a short time. So I guess about 8 months (29 weeks?) after the last merge.

Personally, with the move of the servers at the time of the mergers, they only helped me till around March, when they messed up conquest. The affect of that mess up was felt in pvp, especially outside of primetime and it’s never recovered.

Prior to March, I did see a decline again at the times I would usually play. I put that down to them moving the servers and making most of the people in my region (APAC) stop playing.
I think the west coast server move nearly negated the west coast mergers because it caused a large portion of players to leave. I believe the mergers for the SS server would have been more successful if they had left it on the west coast.

I took steps to look at playing on Darth Malgus because I couldn’t get pvp pops outside of primetime (which has continued to shrink). Sadly, it’s just too hard to pvp at 320-350ms. I tried for a bit, but it’s just to frustrating, especially with all the increase in dysnc the game has been producing each time they add more content since 5.0.

The only saving grace for pvp pops was the 5.9,2 patch. It’s brought in match making, cross faction to all maps and the queue defaults to arena pops when the queue gets low. (The new Match making doesn’t work for some of us, so I’m pretty annoyed about that. That’s also made more pvpers quit and I’m close to it myself. But that’s another topic).
The combine factions queue and the arena default does mean lvl 70 pvp pops more outside of prime time. But I do play a lot of arena now, which isn’t my favourite type of pvp and you are always playing with the same 8-12 people (gets boring).
Neither of those actually help lowbie or mid pvp. Both are still ghost towns due to lack incentives to play it (as I mentioned in an earlier post).

If I was only looking at this from my perspective of getting low pops or only arena, I would say mergers were needed. But it won’t help me at the times I play because I don’t think the combined US server populations at those times would make a lot of difference, since Bioware effectively drove off the majority of the people in my region who would usually play at those times.

I don’t think mergers are currently needed for US players to play during primetime or even during a lot of their daylight hours. That doesn’t mean they won’t be needed in the future. And before that happens, there are a slew of options Bioware could take.

Bioware have damaged the game beyond repair for people who would usually play on the US servers, but don’t play in US primetime, all because of the server move. There is nothing that can be done about that now. They aren’t going to move SS to the west coast again and even if they did, I doubt they would get enough players back to justify it (people got burnt bad with the move and loyalty and trust went with it).

For the time being, the cross faction and default to arena pops when the queue reduces, should be enough to keep the pvp part of the game going. I can’t comment on the other group content because I don’t play it.
I will say, if they don’t fix the match making soon, they will see another exodus of experienced players, which won’t be good for the quality of pvp and will reduce numbers even more.

The game has become less fun for me and a slew of others since 5.0. It’s the continued degrading of fun in the game that is causing a lot of long time players to leave (example : conquest) If they made the game fun again, people would stop leaving and others would come back.
But Bioware don’t care about long term players. Recently they said as much in a pod cast. According to them, we are the minority of their player base and not their target audience. (look how well that’s worked for them).
It’s no surprise we are the minority now because they drive longer term and dedicated players away. We continue to leave and that’s why the game is in the state it’s in.
Apparently this has probably been their model since launch (if you read between the lines when reading Daniel Erickson’s recent comments on Reddit). The model is obviously faulty

I could go on with my analysis of why I think the game’s declined. But I think we all know why. Plus I’ve said most of it before.
It will be interesting to read comments and memoirs of the team in the post swtor era after the game closes down. Maybe then we’ll get an insight as to why the game went this way.
I can only speak for myself, but I canceled my long term sub due to changes to the game to accommodate PvP. After wave upon wave of nerfs that adversely affected toons in PvE, I bailed. Upon my recent return, I respec'd out of some of the harder hit classes, but that's not going to hold my sub open.

They did indeed drop the ball with conquest, and the current wave of changes, which I can't be sure of the dates on, I wasn't here, didn't do anything to make me excited about it. I made my suggestions on fixing it way back when, and I don't have the inclination to waste my time going over that again, it's a waste of my time, but queue times weren't a part of the issue for my leaving. I had static groups for the content I played, and when they weren't full, we could easily pull the dps classes we were short, since we had a surplus of tanks and healers. Merges won't correct that "issue" either, as people that still have their static groups for everything but solo queues are going to still have those.

They did everything they could to make PvP more "appealing", and broke PvE to do so. That's going to cause people to do what I did, and just leave, especially if, like me, they have a lot of experience to know that until they make every class but the FotM use nothing but basic attacks, PvP is always going to be "broken" in the eyes of a majority of the PvP community, that is, after all, an industry wide phenomena.
Quote: Originally Posted by Transcendent View Post
Also, just a small point. Why should anyone who plays this game exclusively for any particular type of content, have to run a different type of content just to earn gear? What is that attitude all about?

kodrac's Avatar


kodrac
09.01.2018 , 11:48 PM | #218
Quote: Originally Posted by DWho View Post
This is probably the most important part of the entire post. More people are leveling than are playing end game (assuming everyone who is level 70 plays end game or the number of "end-game" players might be even smaller). This is something that has been disputed by the people who are having difficulty with random groups for a very long time and now there is "proof". There are "lots" of people playing the game that are not queuing for PVP or Raids.
New characters are more fun to play in the current "atmosphere". And with the dismal CXP rate, I only play 70s during 2x windows and that's only if there isn't any new toons I want to over level.
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Andryah's Avatar


Andryah
09.02.2018 , 08:57 AM | #219
Quote: Originally Posted by kodrac View Post
New characters are more fun to play in the current "atmosphere". And with the dismal CXP rate, I only play 70s during 2x windows and that's only if there isn't any new toons I want to over level.
A lot of the changes they made over the last few years have actually played into new characters being more fun, and in particular less tedious to play for a broad segment of the player base (though not for most single facet players). I think this was intentional on the part of the studio as they, like many players, feel the original class story arcs to 50 are the best part of the game even today. In some respects, they are playing to the core strength of their game .. and making the on-ramp into the game much more friendly with 4.0 gives new players an excellent pathway to enter the game and not feel crushed behind a sense of feeling like you can never catch up to long time veterans (unlike most other MMOs).

Now.. this can have a negative affect to the PuG model of play in that it gives players other pathways then playing one character at level cap over and over and over again (which is kind of the MMO norm in the industry, and gets really boring in most MMOs regardless of content release pace). The negative affect being fewer players logged in playing level 70s (where most group play takes place) ... but you know what.. there is nothing wrong with this really, particularly for players in good guilds who organize a range of guild sponsored activities (which brings known group members with it) and they can switch out characters from their collection to best match whatever activity is on at the moment.

This can also have a negative affect with long time veterans who really don't want to partake in the best part of the game in many players opinion... as these veterans want more level 70s to play with in group activities. But the thing I think these very veterans fail to realize is that making it essentially an end game only focus WILL NOT make more people random queue with strangers. Then again.. long term veterans of any MMO generally enjoy a range of game play and content within said MMO and are not dependent on only one facet of the game getting new content attention. These same players are very likely not queuing for random grouping either... because like it or not they realize this route leads to most of the bad social aspects of any MMO.

At the end of the day... regardless of the MMO being played... players that play only one facet of an MMO can and will get bored, frustrated, and disillusioned over time. I think the various studios understand this and they bake this into their planning and they do expect players to come and go over time. Normally, this would be true for the class leveling in most MMOs... but SWTOR does live in a unique position in this regard in having this aspect of the game very well fleshed out at launch, and continued to improve mechanics surrounding leveling to keep it that way. The fact that they could not continue these class story arcs post launch is a disappointment for some avid class story lovers for sure, but no MMO is all things to all people. The only players I observe that do not like the class story arcs are those that simply want to get a new character to level cap asap so they can go play their favored facet of play at level cap ... and bypass story arcs or space bar through them anyway.
When you find yourself surrounded by hostile Clowns... always go for the "Juggler" first.

Andryah's Avatar


Andryah
09.02.2018 , 09:14 AM | #220
Quote: Originally Posted by robertthebard View Post
They did everything they could to make PvP more "appealing", and broke PvE to do so. That's going to cause people to do what I did, and just leave, especially if, like me, they have a lot of experience to know that until they make every class but the FotM use nothing but basic attacks, PvP is always going to be "broken" in the eyes of a majority of the PvP community, that is, after all, an industry wide phenomena.
I get what you are saying here, but I don't personally think they "broke PvE with their current focus on buffing up PvP. But it did change PvE. As with any change in an MMO.. there are carryover effects from one part of the game to another.. so take class balance for example (something I have never ever heard any PvPer in any MMO in almost 20 years of playing state that a studio got it right or knows what they are doing), it will have some effect on PvE as well unless the MMO has strictly partitioned walls between PvP and PvE.. so in that sense.. yeah... changes to PvP.. caused changes to PvE. Different people will judge the impact to their preferred play differently.. which is fine.

The business model for this particular studio is to work on one major aspect of the game at a time, and then rotate through other major aspects over time... then .... rinse and repeat. Whether we as players think that is right or wrong, this is the path this studio has chosen to pursue. The one positive I see here in this approach is it makes it very clear that regardless of what EA may have wanted... the studio understands SWTOR never was and never will be a WoW killer (only WoW can kill off WoW).

This business model is not a new model for MMOs by any means... but SWTOR does it more then most, and WoW does it less then most.. so in some ways the two represent the extremes in the industry. That said.. both studios very much appear to understand that they cannot hold a majority of players between major new releases and actually pursue a business model that assumes a majority of their players do actually game hop and will come and go over time. Subscriber retention is a unicorn in the modern MMO era. Players are less invested in any given MMO, they have lots of choices when they get bored or frustrated, and are generally more willing to move around then say 15 years ago. I think the studios understand this and plan for it, even if some players insist that the number one thing a studio has to do is retain subscribers. In reality.. a revolving door of subscribers (or in a blended model like SWTOR) a revolving door of players can be a good thing for the studio. Of course it drives some players to frustration.... for a range of personal reasons. But an MMO is not designed around any given player, or faction of players... that is the living space of small niche MMOs that focus almost exclusively on a few narrow facets of MMO play.
When you find yourself surrounded by hostile Clowns... always go for the "Juggler" first.