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Level Sync Update


ChrisSchmidt

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Hi folks,

 

I wanted to chat about the history of Bolster, how it’s evolved over the years into what is now known as our new Level Sync system, and how we’ve been tuning and adjusting Level Sync based on your feedback. One note on terminology: I’m going to refer to Bolster as the pre-7.0 technology and Level Sync as the post-7.0 technology. We’ve used several terms interchangeably over the years, but for the purposes of this post I’m referring to the technology difference between the two.

 

In the 4.0 release, we introduced the concept of Bolster throughout the wider game. It was previously launched to specifically address PvP Warzone balance in order to help undergeared players, but the 4.0 release brought the feature to PvE content. When your character visited a planet they had completed the story on, we shifted the character level down to a range we expected players to be in for that planet. Bolster enabled the game to give better and more relevant rewards for high level players going back to older content. We could finally reward max level characters with useful items or currency, whereas previously they would receive rewards far below their actual level.

 

The reverse was also true: we could Bolster players upwards in order to give more content options to lower level players. This mostly occurred in PvP Warzones in order to keep the queues more active and provide a better Warzone experience for those players in the lower levels.

 

Unfortunately, this implementation of Bolster brought a host of problems with it. To peel back the curtain a bit, that system relied on applying an ability on the player, and that ability would dictate the level and stat scaling to apply to the player. All of this data was defined by hand in tables, with specific stats defined per planet or per difficulty level per piece of content. Not only was this difficult to maintain and update, but it introduced a host of bugs and undesirable problems that we worked hard over the years to address. Sometimes lower level mods would actually provide better stats in PvP, for example. Or the Bolster ability would fail to apply in Operations or Flashpoints leaving one or more players over leveled for the content, and introducing exploits that allowed players to reliably force the bug and easily complete content balanced for several levels below their own.

 

This implementation also limited the ideas we had for the future of repeatable content, so for 7.0 we invested in modernizing our Bolster system, and effectively removed it and replaced it with the current Level Sync system.

 

Level Sync works from a new codebase that is more predictable and less prone to exploitative behavior. Designers can effectively enter item rating ranges per planet/piece of content, and the NPCs in that content are using the same scaling and stat ranges, making the balance relationship more predictable. This was a large change, so it required lots of per-content testing and iteration. We made this change last fall and it went through several PTS iterations. We were able to address lots of balance feedback back then and continue to do so to this day across the game in order to get the system feeling better with each iteration.

 

With this new system came a few side effects that removed some of the quirks of the older Bolster system. One oddity we solved was the way primary stats were scaled in the old Bolster system, especially when leveled down. They were far from accurate, and the system merely capped stats, so everyone over the defined thresholds had identical stats. With the Level Sync system, primary stats are actually scaled downwards according to how much of each stat characters have equipped. So if you have a high Mastery build, you should see more Mastery than another player who is running a high Endurance build in the same scaled content.

 

One side effect of the new system is all stats are scaled down when Level Synced. Under the Bolster system, tertiary stats such as Accuracy, Critical Rating, and Alacrity were never scaled. This had both advantages and disadvantages to how players would experience content. The plus side is Accuracy and Alacrity thresholds that players had taken care to optimize would be maintained when playing lower level content. But stats like Crit not scaling made older content more trivial than intended, which set the wrong expectation for game balance when facing other players in other modes such as PvP, or NPCs in Operations, and Master Mode Flashpoints.

We intend to update the new system to maintain Accuracy and Alacrity thresholds when scaled up or down in a future update. This would be very similar to how the old system worked for Accuracy and Alacrity specifically.

 

Another side effect involves Relics. These typically provide extra stats when they are activated or trigger on their own. As all stats now scale in Level Synced content, there currently isn’t a method to scale the extra stats provided by Relics, so they currently provide no stat bonuses when activated or triggered while Level Synced. We’ve been working on resolving this problem and intend to address it in a future update.

 

There is similar behavior with Augments and Color Crystals. We identified some issues both internally and thanks to your feedback on the PTS servers where it was possible to manipulate Augments and Color Crystals to provide huge stat bonuses outside of the bounds of the system. We have identified the root cause of these bugs, and have been working on solutions to both, to be introduced in future updates.

 

Finally, we’ve had a couple of issues prevalent in PvP modes that we’ve identified and fixed incrementally over several updates.

 

PvP Warzones and Arenas in 7.0 introduced a valid item rating range in level 80 matches. The Level Sync system was intended to allow players with gear from 318 through 326 to compete and upgrade their gear, while synching down players with higher gear (such as 330 gear) to the ceiling of 326. The system was also intended to reduce the stats and effectiveness for equipped gear below the 318 minimum threshold, such as 306 gear.

 

Once 7.0 launched, players noticed they were not less effective wearing 306 gear in level 80 Warzones and Arenas, and in fact in some cases their equipped stats were the same or better than 326 gear. We found the root cause of this bug and resolved this odd behavior in the 7.0.1 patch.

 

We have also determined the root cause of a bug that was causing item ratings in Level Synced content to be inaccurately computed. This didn’t result in major stat changes, but was the cause of some stats appearing to be worse after the 7.0.1 update in content that was Level Synced, and also that players with better than 326 gear in Warzones and Arenas had a slight stat advantage. We have a fix to this bug coming in the 7.0.2 update.

 

One last thing I wanted to address is companions, and their effectiveness in combat. The root cause for companions suddenly becoming worse tanks or not drawing aggro or dealing damage as expected was a bug in how their base stats were applied when loading into a planet or area. This caused some of their stats to be missing or inaccurate, which made things like their taunt ability or area of effect damage abilities miss their target NPC every time. The fix for the companion issue is also coming in the 7.0.2 update.

 

An additional note on companions and their effectiveness: the Presence base stat does scale in Level Synced content to reflect the amount of base Presence a player would expect to have in that level range. This would apply to Presence earned through character level-up and from equipment. However, the system does not scale any bonus Presence earned from raising the influence levels of companions, so companions with high influence levels will always be more effective across all content where companions can be used.

 

All of the fixes described above for the 7.0.2 update can be currently seen on the PTS, and we continue to keep an eye on your reports and experiences both in the live game and the PTS server. We made over 100 balance tweaks and adjustments to existing content thanks to your feedback in the 7.0 PTS cycles, and continue to address any areas as they are reported by players, our internal testing, and our own playthroughs of the game.

 

Hopefully this post sheds a bit of light on some of the issues and resolutions with Level Sync in the game. We’re still very excited about the content possibilities unlocked by modernizing this huge and fundamental system of the game.

 

Thanks!

-Chris

 

EDIT on 4/28/22: Follow up post for further clarification on what was included in 7.0.2.

Edited by JackieKo
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Hopefully this post sheds a bit of light on some of the issues and resolutions with Level Sync in the game. We’re still very excited about the content possibilities unlocked by modernizing this huge and fundamental system of the game.

 

Thanks!

-Chris

 

Thank you for coming forward about this issue sharing the problems and upcoming fixes. Especially for our companions. Thank you again.

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Chris,

 

This has been one of the best responses since 7.0 released! Personally, I love reading how the game mechanics work because it gives a better understanding of the game itself. Can we please get something like this on a weekly basis???

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An additional note on companions and their effectiveness: the Presence base stat does scale in Level Synced content to reflect the amount of base Presence a player would expect to have in that level range. This would apply to Presence earned through character level-up and from equipment. However, the system does not scale any bonus Presence earned from raising the influence levels of companions, so companions with high influence levels will always be more effective across all content where companions can be used.

 

I am confused by the last line of this paragraph. If the system does not scale bonus Presence earned from raising the influence level of companions, how exactly are companions with higher influence levels more effective? Is that bonus Presence supposed to be 'passed through' straight up? Current performance would seem to indicate otherwise. Or do you mean that this is not actually happening and will be fixed with 7.0.2 (or another patch)?

 

Also, when can we expect 7.0.2? This litany of issues with Level Sync impacts the older PvE content and (non-GSF) PvP, which is the majority of content available in this game (particularly when the multitude of bugs makes what little new content there is more of a PITA to play through).

 

Edit to add: I realize that the above made it sound like the only takeaway I had from this post was negative. That's not true, and I want to express my gratitude for another well-written post that helps us understand the background and intent behind changes made, as well as the outline of measures you're taking to adjust how they perform.

Edited by Lyriel
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Will these adjustments also include fixes for bugged companions such as Treek and CM creatures that severely underperform compared to others?

 

I think it's fine to have companions of varying performance, but those ones are near unusable. Buffing the lower tier companions in general, such as HK-51, single blade melee, and single blaster users would be nice so that they're more fun to use without worrying about being less effective in combat.

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ty for the writeup,

 

Treek is still missing 100% of Ranged attacks on PTS (as of yesterday 22:00 MESZ)

 

there has been no Communication why Groupfinder was nerfed to not allow switching discipline or style at all (inside or outside), or why you can't list for all the roles you are able to fulfill, afaik it's a baseless nerf compared to the Sync issues that were mostly assumed to be a Bug, please clarify.

 

lastly, considering the weekly Rotations are mostly gone can you get rid of the reset for PVP, Groupfinder,... Weeklies that will always be available (reset them when a patch happens that's fine just don't do it every Week) or also clarify why this is done.

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We intend to update the new system to maintain Accuracy and Alacrity thresholds when scaled up or down in a future update. This would be very similar to how the old system worked for Accuracy and Alacrity specifically.

 

Thank you Chris, that would be very welcome.

Basically all that needs to be done is lock the derived percentage values of these stats, no matter to what level a character is synced.

I realize that this is probably easier said than coded, but it's these %-values that actually matter, and they need to stay the same.

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Hi folks,

 

All of the fixes described above for the 7.0.2 update can be currently seen on the PTS, and we continue to keep an eye on your reports and experiences both in the live game and the PTS server. We made over 100 balance tweaks and adjustments to existing content thanks to your feedback in the 7.0 PTS cycles, and continue to address any areas as they are reported by players, our internal testing, and our own playthroughs of the game.

 

Hopefully this post sheds a bit of light on some of the issues and resolutions with Level Sync in the game. We’re still very excited about the content possibilities unlocked by modernizing this huge and fundamental system of the game.

 

Thanks!

-Chris

That is all what needed to be comunicated. All the time it took you to write the history of bolster and all the problems was a complete waste as there are several threads with all the analisys of the issues; there is nothing new in your post except that you are finally going to implement changes.

 

If you have time to write all that, better spend that actually engaging with the playerbase in all the other issues that unlike the bolster one require debate and actual undestanding of real players mentality. Take for example the prvios post about OEM/RPMs/Tech Fragments rewards. You are announcing changes without real context. Sure, you may have most of the data, but data without context is not information.

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This. This is how you communicate and develop positive outcomes from the player community. Having bugs is expected, though disappointing. Being informed of exactly what is happening and what is being done to fix it, that is a pleasant addition a lot of us have been looking for. Keep these updates coming!
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Hi folks,

 

I wanted to chat about the history of Bolster, how it’s evolved over the years into what is now known as our new Level Sync system, and how we’ve been tuning and adjusting Level Sync based on your feedback.

 

Unfortunately, this implementation of Bolster brought a host of problems with it. To peel back the curtain a bit,

 

This implementation also limited the ideas we had for the future of repeatable content, so for 7.0 we invested in modernizing our Bolster system, and effectively removed it and replaced it with the current Level Sync system.

 

Level Sync works from a new codebase that is more predictable and less prone to exploitative behavior.

[sNIP]

All of the fixes described above for the 7.0.2 update

 

Hopefully this post sheds a bit of light on some of the issues and resolutions with Level Sync in the game.

 

Thanks!

-Chris

 

Thank YOU , Chris, for this very lengthy---and imo very fascinating---developer post. Despite my being "critical" sometimes of certain implementation (or lack thereof) , i ALWAYS appreciate legit behind-the-code type posts. So thanks again for braving these wretchid scum&villainy FORUMS a bit more often lately. ;)

 

Heck, 2 actual DEV posts in 2 days?! Keep this up please and maybe we'll finally have something to celebrate soon for SWTOR *10th Anniversary* . /cough-cough , /nudge-nudge , hyperlink ideas in my forum sig :D

 

p.s. Seriously though: when u guys gonna stop tinkering around with boring 'gear grind' code and start getting back to that which this game was founded upon? --> *STORY* :ph_use_the_force:

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Great, you've explained the problem. That's a great first step.

 

But as the level sync system stands, players are not rewarded for increased levels and improved gear with increased effectiveness. Period! Do you think another 10 mastery on a planet is something players really feel compared to the older system where we'd at least always feel our tertiary stats making a difference? You suggest that the old system "set the wrong expectation for game balance" and that's somehow a problem because the experience wouldn't match up "facing other players in other modes such as PvP, or NPCs in Operations, and Master Mode Flashpoints" - seriously? Is that a problem? The community is siloed! Different segments of the community focus on class stories versus PvP versus operations versus MM flashpoints! Did that really justify this awful new system that punishes everyone "equally?" And, no mistake, this is a punishment. This system punishes people for investing extra time into their characters, levelling them up, getting extra gear, by making sure that *isn't* reflected by an improvement in actual in-game performance. So the old system had a few wonky outliers. So what? It was *significantly* better than this.

 

You're punishing players for playing your game *more.* How is that a good business model?

 

In this system, colour crystals people paid money to get don't work. The entire aug system doesn't work. Relics don't work. Oh, that's fine because at least those aren't WAI? It's okay because you might actually fix those within six months to a year of release? What about the friggin datacron bonuses? Pointless now under your new terrible system, and that's WAI according to your post. Presence bonuses granted from completing all companion conversations from the class stories? Pointless. That's really the sum of 7.0 for a great portion of the player base: you don't seem to care one bit about the work people put in to get specific rewards prior to whatever latest fad you've adopted. We're seeing it in level sync, people who worked for set bonuses like the XP bonus gear are seeing it, anyone sitting at level 80 with an unused weapon skin is seeing it.

 

You're so much more eager to stop players from playing the "wrong" way than to enable players to play at all - or, heaven forbid, have fun playing - that undocumented nerfs come in faster than a simple fix for desynced mission content!

 

The general baseline content in this game is a joyless slog right now and it's horrifying to hear from you that this is working as intended. What is wrong with your priorities that your response to plummeting concurrent player counts is to tell the players that they're the ones who are wrong?

 

I shouldn't have to tell you this because you *should* have player data of your own to look at, but inside of the siloed playerbase, there is a significant segment of players who just play the class stories over and over. That's it, that's all they care about; the expansions never worked for them, flashpoints are a slog, operations are inaccessible, they just like the class stories that much. That segment of the playerbase is so easy to please because they're insulated from all of the later game's development. They only need the gear that can make the base game playable, crafting is more for flavour than anything else, the occasional pretty outfit is nice, but they have what they need. PvPers, raiders, late game PvErs, they're very sensitive to new changes and it's hard to weigh their disparate needs against each other, but at least SWTOR has that cushion of casuals it can always rely on to take what they're given with no complaints. And somehow this update managed to upset literally everyone for no discernable benefit to any distinct group. Yes, even the people who only play the damn base game class stories, who have now found the new level scaling turning every enemy fight into an annoying HP sponge slog with literally 0 discernable benefit. Because, apparently, you didn't like how niche exploiters in different communities were cheesing some out of the way loopholes?

 

Was that *really* worth it?

Edited by Tressith
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While the post itself is appreciated and informative it is still rather vague when it comes to when these elusive updates are released…

When is 7.0.2 coming?

When is 7.1 coming?

When is 7.2 - if planned at all - coming?

 

 

And regarding presence:

I just tried to solo ‚the alchemy of evil‘ (like I did before 7.0 with another char with no problem) and let’s just say, Khem (lvl 50 mind you and all companion bonuses unlocked) didn’t want to do the first boss - that fight is annoying enough without my companion deciding to attack one of the tentacles far across the room and neither healing me nor himself and eventually stop doing anything and dying … I really hope 7.0.2 fixes that because I kinda want to rely on my companion when doing harder content solo…

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I farmed gear, I worked hard to reach high tertiary stats. Level sync'd content should not touch tertiary stats period.

It includes CRITICAL HIT CHANCE.

 

Fully agreed. I like my open world content trivial. I know what to expect in higher difficulty group content. Words like "veteran" and "master" are good enough as indicators of it being significantly harder than the open world stuff.

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I started playing two weeks before 7.0. Loved the game and subscribed immediately.

I wasn't even aware that a new expansion was coming. Just found the game randomly and started playing.

 

Since the update I got skills that I already had unlocked pushed several levels forward. I had my companions that I upgraded to 50 just perform badly at each update and the more I grinded for gear, the weaker I got. At each update it took more and more time to complete the CHORES that compose the new late game experience. Couldn't make money nor have fun crafting late game items anymore because the developers simply forgot to include those.

 

This month (my second subscription month) I played less than 15 days. I came here to read this post expecting to find that you fixed the issues, not that you are finally aware that they exist.

 

I just reached the conclusion that this game doesn't respect my time. I already have a job.

Good luck. I'll take my money, time and attention elsewhere.

Edited by maicomstoppa
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Thank you, Chris, for taking the time to write this elucidating post! :) I had no idea that you guys were planning to completely overhaul the bolster/level sync system with 7.0, and it is interesting to see the history and reasoning behind it.

 

But overall, the message I am getting from this post is:

 

"There are a few bugs and/or unexpected issues that are nerfing you guys more than we intended, but make no mistake; we definitely intended this new level sync to nerf you. We want our old content to be harder and take you longer to complete! But don't worry, we have lots of vague but awesome plans to improve the level sync experience just enough to call it fixed while still keeping most of the nerfs. Isn't that exciting?"

 

I'm sorry if I seem overly harsh here, but I am disappointed that this low-level slogfest and weaker companions seem to be more or less intended. :(

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