The Furious Angels

FA Discussion => Non-VR Games => Topic started by: Tbone on January 18, 2012, 11:31:31 am

Title: PvP Changes (1.1)
Post by: Tbone on January 18, 2012, 11:31:31 am
The new PvP changes are going to frustrate you. Just getting that out there right now.

I saw this coming, which is why I've been focusing on grinding my valor (up to 56 now). Here's what you need to know:

Ilum Changes

Ilum dailies are now to kill 30 unique people. Weeklies are 120. The Ilum buff now lasts an hour, but decreases in stack when you lose an objective. You do not have to be near an objective for it to count. If you're in the PvP area of Ilum, you get credit for the entire world.

Farming enemies is now the most effective way to get Valor. For controlling everything, you can get 150-200 PER KILL. There are diminishing returns, so farming the same person won't help you.

To get credit for a kill, you need to either do damage or heal someone who is doing damage. If you are AoE or range, congrats. If you're melee, welcome to getting screwed over by the new system.

Empire outnumber Republic about 3:1, so a lot of your time on Ilum will be spent dying at the Republic base. As a result, we will need to better organize Ilum runs en masse to take advantage of this new system. Soloing Ilum isn't an option.

Warzone Changes

If you're level 50, your now stuck playing with only other level 50s. I didn't notice this affecting my queue time, but it did affect my success ratio. Queuing with 2 other random FAs, I still haven't won a single warzone. Before I could solo queue to avoid the Battlemaster groups, but now they are unavoidable. As a result, we will need to better organize Warzone groups to overcome this new system.

They've also changed some of the metals. I'm not sure what all changes they've made, but either they've taken out the 2.5k heal metal or medpacs no longer count towards those metals. As a result, I tend to get 2-3 less metals now than I did before the patch.

Going Forward

There's going to be a lot of bitching. Hopefully Bioware will address some of the balance issues. Right now it's kind of a "rich get richer" scenario. I urge you to focus on better grouping and organizing instead of raging and getting pissy. Like I said at the beginning, you're going to get frustrated, and I understand if you need to vent. Do your venting, but then get over it and let's get to work!
Title: Re: PvP Changes (1.1)
Post by: Fuse on January 18, 2012, 11:34:55 am
As I mentioned in the original thread before it was removed...

If you are not yet 50, I would suggest you grind valor. The closer you are to battlemaster before 50, the far better.
Title: Re: PvP Changes (1.1)
Post by: Tbone on January 18, 2012, 11:36:03 am
Quote from: "Fuse"
As I mentioned in the original thread before it was removed...

I figured this thread was a bit more of a constructive version...lol
Title: Re: PvP Changes (1.1)
Post by: Anamodiel on January 18, 2012, 11:46:54 am
Ahhhhhh! Why do i have class?! I want to playyyy!
Title: Re: PvP Changes (1.1)
Post by: Tbone on January 18, 2012, 12:00:42 pm
Just read up on what will probably be deemed an exploit, but has basically broken the valor system.

Apparently the new turrets they've put in to the opposing faction's base give hundreds of valor when you destroy them, respawn instantly, and have no diminishing returns. As a result, the Empire is zerging Republic bases and killing the turrets repeatedly for thousands of valor every couple of minutes.

There might be some rollback from today...
Title: Re: PvP Changes (1.1)
Post by: Anamodiel on January 18, 2012, 01:15:21 pm
http://www.youtube.com/watch?feature=player_detailpage&v=TL0kDP_Cexo#t=9s

O_O
Title: Re: PvP Changes (1.1)
Post by: Fuse on January 18, 2012, 01:28:49 pm
No clue how they're going to fix this... Valor=0 for everyone?
Title: Re: PvP Changes (1.1)
Post by: Phyroxis on January 18, 2012, 01:53:50 pm
Yikes.


I wonder, what if Bioware put something like Bolster into Ilum based on at-the-time population? Like, if one side has 100 people and the other has 300, the lower numbers side gets a %bolster that closes the gap. Not necessarily to make the sides equal, but brings them up a little bit so it's not so much a slaughter as a fighting chance.


Also, how to break out of the Ilum Death Cycle:
http://www.swtor.com/community/showthread.php?t=195086
Title: Re: PvP Changes (1.1)
Post by: Baobinga on January 18, 2012, 02:44:48 pm
This was me about 20 min ago. Unable to spawn and running oh I'd say like 1fps? Maybe 2. If I was lucky. :)

(http://i5.photobucket.com/albums/y200/kornmanz/SWTOR/Screenshot_2012-01-18_13_17_42_614963.jpg)
(http://i5.photobucket.com/albums/y200/kornmanz/SWTOR/Screenshot_2012-01-18_13_20_29_566512.jpg)
Title: Re: PvP Changes (1.1)
Post by: Lithium on January 18, 2012, 04:15:24 pm
So much for thinking PvP in a bioware game could be fun...
Title: Re: PvP Changes (1.1)
Post by: likwidtek on January 18, 2012, 06:21:18 pm
I'm sure they'll roll back all valor since patch, fix it so the turrets give zero valor and all will be right.  Mostly.
Title: Re: PvP Changes (1.1)
Post by: Keeloth on January 18, 2012, 07:18:12 pm
Sorry if the original thread topic came off as irritated, I posted it as an earnest warning before I headed to work so that none of our members got permacamped.
Title: Re: PvP Changes (1.1)
Post by: Fuse on January 18, 2012, 07:19:31 pm
From: http://www.swtor.com/community/showthread.php?p=1822494#post1822494

Quote
Hello everyone; I wanted to update you on the issues we've been seeing today on the live servers, specifically within the Open World PvP area on Ilum. We're aware that on some servers, either Republic or Empire groups have been capturing the Ilum control points, entering the enemy's base and 'camping' the medcenters, preventing the opposite faction from leaving their base to recapture control points. This is not a fair or balanced gameplay experience and can also severely affect client performance, so we're taking steps to address this.

Our intended design for Ilum Open World PvP is that players are instantly killed when entering the enemy's base safe area, just like in Warzones, and that the defending faction can take taxis to other points within the zone. As of Game Update 1.1, this is not working as intended. We have found the issue preventing this from happening under server load and will be publishing an Emergency Patch to address the issue. We're aiming to have this patch published early tomorrow morning (January 19th, 5 AM US CST).

In addition to these changes, we'll be reducing the population cap on Ilum. This should help increase performance by requiring your client to render fewer characters on-screen at once.

Regarding Valor gains, with the 1.1 update, players now receive a base reward of 20 Valor per unique enemy player defeated in a short time, and this base reward is modified by the number of objectives that the player's faction owns. The gains are rate limited per player killed, encouraging players to attack unique players, not to pursue vendettas. The Valor gains players can see over time will vary greatly depending on the activity level in the zone. This is expected.

To dispel a couple of rumors that have been seen today - there is no Valor gain from destroying turrets within enemy bases, and none from killing NPCs.

We encourage players to avoid Ilum until our patch is deployed. As a temporary measure we will be disabling taxi services which would normally take players into the Open World PvP area. However, players will still be able to taxi out of the area.

We will continue to monitor Ilum across all servers and will make further changes to gameplay if required. We welcome your feedback here on the Forums, but please ensure your feedback is constructive and specific. Feedback based on rumor does not help us isolate potential issues.


http://www.swtor.com/community/showthread.php?p=1825473#edit1825473
Quote
Please be advised that the servers will be unavailable beginning at 5AM CST (3AM PST/ 6AM EST/ 11AM GMT/ 12PM CET) as we deploy a new patch. This deployment will fix a few high priority issues in the game. We expect the service to be available again by 10AM CST (8AM PST/ 11AM EST/ 4PM GMT/ 5PM CET). Please watch this thread for updates and information as they become available. To view the status of your server, please visit the Server Status Page
Title: Re: PvP Changes (1.1)
Post by: Keeloth on January 18, 2012, 07:30:56 pm
Hopefully, there will be a rollback  on valor earned since the patch hit.
Title: Re: PvP Changes (1.1)
Post by: Lithium on January 18, 2012, 07:41:56 pm
Well according to the dev nobody gained valor from killing turrets...
Title: Re: PvP Changes (1.1)
Post by: Baobinga on January 18, 2012, 08:30:23 pm
Quote
PvP -> Update on Ilum Open World PvP issues
Hi everyone,

I just wanted to be clear and let you all know that we're definitely aware of individuals who took extreme advantage of this situation and we will be carefully evaluating and taking action as necessary.
Title: Re: PvP Changes (1.1)
Post by: likwidtek on January 18, 2012, 09:23:39 pm
LOL sigh.
Title: Re: PvP Changes (1.1)
Post by: likwidtek on January 19, 2012, 12:35:45 am
Like all other MMOs... the official game forums are full of entitled whiny bitchy basement dwellers.  Good. Lord.

They're patching it ASAP.  They've identified exploiters and said they'll deal with them and still everyone is nerd raging saying they're canceling their subs.  So stupid.  The biggest problem is, people are lying and rumor mongering saying people were able to get battlemaster in just a few hours and that the turrets were giving tons of valor.  Which was a lie.  As far as I understand, people weren't able to get any more valor than they could by grinding WZs for the same amount of time.  The idiots did the same thing with the /getdown bug.  People were lying and even posting fake emails from bioware saying they were /dancing in a no dance zone... or they were banned, or both, which was a total lie and bioware called them out on it.

There are all these pimply face 12 year olds saying they're canceling their subs.  Good riddance!  They can get their whiny booties outta my game!
Title: Re: PvP Changes (1.1)
Post by: Tbone on January 19, 2012, 01:52:37 am
I actually was getting a lot of valor even though I was the one getting camped - definitely more than warzones. Lan'obi said he got on an Imp alt and went from valor 1-20 in an hour and a half. So the turrets thing may have been a rumor, but the Zerg valor farming is indeed OP.
Title: Re: PvP Changes (1.1)
Post by: Ketamininja on January 19, 2012, 03:52:56 am
Quote from: "likwidtek"
Like all other MMOs... the official game forums are full of entitled whiny bitchy basement dwellers.  Good. Lord.


Pretty much business as usual for the internet.
I hate how people jump on BW immediately, and completely disregard the years of GOOD WORK that they have put in. They didn't bitch as much when they were levelling up to 50 and playing in the WZ's with their friends.

I'm sure BW are doing their best to keep on top of this.
Mistakes are made, and people are assholes when exploiting mistakes.



but, as I said in the last topic,..... WE NEED A FANSY!!
That would disperse the campers!!
Title: Re: PvP Changes (1.1)
Post by: likwidtek on January 19, 2012, 11:26:55 am
Quote from: "Tbone"
I actually was getting a lot of valor even though I was the one getting camped - definitely more than warzones. Lan'obi said he got on an Imp alt and went from valor 1-20 in an hour and a half. So the turrets thing may have been a rumor, but the Zerg valor farming is indeed OP.


I believe him but I'd like to see proof.
Title: Re: PvP Changes (1.1)
Post by: Keeloth on January 19, 2012, 12:03:20 pm
(http://img685.imageshack.us/img685/4026/screenshot2012011823380.jpg)

I count 9 kills (at 60 valor apiece, including bonuses) over that 1 minute timeframe.  9 x 60 = 540 valor a minute.  You get the equivalent of a 15 minute warzone in 2 minutes,  which is 7.5 times faster.
Title: Re: PvP Changes (1.1)
Post by: likwidtek on January 19, 2012, 03:08:59 pm
We need a larger sample size than 1 minute I think.  If there was a minute burst of valor ok but was that consistent for 6 hours?  Doubtful.  Even still, let's pretend that 540 valor a minute was the average.  That's 32,400 per hour.  Is that in line with what people are saying happened?  I think I can get 15,000 valor every 30 minutes doing Warzones, can't I?
Title: Re: PvP Changes (1.1)
Post by: likwidtek on January 19, 2012, 03:13:09 pm
Also, heh.. yeah...  

Title: Re: PvP Changes (1.1)
Post by: Mythrillian on January 19, 2012, 04:08:44 pm
The last few days are really taking a tow on public opinion. WoW Fanboys and other trolls are eating this stuff up. I really hope they get there act together because I'm seriously enjoying myself with this game.
Title: Re: PvP Changes (1.1)
Post by: ZephixLeer (Zephic) on January 19, 2012, 06:57:40 pm
Wait... so this wasn't what they patched this morning at 8am? I'm confused. I thought the 8am patch was supposed to fix all these apocalyptic valor gains...
Title: Re: PvP Changes (1.1)
Post by: likwidtek on January 19, 2012, 08:20:16 pm
Owned.
http://www.swtor.com/community/showthread.php?p=1898519#edit1898519
Title: Re: PvP Changes (1.1)
Post by: Tecknik on January 20, 2012, 09:08:37 am
Quote from: "likwidtek"
Also, heh.. yeah...  


I was just coming to post this.  Laughed my ass off when I saw it.

Ah, the ingenuity...

"Patch 1.1 - Helping Republic and Empire players work together."
Title: Re: PvP Changes (1.1)
Post by: Keeloth on January 20, 2012, 10:12:14 am
(http://i.imgur.com/2H0La.jpg)

Have to admit, that made me laugh.
Title: Re: PvP Changes (1.1)
Post by: likwidtek on January 20, 2012, 11:59:40 am
So a good number of us rolled through Illum last night for an hour or two.  I have to say, I don't think it's broken at all.  It was pretty well balanced.  The biggest complain is the LAAAAAAAAAG both graphically and the ability responsiveness when there's 60-100 people on screen.  We did plenty of back and forth and noone really got zerg'd.  I think there were prolly more Imps than us but we did a great job of keeping them turtled in their base.  They'd make some organized pushes and we'd fall back but overall it was lots of valor, a good amount of fun and you could see the recent hotfix go to work.  You can't spawn camp anymore, it's basically instant death if you try, you can't even GET to some of the spawn points, and you get diminishing returns if you attempt to kill the same player repeatedly.  

Working pretty well if you ask me.  I really want to see performance increased while lots of players are on screen in the PvP areas though.  It gets really really choppy and many abilities have to be mashed over and over until they go through.  A bit annoying.

Edit::  Turns out the pop cap on Ilum is 50.  So my 60-100 people must be way off.  Heh.  OK so when 50 people are on screen it goes to crap too.
Title: Re: PvP Changes (1.1)
Post by: Fuse on January 20, 2012, 04:23:17 pm
When was the 50 cap in place? When we were in yesterday it was 66 imp vs 42 rep.
Title: Re: PvP Changes (1.1)
Post by: likwidtek on January 20, 2012, 04:40:59 pm
I think the 66 vs 42 isn't taking in account instances.  I think each instance is locked to 50 but this is all crap I'm reading.  I have no idea what's true.
Title: Re: PvP Changes (1.1)
Post by: Fuse on January 20, 2012, 06:09:04 pm
Nope. Same instance. 42 on our side, 66 confirmed through titus's stream at the same time. :(
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