SWTOR Upcoming Warzone Changes in July

Bioware is looking to make some warzone changes starting in July.

Planned Warzone Changes | 05.30.2018, 08:17 AM

Hey folks,

As Keith mentioned in the roadmap we are looking to make some Warzone changes this year, starting in July. It is our plan to try to get these on PTS as well, but before we get to that point we wanted to get your opinion on our plans. Below you will find the changes along with our goal for these changes. Let us know your thoughts.

The goals of these changes are:

  • To shorten the average time of our Warzones to be around 12 minutes. We have a few WZs that are taking quite a bit longer than that currently.
  • We have some WZs that are exploitable due to environment hacking, we want to fix that.

Voidstar changes – We want to give the offense a much better chance of completing the objectives. We want to make Voidstar more about a race to complete the objectives as opposed to a map which often ends in a stalemate. Less stalemates will shorten the overall time of the map.

  • Door now take 6 seconds to arm (down from 8)
  • Defenders now have 15 seconds to disarm door bombs (down from 20)
  • Extending the bridges and lowering the shields now takes 6 seconds to channel (down from 8)
  • Forcefields are now blocking the reactor room doors until the bridges are extended
  • Characters who hack their way into the last two rooms of the Warzone before the bridge has been extended or the forcefield is down will be killed

Ancient Hypergates – We want running orbs to be more impactful to the WZs gameplay, with the goal of shortening each map.

  • Orbs now score more points (up from 6, review below)
  • Orbs scores ramp up each round of the game:
    • Round 1 = 12 points per orb delivered
    • Round 2 = 15 points per orb delivered
    • Round 3 = 18 points per orb delivered
    • Round 4 = 21 points per orb delivered
    • Round 5 = 24 points per orb delivered
    • Round 6+ = 27 points per orb delivered
  • Player corral forcefields have had their up-time reduced, the forcefield is now down for 10 seconds and up for 15 seconds (previously 30 seconds)

Alderaan – Shortening the match time.

  • Turrets now damage ships for 12 damage per tick (up from 10)
  • Characters exploiting by hacking inside of the capture terminals will now die when they do so

Yavin – Further differentiate the map from Alderaan Civil War along with shortening the match time.

  • Teams now start with 500 points (down from 600)
  • When players die they reduce their teams score by 2 (up from 0)
  • Characters exploiting by hacking inside of the capture terminals will now die when they do so


-eric

Planned Warzone Changes | 05.30.2018, 11:20 AM
Quote:
Originally Posted by Mycroft-Tarkin View Post

If you die by keeping at least more than one player busy with you for a while then you ARE contributing. Know that somewhere your team has a numbers advantage and will likely clear the enemies there faster because of you 

But yeah I can see this not going down too well. We already have premades who just farm kills without capping anything. At least they used to let the other team have the pleasure of winning in most cases. Now, farming kills will simply give them a win unless the other team is somehow 3-capped.

Just to set some context on kills being worth points. Based on the way that it is balanced in the changes above, holding two points is absolutely the way you need to win. Ex: if one team is holding two points, the other is holding one and trying to farm kills, the team with two points will still win.

Kills being worth points will help accelerate the map and to differentiate it from Alderaan. It is not setup as a new strategy to win. Now, all of this is based on current gameplay data from the Warzone. If these changes somehow dramatically shift how people play Yavin, then things could change. Again, based on our data, killing players is still not going to be a viable strategy to win this Warzone!

-eric

Planned Warzone Changes | 06.04.2018, 03:41 PM
Hey folks,

There have been a lot of great comments in this thread about the currently planned changes. Based on that feedback here are a few additional changes:

  • Novare Coast
    • Any characters who leave the starting area prior to the match starting will die.
    • Players will no longer be able to cap a point outside of the intended 20m range (we’re looking at you, Phase Walk)
  • Void Star
    • Characters who attempt to hack through the hangar doors to place a charge from inside the hallway, will die.

-eric

  • Barloc

    Finally some balancing on Voidstar. That map’s a pain to complete when attacking.

  • Adam Haynes

    Nice work… literally every one of those changes will help make wz’s suck less.

  • John Kosto

    I guess it only took them like 3-4 years.

    • EyesOfGehenna .

      This is it. They’re good changes from what I can tell but why it takes em so long to do some of these things is beyond me.

      I mean when they came out with those new augments last year and put the most expensive mat for crafting them in the daily/weekly rewards for granked pvp, it became clear to me that the pvp community was in such poor shape they needed to bring pve farmers into granked pvp.

      It’s good that they’re trying to fix the pvp situation but did they really needed to let it slip this far before taking action? That’s just what I don’t get. Just hope that it’s not too late by now.

  • I’m not going to say shit negative. I’m just glad it’s happening…Would be nice to add some of those ranked rewards to unranked as well though….

  • Ben Gimson

    Now they just need to prevent premades in regs and PvP might be enjoyable.

    • EyesOfGehenna .

      Yeah I never understood why they didn’t take groups out of unranked.

      • Ben Gimson

        Me neither. It is the single worst issue affecting PvP. There’s nothing fun about being stomped by a group of friends who’re used to playing together and who are coordinating through voice chat. I’m not even sure why they do it. What’s the point in PvP if you stack the deck so much that it’s not even a competition? :/

        • EyesOfGehenna .

          My personal view is that the let PvP slide down for too long and by the time they got around to looking at it the PvP community was just too small.

          What happens then is that you don’t want to separate people too much because of longer queues and all that. But at the same time you want to offer people choices. So they just held on to what they had.

          They were perhaps afraid that even fewer people would PvP if they took the premade option away but I think they didn’t think that through because it actually keeps other players and also new players out of PvP.

          I mean, I’m not saying any of this with the advantage of hindsight because I’ve been campaigning for things like this for years on the forum. But who am I to them right?

          It would make a lot more sense to me to have unranked as solo only and ranked as grouped only with different types of rewards. I equally never really got the point of solo ranked because it doesn’t fit in the idea of a ranked system for me. I mean it could if you had a separate ranking for solo play but not all meshed together.

          Also for mixing pvp and pve together they should’ve come up with some objective maps like the Jade Quarry in Guild Wars 1. In that map you have 2 factions that have npc jade runners that you can defend, give speed boosts etc. And you need to cap points that will have npc defenders once capped that the jade runners go to get jade to bring back to base. You have up to 3 runners walking different paths.

          People play different roles like healing and buffing runners, specialized cappers and runner killers etc. And you win currency that you can apply to various rewards like cosmetic gear etc.

          I feel that one reason why this game is struggling so much is that the cosmetic rewards are like 98% in hands of the cartel market. So they put all their cosmetics there making the reward systems in game less interesting. That’s why everything is CXP because it’s all about one single thing: stat gear.

          I’m sure they need the CM to do well to keep the game alive at this stage but it comes at the cost of hollowing out the gameplay experience because the reward system is utterly one sided. So it’s a bit ironic there.

          The PvP changes are good as such but I do not know to what extent it’s going to work when people find out that it’s not the fastest way for CXP and therefore go back to whatever it was or if it does become the best way to get CXP it may harm the rest of the game. In the end the CXP system funnels people into the best CXP/minute farm mostly. Doing anything else is reducing your chances of getting that gear. They need to give people more reasons to do content than just CXP farming if you really want to solve the issues this game has.

        • EyesOfGehenna .

          It seems to me that they let PvP slide thinking it would take care of itself and when the community fell apart, they tried to hold on to what they had and tried to get people to go there. Ironically that backfired because as you and I know, it’s no use trying to lure people to something that isn’t working.

          It’s also what happened to raiding mind you. For the last 3 years especially, they’ve tried to get people to do more existing content. They destroyed the reward system and made everything easier in the hopes of appealing to more people. Well, more irony…

          PvP needed help already a long time ago but they ignored it probably because enough people were still playing it. I think they banked on that too much and weren’t ready to deal with things going south because they were utterly unprepared. A like of foresight and insight really.

        • R315r4z0r

          Because sometimes friends want to play together on the same team and not deal with a rank?

          They shouldn’t remove it, but at least have an option for solo-queuing players to not be matched with pre-mades. This would obviously make their queues longer but that is their own decision for their preference.

          • Ben Gimson

            Why should solo players be punished? Punishing players who just want a fair game is not the solution, and premades spoiling regs because they’re not good enough to win ranked isn’t much of an excuse either.

            • R315r4z0r

              1. They aren’t being punished. It just comes with the territory.
              More filters = longer queue.

              2. Ranked an unranked are completely different games. Ranked games are only arena death matches. Unranked is objective play. And, in my opinion, unranked, regardless, is more fun.

    • Dethis

      Get friends! GG! /thread

      • Ben Gimson

        Very constructive necro. Cheers.

  • branky

    lol after 6 years of huttballmap hackers they finaly come around…

  • p

    And now make GSF fun, with removing those stupid camping ships.

    • EyesOfGehenna .

      No worries, that’s coming. It’s currently in the planning for 2020.

      • If true then Lolz what a scheduling with Big IP Ex Mmorpg 😀 #MindBoggled #EyesRoll360 #EatDirtKeithAndCharles

  • CRYPT from CATACOMBZ

    Lol i came to SWTOR in 2013 in june and pvp i started play at the end of that year and to these days these wzs haven’t been changed. Why now? This is pathetic, but i do not so much care, don’t play this game any more. Used to have great experiences, story was lovely, companions were lovely till came shit like knights of eternal throne etc… and of course zero content. But still even i started to play WoW, SWTOR will have a place in my hearth… But that game is dead

  • R315r4z0r

    Tbh, I enjoyed the Stalemates on Voidstar.

  • 平賀才人

    Was there a Yavin Warzone?

  • Georgeta A. Gaspar

    Yeah, more focus on pvp.. nerfing and screwing up the classes for pvp wasnt enough?? making powertech unplayable wasnt enough??

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