The Furious Angels

FA Discussion => Non-VR Games => Topic started by: JP on May 05, 2011, 01:09:41 pm

Title: TOR PVP info
Post by: JP on May 05, 2011, 01:09:41 pm
Epic articles going into more detail on pvp.
Darth Hater  (http://darthhater.com/2011/05/05/fan-site-summit-gabe-amatangelo-interview/page/1)
IGN (http://pc.ign.com/articles/116/1166154p1.html)
G4 (http://www.g4tv.com/games/pc/61502/star-wars-the-old-republic/articles/74451/star-wars-the-old-republic-hands-on-pvp-preview/)
Mos Eisley radio (http://moseisleyradio.com/2011/05/05/the-summit-2011-swtor-warzones-and-pvp)
TOROcast (http://www.torocast.com/index.php/editorials/item/531-this-is-where-i-stand)


Some keypoints :

- They are able to "guard" their allies. Building up their defense, avoidance, etc. is not going to be lost in a PvP situation. They'll be able to shift whatever kind of damage absorption they have onto their buddy.

- If I taunt a player, they are going to do less damage to everyone except for me

- So we have a Resolve bar. As players get hit in PvP with crowd control, their Resolve builds up. Once they have their Resolve bar maxed out, when they are hit in PvP with crowd control, they are immune


my white walls in my house are now red, due to my mind being blown....
Title: Re: TOR PVP info
Post by: Saint on May 05, 2011, 01:25:13 pm
Dang! This game is going to be epic,  I dont think Ill have a life anymore once we start playing this thing.
Title: Re: TOR PVP info
Post by: Kidney on May 05, 2011, 01:40:35 pm
Thats really funny. Didn't even look to see if someone else had started a thread. I was to excited to kill Sith scumdogs!
Title: Re: TOR PVP info
Post by: JP on May 05, 2011, 01:43:09 pm
the bits on matchmaking also made my do my O face
Title: Re: TOR PVP info
Post by: Ragnarok on May 05, 2011, 07:42:52 pm
You should make the op into a massive compilation or I can do it in the fan site compilation thread.
Title: Re: TOR PVP info
Post by: JP on May 05, 2011, 08:37:33 pm
shoot the links/info u want added and ill keep it updated

/guard on rag
Title: Re: TOR PVP info
Post by: Tbone on May 05, 2011, 08:40:12 pm
Quote
I have had my criticisms of The Old Republic in the past, but BioWare has set up what I perceive to be one of the most well conceived and rewarding PvP systems regardless of how you want to play your character.

-IGN
Title: Re: TOR PVP info
Post by: Keeloth on May 05, 2011, 10:39:56 pm
A lot of that is stuff from WAR's PvP/  Which was thoroughly enjoyable, so I'm glad to see it.  If this game actually manages balance, especially in the matchingmaking system, it will be AWESOME.
Title: Re: TOR PVP info
Post by: Paitryn on May 06, 2011, 06:52:18 am
also good to see diminishing returns in for CC devices. and that they brought in WARs Tank spec uses for PVP. that alone will blow WoWs pvp system out of the water in terms of teamwork and abilities.
Title: Re: TOR PVP info
Post by: JP on May 06, 2011, 02:09:05 pm
not to mention it allows people like myself who want to tank in PVE environments able to easily contribute in pvp scenarios without the hefty respec fees or having to get a totally different gear set. Taking applications to be guard target whore =D
Title: Re: TOR PVP info
Post by: Paitryn on May 06, 2011, 07:01:54 pm
i dont like the powerups concept. may as well have spinning mid air guns hanging around while we are at it.

from the sounds of it the alderaan warzone will take approx 2 mins to take down the opposing ship if you hold all 3 points. (thats from when you capture all 3). this means fights can be very fast and abrupt or worst case 6 minutes if only one turret is captured and the other two never get taken by anyone. (extremely rare) this doesnt account for not holding anything and your enemy having it at times, but 10 minutes would seem to be a reaonable max time spent in the map.

this is much better than WoW battlegrounds, where Warsong Gultch could last indefinately, and arathi basin lasting up to 30 minutes sometimes when battles become protracted.

still this is an extremely fast combat map, so teamwork is a must.

Im curious how the guard ability works, and if its potentially exploitable. I.E. tank goes in guard ability and hides somewhere in a corner so we suffer reduced damage.
Title: Re: TOR PVP info
Post by: Keeloth on May 06, 2011, 07:55:14 pm
In WAR at least, you had to be a certain distance from the guarded target for the effect to occur.  Not to mention that would deprive the team of having that member actually participate.
Title: Re: TOR PVP info
Post by: Ragnarok on May 06, 2011, 09:16:17 pm
Ok after reading some of the pvp info from torocast and DH I have no clue what AC im going to be. I was planning on going Vanguard since the trooper ACs were announced , but after reading about Musco playing commando medic spec I decided I would do that. Then I read a DH article stating how effective tanks would be in pvp, so now I am torn between vanguard and commando medic spec.
Title: Re: TOR PVP info
Post by: JP on May 07, 2011, 03:41:39 am
Quote from: "Paitryn"
I don't like the powerups concept. may as well have spinning mid air guns hanging around while we are at it.


Most MMO warzone types have powerups for example in WoW the bezerker buff increases dmg by 20% and increase dmg taken by 10%, or the restoration buff that buffs health and mana regen to a very high amount, but breaks if damaged, then theres speed buffs increase movement speed by 100% in for example the tunnels of WSG (CTF map) so it strategic if your playing defense make sure a teammate grabs buff to keep it on its spawn cooldown.

Rift had a similar thing with health regen near the flags in their CTF and a speed boost in the middle for the flag carrier, so has become standard.
Title: Re: TOR PVP info
Post by: Paitryn on May 07, 2011, 09:43:48 am
yeah im familiar with it all (played wow for years and many many pvp preforms) doesnt mean I have to like it really.

WoW was gamey to begin with. immersion wasnt something that was what you played it for.

I found it funny since TOR's goal was to make a warzone less gamey yet add items like these (throwbacks from older FPS games) which are just as gamey as capturing flags themselves.

these items do become a big strategic point by themselves though. I remember my WSG preform days where we constantly snagged our boots of speed to keep the enemy flag runners from getting them and only utilizing the tunnel exit if the boots were availible (my rogue was our team flag runner. with the boots plus my sprint and a swiftness potion, i was hard to catch.)

I wish I had a map of the warzone. while I cant play the game, I can theorize on some solid strategies for a warzone based on the lay of the land. sounds like we have 3 turrets in a linear pathway with an underground tunnel system leading between the 3 via the middle one. but the above ground layout can be very important as the tunnels can prove to be death traps to any group with a degree of competence.
Title: Re: TOR PVP info
Post by: JP on May 07, 2011, 02:54:07 pm
Rag where did you see the write up of muscos playin trooper healer?
Title: Re: TOR PVP info
Post by: Tbone on May 07, 2011, 03:00:29 pm
Quote from: "Paitryn"
I wish I had a map of the warzone...I can theorize on some solid strategies for a warzone based on the lay of the land.

Hmm...that's a good idea...
Title: Re: TOR PVP info
Post by: Ragnarok on May 07, 2011, 07:29:44 pm
Quote from: "JP"
Rag where did you see the write up of muscos playin trooper healer?


Right here: http://www.torocast.com/index.php/editorials/item/531-this-is-where-i-stand
Title: Re: TOR PVP info
Post by: JP on May 07, 2011, 08:57:47 pm
damn good read, all the articles make me feel like this will be done right. Combat with solid team based strategies, non-instagib situations, balanced classes and fleshed out rolls for tanks in pvp situations. I think this is what love feels like :o
Title: Re: TOR PVP info
Post by: Ragnarok on May 07, 2011, 11:23:47 pm
This just sounds sick.
Quote from: "Musco"

We were all fighting at the middle capture point which if you recall from the Alderaan video has a circular balcony which surrounds it, above it. A Sniper was sitting up there just raining pain down upon my team in the middle yet because of the angle, I think most people didn't notice him. As soon as I spotted him, I targeted him and pressed my force charge button. Unbeknownst to me, Samm had Stasis Fielded him, which had removed him from cover. I jumped from the farside of the capture point, vertically one story and over a balcony to punch that Agent right in the face.
Title: Re: TOR PVP info
Post by: JP on May 08, 2011, 02:57:31 am
yea i was very impressed by the pathing of the sith warriors force leap when i beta'd. never really ran into an issue and i tried to break it
Title: Re: TOR PVP info
Post by: eeth on May 08, 2011, 11:24:40 am
Rag, i'm with you on possibly rolling Commando heal-style. Coming from the game that shall not be named i had a love hate relationship with my paladin, the only things hated were the lack of mobility while healing and the complete lack of any sort of damage output (until recently at least). Everything else i was in love with. I like the idea of being a heavily armored healer in the thick of it, but being mobile enough to move out of range and continue to keep your teammates alive, once multiple enemies start focusing you.

I'm really curious to see where everything falls out in terms of types of healing and if the three different healing specs in TOR break down along the lines of HoT-healing, shield/absorption healing, direct/cast healing. I know there's been a lot more info on the Smuggler and Consular healing, so I'm looking forward to more info about Commando healing.
Title: Re: TOR PVP info
Post by: Keeloth on May 13, 2011, 02:28:21 am
http://www.swtor.com/community/showthread.php?p=6375677#edit6375677

"Warzones will have a dynamic matchmaking system. It will do many things, like attempt to balance the number of queued groups, healers, levels, etc. on each side. If a match is not made after X minutes then it will begin to alleviate some of these preferences, including potentially widening the level range.

If a match with a wide level range happens to launch, then the lower level players' stats and ability ranks are bolstered. We aim for this to bring all players to at least 80% of the highest level players' combat effectiveness, player skill withstanding.

Promoting a lively PvP community is one of the PvP team's core goals. We believe enabling players on a server to play together often will promote camaraderie as well as rivalry, which lends itself toward achieving that goal.

That being said, as with many things, the matchmaking protocol is subject to change with testing, feedback and metrics. "

I'm dubious.  I mean, obviously I want there to be a match making system, but normally battlegrounds are divided into tiers: 1-10, 11-20, 21-30, etc.  That way you're never playing against someone more than 9 levels ahead of you.  And usually, you're bolstered to at least halfway through the tier.  

I don't know how wide the level range they're going for here, but I hope it's not too far.  I don't want to be thrust into a level 40 match as a level 20 just so I can fight at 80% efficiency.
Title: Re: TOR PVP info
Post by: Paitryn on May 13, 2011, 07:34:38 am
my assumption on the matter, is that the system will most likely work to match up within 10 levels. if your having level 10s being boosted to 50, then the server is pretty dead and you have probably been waiting 45 mins to an hour before a match. (which at that point you know its too quiet to pvp)

if its consistent that lvl 10s are being brought to endgame pvp, then they will start cross server matchups.

They wanted to support community first before delving into cross server stuff, which by most opinions was a deathblow to an already bad community base in World of Warcraft.

With the tier technology being close to a decade old now, it shouldnt be a surprise that TORs level matching technology will be far more advanced in comparison. WoW had tried for years to have something similar, where Twinks (players with maxed out gear for their lvl tier) would be matched up with each other when possible. only recently (just prior to cata) had they accomplished something close, but not quite there.
Title: Re: TOR PVP info
Post by: eeth on May 14, 2011, 01:31:22 pm
you guys are also assuming that their warzone brackets are 11-20, 21-30, etc.

no reason they couldn't be broken down smaller, (groups of 5, or even 3 level brackets) and thus their "expanding" levels could step up to the older WoW brackets of 10.
Title: Re: TOR PVP info
Post by: Paitryn on May 14, 2011, 03:22:51 pm
I agree eeth, with the new matchup system you are more likely to see 8v8 matches with only lvl 50s together or even all lvl 49s in its own match on very busy days. its extremely flexible (or possibly anyways.
Title: Re: TOR PVP info
Post by: eeth on May 14, 2011, 04:46:12 pm
i'm of the same mind there Pait, i think BW is smart enough to see that even the slightest lvl discrepancy can (and has) cause issues, so they are quite possibly going with that very tight level restriction (all exactly the same lvl as you suggest) and working outward from there.

good approach in concept, remains to be seen what happens in practice (as groups of various levels queue up together).

does beg the question what's the largest lvl gap that they'll allow to queue together for pvp.
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