Quote PvP Roadmap - Warzones: Snave Edition



I thought I'd make a list of the changes I'd like to see made to the existing warzones in the game. This list was compiled over 2 hours while I was streaming on the 4th of June so feel free to check out the VOD if you want to follow the full discussion. Some of the changes like fixing desync, making the game hack proof and increasing FPS are obviously technically very difficult to achieve and most likely impossible but the rest of the changes appear to be completely viable (inb4 back seat game dev, mmo's are hard, etc..).



Feedback is appreciated and welcomed but please bear in mind the majority of these changes are there to prevent stalemates and to make the capping of nodes more dynamic and more achievable for all classes. I've applied an asterisk next to changes I feel would need targeted testing or that I'm not completely sure on.



Global Changes

To make warzones more fun, we are making a series of changes that will lead to more dynamic games.

We are now hack proof.

Cap timer is now standardised at 6 seconds for all maps.

DOTs no longer break caps.

Ranged AOE without a cooldown no longer interrupts caps (abilities such as Lacerate, Sweeping Slash, Noxious Knives are melee attacks and will still interrupt).

Desync has been fixed.

Classes will no longer leap into orbit or into the ground.

Players will no longer stutter visually when they change platform levels.

The “rubber band” effect that occurs after leaps and roots has been fixed.

You can now get over 60 FPS in maps.

8 man ranked is now back in the game **

The double speed buff can only reduce cap times to a minimum of 4 seconds**

Civil War

Cap time is now 6 seconds

Double speed cap buffs have now been placed underneath the middle of the map

Cannons have been upgraded and now deal 13 points of damage per tick (up from 10)

Voidstar Doors 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)

To punish players who stand in the incorrect positions and to allow for teammates to get back into the fight, you will still be able to leap across to the reactor room and place the bomb on the following door.

Huttball You can once again use any abilities to leap to the goal line.

Holding the ball now applies a stacking 10% healing debuff to the ball carrier every 10 seconds.

The acid vat now does considerably more damage and applies a 50% movement speed decrease for 15 seconds.

The ball respawning after a goal will now trigger an energy pulse knocking back all players within an 8m radius, this ignores any abilities that provide immunity to knockbacks.

You can no longer double click to pass the huttball.

Fire trap damage has been increased and is no longer mitigatable.

Quesh Huttball

As a result of some structural faults, the top tier of the map is now 5m higher preventing passes from the ground to the top level. Take care when dropping from this level as the damage is now fatal!

The ball respawning after a goal will now trigger an energy pulse knocking back all players within an 8m radius, this ignores any abilities that provide immunity to knock backs.

Acid traps have been improved and will now correctly affect the areas displayed.

Fixed a bug where the acid trap continued to hit players after their death

You can once again use any abilities to leap to the goal line.

Holding the ball now applies a stacking 10% healing debuff to the ball carrier every 10 seconds.

You can no longer double click to pass the huttball.

Acid trap damage has been increased and is no longer mitigatable.

Ancient Hypergate

After some aggressive negotiations with the Gree, they have aGREEd (get it) to pass ownership of the pylons to each faction. As a result at the start of each round the pylons will be already controlled by each team.

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 Orbs now take 6 seconds to pick up (down from 8) and are no longer affected by the GCD

Orbs are now passed to any player than kills an orb carrier.

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).

Odessen Proving Ground

Players now cap each objective point based on the number of friendly players stood inside. The base cap time is now 6 seconds and each additional player decreases this time by 50% to a minimum of 4 seconds. Meaning if you have 2 friendly players stood inside and one enemy it would take 6 seconds, 8 players versus 1 would take 4 seconds but they would still cap regardless of the player being there. **

Battle mod colour now changes every 2 seconds and players can collect their desired colour if timed correctly.

Battle mods reset and respawn from all players at the end of each round.

Nodes can now only accept one buff of each colour.

Players can now use the grappling hook from the ground level in the cantina section of the map.

Interrupt abilities now work on battle mod cast times regardless of the status of the player using it.****

Cloaking Screen/ Force Cloak and Force barrier can now be used while carrying a battle mod and cause the battle mod to respawn.

Novare Coast

Caps now count towards the timer immediately (down from 1s)

The buffs available at the south and middle of the map have been changed to the double speed cap buffs from Yavin Ruins.

Cannons have been upgraded and now do 3% damage per tick.

You can no longer phase walk while capping the node.

You can no longer leave the spawn area prior to the match start.

Yavin Ruins

Some excavations have taken place on Yavin, unfortunately this has resulted in the stairs at the sides of the center being destroyed. **

Tree count has been decreased by 500%

Teams now start with 500 points (down from 600)

** not sure on this change, would require specific play testing. I thought I'd make a list of the changes I'd like to see made to the existing warzones in the game. This list was compiled over 2 hours while I was streaming on the 4th of June so feel free to check out the VOD if you want to follow the full discussion. Some of the changes like fixing desync, making the game hack proof and increasing FPS are obviously technically very difficult to achieve and most likely impossible but the rest of the changes appear to be completely viable (inb4 back seat game dev, mmo's are hard, etc..).Feedback is appreciated and welcomed but please bear in mind the majority of these changes are there to prevent stalemates and to make the capping of nodes more dynamic and more achievable for all classes. I've applied an asterisk next to changes I feel would need targeted testing or that I'm not completely sure on.To make warzones more fun, we are making a series of changes that will lead to more dynamic games.Round 1 = 12 points per orb deliveredRound 2 = 15 points per orb deliveredRound 3 = 18 points per orb deliveredRound 4 = 21 points per orb deliveredRound 5 = 24 points per orb deliveredRound 6+ = 27 points per orb delivered** not sure on this change, would require specific play testing.

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