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#2 Upcoming Matchmaking Changes

Originally Posted by EricMusco ( Original Post ) | 04.06.2018 04:11PM
Quote:
Originally Posted by snave View Post
Hey Eric, is this based on Solo / Group ranked rating or are we now getting an unranked rating too?
Actually, since SWTOR launched players have always had a "rating" behind the scenes. I am hesitant to say rating since this isn't the same thing as your Ranked score, but it's the easiest way to explain it. This is more of a way that we approximate player skill solely for the purposes of matchmaking. This is also the reason we don't expose this information, since it is not really a rating (like Elo, etc).

In 5.9.2 we are making optimizations in how we use this information along with things like role, spec, gear, and more to try to create the most balanced teams we can.

-eric
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Upcoming Matchmaking Changes

Originally Posted by EricMusco ( Original Post ) | 04.06.2018 03:52PM
Hey folks,

Matchmaking is another place that we wanted to make some pretty big improvements for Game Update 5.9.2. Below you will find our planned changes:
  • All Warzone and Starfighter queues are now cross-faction
  • The Unranked Warzone queue will now always prioritize Warzones over Arenas. An Arena match will only pop if there are not enough players to populate a full Warzone match at that time.
  • Role Balancing:
    • Matchmaking will never place more than 2 tanks or healers on the same team in a Warzone or 1 tank or healer for an Arena.
    • Matchmaking will always do its best to balance the amount of tanks and healers on each team. If there are 2 healers, each team will receive one if possible, the same is true of tanks.
    • In situations where there are an odd number of tanks / healers, matchmaking will do its best to place the combined number of tanks and healers evenly (example: there are 3 healers and 1 tank, matchmaking will attempt to make the teams 2 healers vs 1 tank 1 healer.)
  • Skill Balancing:
    • Matchmaking will more strongly take player skill into account when making teams.
    • Premade groups queuing for Ranked and Unranked Warzones and GSF will now have their matchmaking skill based on the highest rated member, not the teams average rating.
    • Galactic Starfighter matchmaking has been improved to better account for player experience along with their currently selected ship loadout.

All of these changes have the goal of making Warzone and Starfighter matches pop more regularly and be more balanced overall. Let us know your thoughts!

-eric
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#5 Planned Warzone Changes

Originally Posted by EricMusco ( Original Post ) | 04.06.2018 03:41PM
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 (were 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
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Please tell us the details about the update to guild management tools

Originally Posted by EricMusco ( Original Post ) | 31.05.2018 09:49AM
Quote:
Originally Posted by UlaVii View Post
Please tell us the details about your planned guild management improvements:

These changes will potentially alter how we interact and manage our hundreds of guild members so I don't think it's unfair to ask for some advance notice
As Keith alluded to in the Roadmap, the Guild changes are planned for a bit later in the year. We will need to be quite a bit closer before we start sharing specifics. Once we have them to share though, we will!

-eric
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#4 Planned Warzone Changes

Originally Posted by EricMusco ( Original Post ) | 30.05.2018 03:23PM
Quote:
Originally Posted by Mournblood View Post
Eric,

Can you please clarify the item I quoted above? On my Operative, I am able to Holotraverse (while cloaked) across the chasm before the bridge is down to an enemy player (who had been killed, respawned on the other side, and is foolish enough to stand on the center edge where there is no force field). I could then plant the bomb on the door before the bridge was down. It was explained to me some time ago that this was not an exploit, but a resourceful use of class abilities.

With the outlined changes to Voidstar, is this still going to be possible, or not?
This will not be possible. There will now be a forcefield in front of that door until the bridge is lowered. Once the bridge is lowered you can begin planting on the door. You can still get across the gap to get in position to plant the bomb faster, but you can no longer bypass lowering the bridge.

-eric
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#3 Planned Warzone Changes

Originally Posted by EricMusco ( Original Post ) | 30.05.2018 11:21AM
Quote:
Originally Posted by Rockula View Post
Hey devs!
Will the matchmaking changes also be a part of the first round of PVP changes?

From the summer roadmap:
>Were taking an in-depth look at our unranked PvP matchmaking system overall to see what kinds of improvements we can make to better ensure every match is a good one.

Some of the WZ changes will be bad with crappy matchmaking.
Thanks!
-B
Based on the current schedule, matchmaking changes and the above Warzone changes will happen at the same time.

Details on the matchmaking changes will come in a future post.

-eric
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#2 Planned Warzone Changes

Originally Posted by EricMusco ( Original Post ) | 30.05.2018 11:20AM
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
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Planned Warzone Changes

Originally Posted by EricMusco ( Original Post ) | 30.05.2018 08:17AM
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
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#2 Smuggler's Luck machines bug...

Originally Posted by EricMusco ( Original Post ) | 29.05.2018 01:55PM
Alright folks,

The team believes they have a fix for the slot machines. It won't require a restart, however we will need to do a little magic on Nar Shaddaa itself. While this is happening, if you are on Nar, you will be kicked out of the zone. You should be able to log back in right away.

Once we get Nar Shaddaa "restarted" the slot machines should be working properly again. Expect this to happen soon, within the next hour or so.

Thanks!

-eric
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Smuggler's Luck machines bug...

Originally Posted by EricMusco ( Original Post ) | 29.05.2018 09:06AM
We are aware of the issue with the slot machines and are looking into a fix now. We might be able to address this without a maintenance/patch, but we'll see.

I will pass on more info as I have it.

-eric
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