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Scheduled Warzone Playest - March 4th and 5th

Originally Posted by EricMusco ( Original Post ) | 04.03.2016 11:57AM
Hey folks,

Tonight (Friday) and tomorrow (Saturday) evening we will be holding our next scheduled playtest for 4.3 PTS. Here are the details:
  • When: Friday, March 4th and Saturday, March 5th
  • When: 4PM - 7PM Pacific
  • What: Queue up for unranked Warzones!
  • Why: This will place you in either the Rishi Cove Arena or the Odessen Training Ground Warzone. BioWare folks will be on intermittently and incognito to play alongside everyone. Please head to the Arena and Warzone feedback threads respectively and let us know what you think!
Also, here is a list of all of the things that have changed since last week's playtest:
Spoiler
-eric
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Scheduled Warzone Playest - March 4th adn 5th

Originally Posted by EricMusco ( Original Post ) | 04.03.2016 11:57AM
Hey folks,

Tonight (Friday) and tomorrow (Saturday) evening we will be holding our next scheduled playtest for 4.3 PTS. Here are the details:
  • When: Friday, March 4th and Saturday, March 5th
  • When: 4PM - 7PM Pacific
  • What: Queue up for unranked Warzones!
  • Why: This will place you in either the Rishi Cove Arena or the Odessen Training Ground Warzone. BioWare folks will be on intermittently and incognito to play alongside everyone. Please head to the Arena and Warzone feedback threads respectively and let us know what you think!
Also, here is a list of all of the things that have changed since last week's playtest:
Spoiler
-eric
Add a comment

PTS Warzone and Arena Changelist

Originally Posted by EricMusco ( Original Post ) | 04.03.2016 11:17AM
Odessen Warzone
  • Performed a small optimization pass on Odessen Warzone visuals.
    • Designer Note: We are expecting a slight increase in client performance while in the Odessen Warzone with this update. The update included removing the VFX that plays your team’s color while in a Control Point area. We are still performing additional optimization passes but wanted to get this out into the wild to see how it played.
  • Control Points are active for approximately 90 seconds, up from the previous 75 seconds.
    • Designer Note: We found that players didn’t have enough time to react to changes during a round and that this would allow more time for attackers to remove defenders.
  • In Round 1 only the three middle Control Points (Defense Cannon, Cantina, and Artifact Chamber) will have a chance to become active.
    • Designer Note: This was clearly providing a large head start if the Control Points rolled in a team’s favor at the start of the game.
  • Small walls and crates have been added around Control Point areas to provide Line of Sight blockers and collision.
    • Designer Note: We want to preserve the King of the Hill playstyle, namely removing opposition from the Control Point area to capture it but we feel knockbacks are too powerful in the current iteration. One step we are taking is to place collision around the Control Point area to allow positional counter play.
  • Grace Period and Capture Time has been increased to 4 seconds, from 3 seconds.
    • Designer Note: This is our second step in reducing the effectiveness of pushbacks and other physical movement effects by giving the affected character more time to make it back before the Control Point swaps. This also means that capturing a Control Point takes longer. This is a potentially negative side-effect so we will keep our eyes on how this plays out, and what feedback you provide.
  • There are now 7 rounds in total. Rounds 1-3 have 2 random Control Points active and Rounds 4-7 have 3 Control Points active.
    • Designer Note: We saw that with 4 Control Points active (potential for 5) players were too spread-out and lead to situations where a team that was behind couldn’t stop the team that was ahead from scoring, only to potentially catch up. Less Control Points being active should help game flow and increase the value of the Activation Battle Mod.
  • Battle Mods have had their held duration removed.
    • Designer Notes: We feel the Battle Mods need more tactical play and time is required to set that up. Instead of increasing the timer (and keeping an ‘exploit’ with the Pass Slice ability) we decided to go whole hog and make them last until they are used or dropped.
  • All Battle Mods now have a 3 second cast and suffer from pushback.
    • Designer Note: Consistency between the Battle Mods was an issue and causing confusion. Making them the same lines up expectations and should result in a better player experience.
  • Battle Mods now activate in Round 1 (previously after Round 1).
    • Designer Note: There wasn’t enough action and spreading out in Round 1. Now players will have to spread out.
  • A decal has been added to the Defense Cannon floor showing the Control Point area.
    • Designer Note: Now 100% more useful for knowing where to stand when activating this Control Point.
  • Characters that use Battle Mods will now receive objective points correctly, Attacker for Activate and Deactivate, Defender for Multiply and Speed Up
  • Control Point mini-map icons now pin to the edge of the mini-map
  • Control Point signs around the Warzone now change color based on the owner of the Control Point displayed.
  • Warzone Daily and Weekly quests now complete on valid Odessen Warzone completion.
  • Fixed an issue where sometimes a character would use an ability to move them through a Battle Mod but not receive the Battle Mod.

Rishi Arena
  • Characters that die in the Rishi Arena will now remain dead until the end of the round.
    • Designer Note: RIP Rishi purgatory.
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#3 PTS Maintenance

Originally Posted by EricMusco ( Original Post ) | 04.03.2016 11:13AM
Hey folks,

We are actively testing the new patch on PTS right now. If things go well, we will bring PTS up sometime today. I will pass on updates as I have them. Notes will be posted when PTS comes back online.

-eric
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#2 PTS Maintenance

Originally Posted by EricMusco ( Original Post ) | 03.03.2016 11:37AM
Hey folks,

During testing of our new PTS patch we found a nasty bug which will need to be addressed before we bring the PTS server back online. We are working to address the issue now, we will likely deploy another patch tomorrow in order to bring PTS online before the weekend.

Thanks everyone.

-eric
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PTS Maintenance

Originally Posted by EricMusco ( Original Post ) | 03.03.2016 09:56AM
Hey folks,

PTS will be coming down in approximately 1 hour, at 11AM Central, as we deploy a new update. I will let you know when PTS is once again available, and what has changed.

Also, we will be doing another scheduled playtest time this week/weekend. I will announce those details once PTS is live again.

-eric
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#2 Odessen Proving Ground Feedback

Originally Posted by TaitWatson ( Original Post ) | 29.02.2016 09:08AM
Hey everyone!

Thank you for your time on PTS this weekend testing the PvP content and for the feedback shared. The team has fixed some issues already and are going over your feedback to make further improvements. The plan is to bring these changes to PTS later this week. When I have a list of changes Ill post them, the same for when I know when the update will occur!

Thanks!

Tait
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Odessen Warzone Mechanics

Originally Posted by EricMusco ( Original Post ) | 26.02.2016 02:52PM
Hey folks,

We have seen quite a few questions around some of the mechanics in the Odessen Warzone. Here are some points of clarification.

Control Points Spawning
  • At the start of the match 2 control points spawn at random
  • Control Points last for one round, a round lasts for 75 seconds
  • The amount of Control Points active increases as more rounds occur
  • There are 8 rounds in total (though a team can win before the 8th round starts)
  • Round 1,2,3: Two Control Points active
  • Round 4,5,6: Three Control Points active
  • Round 7,8: Four Control Points active
  • After Round 1 Battle Mods spawn, Battle Mods have different impacts on points depending on which Mod you have.

Capping a Control Point
  • Control Points are proximity based, standing inside the Control Point area counts towards capture
  • It takes 3 seconds of uncontested control (no one from the other team in the control point area) to capture a point
  • To hold a capture point against the other team stay in the control point. Remaining inside the control point blocks other teams from capturing. Amount of players does not matter.
  • If one team is removed from or otherwise leaves the Control Point area there is a grace period of 3 seconds before that owning team loses control
  • Capturing a control point and losing control can occur at the same time so if the grace period is not met then the control point is lost for one and gained for another
  • Characters in stealth do not count towards control of a Control Point area

Control Point Scoring
  • Owning a control point for 1 second grants 1 point
  • The number of characters within a control point doesnt affect scoring
-eric
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Warzone Queue Explanation

Originally Posted by TaitWatson ( Original Post ) | 26.02.2016 09:23AM
Hey folks!

I've gotten some questions about the Warzone queue seeming to act weird, and I wanted to explain how it is currently set up.

Right now, it goes Odessen -> Rishi -> Odessen -> Rishi -> Odessen..., repeat ad infinitum.

The issue that some people are seeing as broken is that it will not deviate from this order, so if ~10 people queue up and the next pop is Odessen, it will wait until it has enough to trigger it instead of spinning up a Rishi.

Depending on the volume we see over the weekend, we may adjust this behavior, but it was put into place to ensure that Rishi didn't constantly pull people out of the queue before an Odessen could trigger.

Thanks!
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Warzone Scheduled Playtest - Feb 26 and 27

Originally Posted by EricMusco ( Original Post ) | 25.02.2016 04:39PM
Hey folks,

Tomorrow (Friday) and Saturday evening we will be holding our first scheduled playtest for 4.3 PTS. Here are the details:
  • When: Friday, February 26th and Saturday, February 27th
  • When: 4PM - 7PM Pacific
  • What: Queue up for unranked Warzones!
  • Why: This will place you in either the Rishi Cove Arena or the Odessen Training Ground Warzone. BioWare folks will be on intermittently and incognito to play alongside everyone. Please head to the Arena and Warzone feedback threads respectively and let us know what you think!
-eric
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