TOR’s New Patch Causes PvP Mayhem

I’m sure I wasn’t the only one to rejoice when TOR’s patch 1.1 went live. Finally, I could play in Warzones without the constant threat of level 50s stomping over my good time. I’m sure the level 50s were equally happy — it’s nothing personal, of course.

Unfortunately, the patch seems to have had an unintended side-effect: open-world PvP on Ilum is completely FUBAR.

Associate Online Community Manager Joveth Gonzalez posted the following on the official TOR forums:

We’re currently investigating potential issues related to the Ilum open world PvP area post-1.1. We understand that this is a topic of much discussion and we ask that you please direct all discussions to this thread.

Principal Lead PvP, Flashpoints and Operations Designer Gabe Amatangelo later posted a complete statement, asserting that the issues will be resolved ASAP and that measures are currently being taken to mitigate the problem in the interim:

Hello everyone; I wanted to update you on the issues we’ve been seeing today on the live servers, specifically within the Open World PvP area on Ilum. We’re aware that on some servers, either Republic or Empire groups have been capturing the Ilum control points, entering the enemy’s base and ‘camping’ the medcenters, preventing the opposite faction from leaving their base to recapture control points. This is not a fair or balanced gameplay experience and can also severely affect client performance, so we’re taking steps to address this.

Our intended design for Ilum Open World PvP is that players are instantly killed when entering the enemy’s base safe area, just like in Warzones, and that the defending faction can take taxis to other points within the zone. In Game Update 1.1, this is not working as intended. We have found the issue preventing this from happening under server load and will be publishing a patch to address the issue. We’re aiming to have this patch published early tomorrow morning (January 19th, 5 AM US CST). [Note, please check the launcher and the main thread for the latest information on patch deployment timing -JG]

In addition to these changes, we’ll be reducing the population cap on Ilum. This should help increase performance by requiring your client to render fewer characters on-screen at once.

Regarding Valor gains, with the 1.1 update, players now receive a base reward of 20 Valor per unique enemy player defeated in a short time, and this base reward is modified by the number of objectives that the player’s faction owns. The gains are rate limited per player killed, encouraging players to attack unique players, not to pursue vendettas. The Valor gains players can see over time will vary greatly depending on the activity level in the zone. This is expected.

To dispel a couple of rumors that have been seen today – there is no Valor gain from destroying turrets within enemy bases, and none from killing NPCs.

We encourage players to avoid Ilum until our patch is deployed. As a temporary measure we will be disabling taxi services which would normally take players into the Open World PvP area. However, players will still be able to taxi out of the area.

We will continue to monitor Ilum across all servers and will make further changes to gameplay if required. We welcome your feedback here on the Forums, but please ensure your feedback is constructive and specific. Feedback based on rumor does not help us isolate potential issues.


via Joystiq

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