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-   -   PvP Weekly Update 06/01/2012 (http://sto-forum.perfectworld.com/showthread.php?t=272510)

Archived Post 06-01-2012 03:16 PM

PvP Weekly Update 06/01/2012
 
PvP Weekly Update - 06/01/2012


Hi folks,

Not much of an update for PvP this week, but as I said before, some weeks I won’t have much to talk about. I’m at a point in the process where I’m about ready to release a couple of test maps to Tribble to test out many of the new PvP related engine updates. These will be mostly invisible to you guys, but having you test them gives me data I can look at to make sure that the improvements are working as expected.

There is all sorts of new and useful information that will be collected and stored by the engine for PvP. Some of this data is stuff we were collecting before (team score, player kills, etc.), however now it’s being collected in a more robust and completely different way. It’s this “new” data that is important to the future of PvP. Among other things, it allows us to create leader-boards :) and know the difference between a “Killing Blow” or sustained damage to an enemy player. It also ties in to how rewards will be changing for PvP.

Right now, rewards for PvP are based on “completion”. Completion is fine for PvE (well “mostly” fine depending on the type of PvE), but doesn’t work very well for PvP. The new PvP system will instead reward based on participation. For instance, if you join a PvP match and don’t do anything, you won’t get much of a reward. The rewards will scale depending on how much you participate in the match. This doesn’t just mean how many kills you get credit for, but will include things like healing to team-mates, capturing objectives, how many times you may die in a match, and a number of other things.

Rewarding based on participation is something I will probably use for other team based end game content like STF’s for example. If you join a STF and don’t participate in any meaningful way you shouldn’t be rewarded. Once I get his working for PvP, I can take a look at using it for things like STF’s as well.

The list here goes on and on, but for any of that to work, I need to make sure I’m getting the correct data first. This is step one.

Have a good weekend,

Goz

Archived Post 06-01-2012 03:23 PM

I like the new reward system that's awesome and needed!

Archived Post 06-01-2012 03:24 PM

Quote:

Originally Posted by Cryptic_Gozer
PvP Weekly Update - 06/01/2012
The new PvP system will instead reward based on participation. For instance, if you join a PvP match and don’t do anything, you won’t get much of a reward. The rewards will scale depending on how much you participate in the match. This doesn’t just mean how many kills you get credit for, but will include things like healing to team-mates, capturing objectives, how many times you may die in a match, and a number of other things.

Rewarding based on participation is something I will probably use for other team based end game content like STF’s for example. If you join a STF and don’t participate in any meaningful way you shouldn’t be rewarded. Once I get his working for PvP, I can take a look at using it for things like STF’s as well.
Goz


Have we told you we love you lately Gozer?

This is some amazing news and I love it for PVP and STF when that happens.

EDIT:

Actually I just thought, the level of participation how will it be determind? Will be based on a set scale of expected participation or will be on a curving scale based off your team.

Archived Post 06-01-2012 03:29 PM

Please keep in mind many forms of CC, buffs, and debuffs are very effective, but don't translate into numbers. For example cront procs slow, but do low damage, APB may provide a modest boost for onself, but more for a higher dps teammate, APD only effects resists, giving up your heals so the dps ship can live at your expense, etc. I'm concerned people will chase stats on a board rather then build/play to aid team as a whole.

Also, are there any long term plans/potential updates beyond FPS style PvP?

Are the new maps potentionally adjustable to fit into a broader PvP picture if yes to previous question?

Are there maps for specific ship styles ala KDF NPC raids?

Thanks.

Edit: for typo

Archived Post 06-01-2012 03:30 PM

Sounds like something I am more interested in than starbases ROFL :) Actual rewards for having fun in pvp you can't beat that :)

Archived Post 06-01-2012 03:32 PM

As someone routinely spurned by the RNG, I'd love any change to the STF rewards system that makes it less dependent on random number generation, especially if it gets developed off of improvements made to PVP.

Archived Post 06-01-2012 03:34 PM

The most important update I think you could make right now. Remove Solar Winds from the map rotation. Its nothing but a lag fest made worse when you add carriers and such into the mix.

Archived Post 06-01-2012 03:38 PM

I logged in just to say that this is the best thing I've seen on the forums in a while. Gozer, best of luck, sir. Less people sucking up rewards for no work and more player participation is what a lot of players have been asking for, so I hope the new datamining system can help do just that.

Archived Post 06-01-2012 03:41 PM

Quote:

Originally Posted by Iamid
Please keep in mind many forms of CC, buffs, and debuffs are very effective, but don't translate into numbers. For example cront procs slow, but do low damage, APB may provide a modest boost for onself, but more for a higher dps teammate, APD only effects resists, giving up your heals so the dps ship can live at your expense, etc. I'm concerned people will chase stats on a board rather then build/play to aid team as a whole.

Also, are there any long term plans/potential updates beyond FPS style PvP?

Are the new maps potentionally adjustable to fit into a broader PvP picture if yes to previous question?

Are there maps for specific ship styles ala KDF NPC raids?

Thanks.

Edit: for typo

Yes, fairly gauging metrics for crowd control builds can be very difficult. One way to address this may be separating the participation rewards by "typical" ship role - so a Science Vessel doesn't have to compete with an Escort, for example, but only either with other SVs on the team, or with the model expectations.

Archived Post 06-01-2012 03:48 PM

Quote:

Originally Posted by MustrumRidcully (Post 4241198)
Yes, fairly gauging metrics for crowd control builds can be very difficult. One way to address this may be separating the participation rewards by "typical" ship role - so a Science Vessel doesn't have to compete with an Escort, for example, but only either with other SVs on the team, or with the model expectations.

Unfortunately, that breaks down w/BoPs in general and a typical builds, eg Sci scort, Tac/Carrier or Cruiser. It also gives an advantage to +1 ships and even more so to lotto ships.

Edit: Also, what happens to a healer on a good team that wipes the other w/o the need for healing?


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