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-   -   Why the fleet action reward system is fail (http://sto-forum.perfectworld.com/showthread.php?t=446391)

dalnar83 11-14-2012 11:08 AM

Why the fleet action reward system is fail
 
Simply, because it does not promote teamplay. Why should I heal the escort over there with my cruiser? So he grabs the purples ? Why should I slot extended and protect my allies when I'm directly competing against them for reward and sloting offensive ability would be much more better for me? Isn't it better to let them die, so I can get the objectives myself ?

Why ? Because the system is fail. It promotes dps racing and not teamplay, which in turn reflects how people play in STF.

Killing a target objective should have same value as keeping alive that escort that killed it.

cursix 11-14-2012 11:23 AM

There shouldn't be an individual rank system at all. The game is too DPS oriented to allow the other classes to compete against Tacticals. But ignoring that, it seems silly that a mission that is supposed to be a group of captains getting together because they can't do it individually would basicly be keeping 'score'.

If they want to throw rewards out, perhaps they should base it on the time it took for completion. Or better yet, a combination of time to complete with the least amount of deaths. That would promote team play.

talien 11-14-2012 11:27 AM

And this is exactly why FAs are not fun, unless you happen to be that tacscort that can obliterate a dozen enemies at once.

The whole reward system needs to be redone and the extra rewards for the top scoring people removed in favor of something that rewards each team for contribution to objectives with number of player deaths factored in instead of each player having their own individual score. That way you DO have incentive to use skills like extend shields, hazard emitters, engineering team, etc. on other players and not just slot as many damage and self buff skills as you can to boost your own score. It shouldn't be that hard to do since we already know it does keep track of teams, if you drop team during a FA you get booted.

As far as the title, give it to each person on the top scoring TEAM in each instance instead of just the one top scoring individual.

cursix 11-14-2012 11:30 AM

I fear doing things on a team based system would cause competition against the teams. FA should still encourage cross team support.

Titles and high value loot can be giving when the instance is completed with a very low player death and a fast completion time.

ozy83 11-14-2012 11:32 AM

Quote:

Originally Posted by dalnar83 (Post 6573701)
Simply, because it does not promote teamplay. Why should I heal the escort over there with my cruiser? So he grabs the purples ? Why should I slot extended and protect my allies when I'm directly competing against them for reward and sloting offensive ability would be much more better for me? Isn't it better to let them die, so I can get the objectives myself ?

Why ? Because the system is fail. It promotes dps racing and not teamplay, which in turn reflects how people play in STF.

Killing a target objective should have same value as keeping alive that escort that killed it.

Quoted for truth. This is why the only escorts I heal are those on my team from my fleet, random tacs can blow up a dozen times, I don't see why I should help them when they're in distress if it lessens my chances of a good and equitable reward.

skyranger1414 11-14-2012 11:42 AM

Quote:

Originally Posted by cursix (Post 6574401)
Titles and high value loot can be giving when the instance is completed with a very low player death and a fast completion time.

This sounds like a very good alternative. Extra rewards if a timer is beat, or maybe they can add optional objectives.

l0cutus359 11-14-2012 11:46 AM

Quote:

Originally Posted by dalnar83 (Post 6573701)
Simply, because it does not promote teamplay. Why should I heal the escort over there with my cruiser? So he grabs the purples ? Why should I slot extended and protect my allies when I'm directly competing against them for reward and sloting offensive ability would be much more better for me? Isn't it better to let them die, so I can get the objectives myself ?

Why ? Because the system is fail. It promotes dps racing and not teamplay, which in turn reflects how people play in STF.

Killing a target objective should have same value as keeping alive that escort that killed it.

Yes, I agree... warps the whole concept of a team event

<sigh>

echodarksided 11-14-2012 11:54 AM

Going to be hard for an Engineer in a cruiser to beat a tac in an escort in damage.

Season 7 is a flop, it gave new content at the expense of an enjoyable gameplay experience. I was happier with stale content and enjoyable gameplay experience.

l0cutus359 11-14-2012 12:16 PM

Quote:

Originally Posted by echodarksided (Post 6575131)
Going to be hard for an Engineer in a cruiser to beat a tac in an escort in damage.

Season 7 is a flop, it gave new content at the expense of an enjoyable gameplay experience. I was happier with stale content and enjoyable gameplay experience.

Hello Mr. BranFlakes...

I hope you note this "feature" is going to have negative consequences on Team Play and needs to be rebalanced to some of these suggestions stated previously.

Thx
Locutus

corgatag 11-14-2012 12:46 PM

I didn't need your heals anyway. :) Since this is not an Elite STF, I don't think I should need it either.

I think the problem really is twofold:
- Ship changing should be easier, so healers/tanks can easily change to a DPS "offspec" depending on content.
- Captain-specific abilities are perhaps a bit too differentiated given the irrelevance of the MMO trinity. Tacs could probably stand to lose a DPS cooldown in exchange for a survival cooldown, and vice-versa for Engineer/Sci.


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