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azurianstar 01-03-2013 01:12 AM

Mine Trap - Needs Revision
Today, I did Three Mine Trap runs and 2 out of the 3 runs were outright and complete utter disasters with half the groups failing their objectives. And the one that we did succeed in saving over 100 Miners, had to be restarted because of the first attempt, most people did not pay attention.

The third attempt was a pure PuG off the PvE queue and again 2 groups completely failed in protecting the NPCs.

Here are some of my personal suggestions:

Beam-In: Instead of a single individual scanning the dead body, each team has to investigate and after all four teams, the event starts.

Players are given some indicators that they are to protect X Sector and have the sector shown in the mission indicator. Furthermore, if players leave their assigned area, they get flashing warning signs, telling them to go back.

Part 1: Though its a 20 person team effort, there should be a personal type of penalty for not helping your team in another sector until your team has completed their tasks.

Part 2: Players cannot take resources from another sector (sometimes this can lead to one team falling short, while another has a surplus).

Part 4: After Part 3, players get a very obvious indication which direction their team is escorting the miners.

Like above, if a team member strays from the proper direction, they get a warning flag, urging them to return.

So I urge the Dev Team to help out the players in fixing this. Maybe making a tougher version for Private Queues only?

P.S. Yes, I already made a thread on this over a month ago. Due to necro rules, I can't bump it.

berytak 01-03-2013 04:29 AM

I can feel your pain, I had some very similar matches yesterday. The worst thing I saw was a guy nuking the civilians with an orbital strike, while he was confused by a salt vampire.
But never the less, do you really think this will work?

I've tried many times to get my team mates back to their designated area by asking them in team chat, but I've never seen one getting back to their team.
Therefor I think some flashy messages won't work, unless they get a penalty on their reward :(

azurianstar 01-03-2013 11:59 AM

Yes, communication helps. But there are some people who don't care, there are some who might not understand, and there are some people might not see it (due to battle spam in their chats).

So would such a thing help out? Perhaps. But sometimes with STO, the obvious things aren't obvious to another player. That's why we need to add things to guide them to maximize their understanding.

nicha0 01-03-2013 12:50 PM

Attempting to communicate fails at least 50% of time in these missions, it is not a solution to the problems.

Having played this mission several times, and personally really enjoy it I can say you are pretty spot on.

1. People start the first part way too early, I'll just stand around because I know others are loading and then you have a number of drop outs and rejoins, so I hold off, many others need to prove how fast they are. Each division should do this at their own pace and have the mission start when all are completed, it should have a time limit to prevent griefing.

2. The zoning is a disaster, most people have no clue what zone they are in, what they are supposed to do and that they are even on a team. This needs to be made clear... flashing, bright lights clear. There needs to be personal penalties based on individual performance, if you are assigned to the market sector your should get deducted end points for running over to the industrial sector and doing their part. However... there are some border issues, most of which can be solved by using out of zone penalties with some forgiveness, but make the zones overlap enough so you don't get burned for lending aid when needed.

In Part 2 map indicators of salvage would be useful, it is purposefully hidden behind buildings so people steal from others.

In Part 3 there are a lot of times where one zone not controlling their spawn locations negatively impacts you, so you need some ability to wipe out those spawns.
This is the sector where failure happens most often though, even if 2 people leave the group (which is common) and one isn't any good (which is guaranteed) then even 2 good people can't protect a whole sector. Its just a matter of shear volume of enemies, you can pulsewave all day long and just be limited by the max number of salt vampires a weapon can affect at a time.

Part 4 would be nice to have a new set of indicators on the map, seen too many people just run off the wrong way.

Also, the number of romulan marks for a very high success is just too low, we saved 121 the other day, pretty incredible.. I think we got 44 marks? its terrible, to kick you further you get an even worse 9 fleet marks... that'll put a dent in those 900+ mark projects.

There should also be some penalty to idiots that can't figure out there are confused. They will sit and shoot at you for a long time because you are a red target to them, its stupidity, but you can do little to stop them. Maybe penalize for friendly fire/deaths and display their poor performance on the report? I've seen people pulsewave a whole group of romulans multiple times, they won't ever learn unless they get personal penalties.

badname834854 01-04-2013 01:55 PM

Part of the problem lies in the fact that if you die, there is a high chance that you will respawn in a different zone.

This is unacceptable!

Also, they still have yet to fix Market Building 4. It uses up construction materials but does not fix/add health.

sean2448 01-04-2013 06:43 PM

it is fine you get better gear boost for it

I like the change they made what I don't like is how fast all the buildings get fortified

azurianstar 02-12-2013 11:15 PM

I been studying up on Mine Trap for a month now and I have come to a conclusion: People just can't do this event.

Every attempt, always ends up in a disaster. Partly you got AFKers, you got people don't want to stay in their sector, and people just not understanding the event and running around like a chicken with their head cut off.

Honestly, at this point Cryptic should just give up on mass events, because it's no way worth it if you spend lengthy amounts of time to have a failure. If it was just a Fleet-only event and not a private queue, then it might be worth it since people actually cooperate and use teamwork.

csgtmyork 02-13-2013 09:53 AM

Ok, I will admit that the respawn system is a bit retarded.

But in ALL of the Mine Traps that I have failed, ALL of them were because the other players were retarded/didn't have their chat box open/refused to listen. Communication is key. If you don't communicate, you are doomed to fail in this mission. That being said, I love this mission. It is my favorite STF/PVE mission. It only needs a few minor tweaks to it, but nothing major.

Now, I will admit that it would be nice if there was a way to set up mine trap so that it's a private game, and it would be nice to have like... IDK... Giant freaking signs that say "You are entering the market" or something like that. As far as I can tell, the mission tells you where you are assigned and you spawn in your assigned box. The problem is people don't look/see the message that flashes across the screen, or honestly don't care. So maybe some harsher Penalties are needed. Maybe. And the bonuses for doing well need to be... well... Better. 40-50 Romulan marks disappear mighty quickly.

john98837 02-13-2013 12:11 PM

The concept for this mission is a good one but it should be remade into a 5 man mission. Atleast then you could team up for it, easy to find a 5 man team, not so easy to find a 20 man group. Also if it was redone as a 5 man mission you wouldn't have the issue of people leaving there zones as there would only be one zone.

ashkrik23 02-13-2013 12:11 PM

If it at least told people to stay in their zones maybe it would work a little better. Right now it's just causing entire zones to be left empty..

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