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-   -   Low Hanging Fruit: Fixing PvP one small step at a time (http://sto-forum.perfectworld.com/showthread.php?t=765991)

magniacapra 06-25-2013 07:17 PM

Low Hanging Fruit: Fixing PvP one small step at a time
 
Instead of clamoring for a PvP expansion, here's a list of things that could be ninja patched over the course of the next 18 months that would improve the PvP experience.

Not all of these things are super easy things to do, probably none of them are in the grand scheme of things, but instead of the golden unicorn "PvP Expansion" forever pushed back, how about a few small steps at a time.

1) Forget about *balance* - focus on creating niches with an ever changing meta whilst and bring some truly terrible modules and bridge officer abilities from out of the wilderness. (i'm looking at you tachyon beam...) Cryptic has more or less been doing this, however it would be nice if there was a more consistent dialogue with the community.

2) End open hostilities between KDF and Feds... Allow mixed faction teams! After all there are new challenges ahead!

3) New Game modes like pvp starbase defence or even just arena maps with interesting spawn points or system effects. See creating niches.

4) Create separate queues for premades and pugs, allow pug matches to start with 1 or 2 on each side

5) A PvP reputation store - Getting reputation marks for something we all do anyway will feel like less of a grind, in reward, pilots get [acc]x3 weapons store, and pvp things and a 3 piece set that's as good or better than 2 piece borg+ fleet shield. Although that's power creep to some degree, 1. the 2 piece borg set as been king of the hill for too long and needs serious competition, 2. If you PvP, this would probably be preferable to doing the other and, perhaps future reputation stores over and over again.

6) Exotic Damage, better define what it is and turn it into the 3rd axis of performance (probably major feat tbh but could benefit pve'ers if they desire to better recognise none dps roles in stf)

7) More export functions - eg, exporting a skill tree or ship build to .txt files - from there i'm sure 3rd parties can build new tools

8) Overtime, clean up your logs - some weapon types have the wrong name, pets aren't properly assigned, things like tetryon glider don't appear.

9) Mind the power creep - and update freely available stuff (after a year?) on both factions so that weekend warriors aren't lagging hugely behind because they don't want to do unholy levels of grind.


I guess all of these things in one season would make for an epic pvp expansion, but, I think some of these things can be ninja'ed in over a year or two, what do you guys think? Have I missed anything?

dontdrunkimshoot 06-25-2013 07:37 PM

niche first, balance it second, thats exactly how i would do things. create something fun, and then tweek it till its different but equal

scurry5 06-25-2013 07:55 PM

Hmm, I like the niche idea. At least it would give a variety of tactics available. But wait....are the Tholian Web Mines an attempt to do this?

magniacapra 06-25-2013 08:01 PM

Quote:

Originally Posted by scurry5 (Post 11043141)
Hmm, I like the niche idea. At least it would give a variety of tactics available. But wait....are the Tholian Web Mines an attempt to do this?

No, Tholian Web Mines are just hilariously overpowered. Too much damage for the level of stun.

By niches, what I mean is, see now engineers excel at capture and holds whilst suck at arena's? Having more niches may provide more chances for certain ships, builds or professions to excel...

illcadia 06-26-2013 04:30 AM

Quote:

Originally Posted by scurry5 (Post 11043141)
Hmm, I like the niche idea. At least it would give a variety of tactics available. But wait....are the Tholian Web Mines an attempt to do this?

unlikely, as they don't fall under 'niche'

Now, if it was 'tholian single cannon of doom', that might be niche, because nobody really does single cannon builds outside of the occasional tac cruiser, so releasing a weapon in an underused, underperforming type would encourage niche builds.

But you really don't lose out on anything for putting the web mines on your ship.

naevius 06-26-2013 06:39 AM

Splitting a small PvP community further into niches doesn't sound like a good idea to me. Same thing with splitting Pugs/Premades.

But I strongly agree on the mixed queues.

illcadia 06-26-2013 07:46 AM

Quote:

Originally Posted by naevius (Post 11049751)
Splitting a small PvP community further into niches doesn't sound like a good idea to me. Same thing with splitting Pugs/Premades.

But I strongly agree on the mixed queues.

That's not what we mean by niche.

ursusmorologus 06-26-2013 07:49 AM

First thing that can and should be done is impose hard caps on everything. Maximum shield modifier, maximum crth percentage, maximum knockdown percentage, etc. Then people can max their caps with a mix of skill, items, reputation, or whatever, but everybody will be at the same cap.

Once that is done it will be easy(ier) to find the outlier crap

naevius 06-26-2013 07:50 AM

What do you mean by it, then?

>>>'focus on creating niches'

From the plural, sounds like multiple sections/segments/subsets.

dontdrunkimshoot 06-26-2013 11:27 AM

Quote:

Originally Posted by naevius (Post 11051011)
What do you mean by it, then?

>>>'focus on creating niches'

From the plural, sounds like multiple sections/segments/subsets.

niches as in build possibilities really. like a all cannon escort, or a heal cruiser, or a shield striping sci ship. start with the all the builds, and tweek everything until they all work within the system in 1 way or the other.

with all the power creep, the fundamentals need quite a bit of rework, otherwise some ship niches with continue to get more marginalized and more worthless


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