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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
11-01-2010, 12:53 AM
Originally Posted by Dunnlang
Thanks Chaddington.

Higher damage really does not equal difficulty, at least not on a 1:1 basis. When you get instantly killed, there is little you can do to overcome that. It is less of a challenge and more of an inevitability.

I understand you guys might be working to make us use more equipment with resists or other things. Unfortunately with the way random missions are, it is very difficult to stay properly equipped. In other games, you can go to an area and fight enemies of the same type for maybe 80% of the time. There would be minimal equipment juggling in that case. In STO, there is a fairly wide variety of random enemies. Say you need 3 gear sets to cover "everything". You could literally swap pieces of equipment 45 times in the course of one Explore (5 BOs x 3 items x 3 missions).

Please keep working on tiered abilities and AI tactics for the different difficulty levels. That makes a big difference. I am looking forward to seeing those results.
I agree to this.

I don't see a problem giving NPC enemies some more health points and more abilities they use to push the difficulty. That leads to longer battles and i think this is good.

To me it seems the two main issues with elite ground are:

1. The enourmous DMG some enemies do ( have in mind ground combat is very action oriented, not that much time to counter special attacks )
2. The rewards, especially loot, doesn't fit the time and effort .. and that applies even to space combat.