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Career Officer
Join Date: Jun 2012
Posts: 983
# 142
01-08-2013, 07:20 AM
I pretty much have to agree with everything lordagamemnonb5 has been saying. I find this idea that the old system rewarded skill baffling. You could be the most hardcore STF player in the group, and the system would just as easily give that Proto drop to the noob who just played their first elite ever. Your DPS didn't matter, and your team support and communication skills certainly didn't matter. Skill didn't matter then, and it doesn't matter now.

Would it be nice if there were a system that generally rewarded skilled players? Sure. But how do you judge that? Can't be DPS, people already rightly complain that this system unfairly favors Tactical/Escort captains in Fleet Actions. DPS is easy to measure though. If you did a lot of damage, then you as a TacScort did your job well. An Engineer might be encouraged to tank by rewarding damage taken (vs times killed), but we all know that it's tough for a cruiser to consistently pull aggro in this game since they don't have threat control skills. And Science, that's a total nightmare. You can reward heals, but there's no way to know how effectively they were used. Were they used on the right person at the right time, or just thrown out at random? A computer can't tell that. How much did crowd control affect the outcome? Again, no way a computer can measure that.

So, outside some sort of competition with GMs or skilled players serving as judges, I don't see how player skill can be accurately and fairly rewarded. If skill is not going to matter in either case, then simple progress toward a set goal is preferred to random chance.

There is one way that skill does matter that I haven't seen anybody bring up. If you are a skilled player, then your presence raises the success rate of any group you join. You will, on average, finish faster and hit more optionals. If you suck on the other hand, you lower the group's success rate. You will take longer to finish and miss more optionals. The incentive, therefore, to getting better is that you will get your gear faster. Faster as in less playthroughs (due to optionals) and faster as in time spent (due to faster completion times).