Career Officer
Join Date: Jun 2012
Posts: 6,416
# 1 Mine Trap - Needs Revision
01-03-2013, 02:12 AM
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.
Career Officer
Join Date: Dec 2012
Posts: 17
# 2
01-03-2013, 05:29 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

Cruiser Captain since 87706.01
Career Officer
Join Date: Jun 2012
Posts: 6,416
# 3
01-03-2013, 12:59 PM
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.
Career Officer
Join Date: Jul 2012
Posts: 1,386
# 4
01-03-2013, 01:50 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.
Career Officer
Join Date: Jun 2012
Posts: 1,173
# 5
01-04-2013, 02:55 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.
Career Officer
Join Date: Jun 2012
Posts: 790
# 6
01-04-2013, 07:43 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

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