Commander
Join Date: Jul 2012
Posts: 462
Okay, in Infected Ground there is a part where you need to coordinate with two other people activate consoles at approximately the right time to bring down generator shields so you can upload a virus. Do this simple task four times in the relatively long amount of time it takes between activating the first one and activating the last and you can advance to the last boss.

Unfortunately, it seems like four times in five my group doesn't know how to coordinate this and I either get someone blessed with so much ADD that he can't keep himself from activating the console while the rest of us are still killing mobs or three people who simply do not understand the mechanic. Attempts to explain in chat are met with silence and by the time mobs are respawning for the third time people are dropping group, sometimes with an apology in broken English that explains clearly why nobody was responding to me in chat.

Cryptic, your game appeals to a large number of different nations and cultures, your game appeals to a large number of age groups, and your game appeals to a large number of arcade players who seem to think an STF is a solo-mission where if all they do is shoot folks it'll come out all right And I'm happy to work with those people, but since I can't communicate with them, please remove the need for synchronicity in Infected Ground (normal).
Lieutenant
Join Date: Jul 2012
Posts: 47
# 2
03-20-2013, 06:23 AM
in all of stfs you need a team play, so lets remove all stfs alltogether ? and make ones that you just sit on one place while mobs come on waves for you to slaughter them, with a boss at end ?

they even have to make content much more dependant from a team play then it is now ... everyone doing .. something and not even know what they are doing ... and still able to complete stfs...

NO thanks.
Empire Veteran
Join Date: Jun 2012
Posts: 7,646
# 3
03-20-2013, 08:14 AM
The STFs are already easy enough. This is why you don't do pugs. There are dozens of STF channels you can join for easy groups of people who usually know what they're doing.
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Career Officer
Join Date: Jun 2012
Posts: 225
# 4
03-20-2013, 08:33 AM
The console mechanic IS sortoff explained after the 1st bossfight, where it has to be done to lower the forcefield to continue.

But perhaps the click-time could be extended abit for easier timing.
Or
Change the animation, when a player has done it once, his char animation continues the animation, so even by turning the camera angle, there is no way to "coordinate" by looking at the middle players animation for example.

Might solve some of this frustration, since the fight in the plasma-pool-room can be tricky & frustrated enough as it is sometimes.
Lieutenant
Join Date: Jun 2012
Posts: 43
# 5
03-20-2013, 12:39 PM
they could just add a GUI addition of 3 indicators that shows when any of the three consoles are being activated. and if there is only 4 players have the 3 console requirement scale down to 2.
Starfleet Veteran
Join Date: Jun 2012
Posts: 790
# 6
03-20-2013, 03:37 PM
Quote:
Originally Posted by blu3drag0n1977 View Post
they could just add a GUI addition of 3 indicators that shows when any of the three consoles are being activated. and if there is only 4 players have the 3 console requirement scale down to 2.
No no and no. If someones dropped leave it at 3, enough is being gimped in this game already.

Theres a very simple solution to ANY STF problem... COMMUNICATION... Use it...

***Disenchanted***
Real Join Date: Monday, 17 May 2010
Commander
Join Date: Jul 2012
Posts: 462
# 7
03-26-2013, 09:39 AM
Quote:
Originally Posted by ashkrik23 View Post
This is why you don't do pugs. There are dozens of STF channels you can join for easy groups of people who usually know what they're doing.
The game is set up to accomodate pugs. The game is set up to accomodate people of a variety of different languages. There's an entire auto-queuing system in place just to make pugging a painless, casual process that requires not a wit of communication. For you to say "don't do pugs" is an asinine response.

If it's a matter of difficulty then replace the three simultaneous switches with some other in game puzzle. One that doesn't require that we communicate with two other players who've never looked at their chat window and wouldn't understand, "Need a third person at the switches" or "stop hitting it before we're all in place" even if they did.
Career Officer
Join Date: Aug 2012
Posts: 117
# 8
03-26-2013, 11:42 AM
Personally I think use of Team chat should be a part of the tutorial REQUIRED to even get your first mission in some kind of 'do this thing with another player' type activity. Just once, and then if you want to go around and play a MMO like a one player game (the point of which is beyond me) then go ahead. I also think that team chat should a) not be uncheckable in the options and b) the bubbles should stay twice or even three times longer than they do.
Lt. Commander
Join Date: Jun 2012
Posts: 190
# 9
03-26-2013, 12:19 PM
A team chat tab should be included by default as one of the tabs (but leave team chat active in all tabs). Also, fix the team chat bug when you join a new team - if you were already set to talk to Team, it gets borked and you need to re-select team from the list.
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