Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
04-29-2010, 07:55 AM
new change to qeue system makes me a sad panda...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
04-29-2010, 09:54 AM
Quote:
Originally Posted by faithborn
new change to qeue system makes me a sad panda...
Which part? I won't be able to test it until later tonight, but if I read the one bullet correctly it should help keep us out of the empty maps. I had another Solar map last night where we kept popping in and we were the only ones, and every time we re-queued we landed back in it. The 2m limit should keep it out of the way now.

The "can't quit a match" thing is what concerns me. What happens if I DO land in that empty map? We can't leave after.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
04-29-2010, 11:34 AM
Quote:
Originally Posted by ambience View Post
Which part? I won't be able to test it until later tonight, but if I read the one bullet correctly it should help keep us out of the empty maps. I had another Solar map last night where we kept popping in and we were the only ones, and every time we re-queued we landed back in it. The 2m limit should keep it out of the way now.

The "can't quit a match" thing is what concerns me. What happens if I DO land in that empty map? We can't leave after.
2m limit means that if you land in a fairly empty map its going to stay fairly empty, and the can't quit a match thing means that the only way out is to log for 15 minutes (BOO).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
04-29-2010, 12:31 PM
Well, unfortunately one issue is the fact that there's not a lot of PvP testing on Tribble; so a lot of these changes hit Live with little or no real playerbase testing; thus the Devs are playing catchup in that once they see how it works on Live, THEN they have to re-think again. Yes, they could try and set up more Dev Events and Times to test with the Devs on Tribble, but, fact is, it would help if more people were able and willing to testincoming PvP changes on Tribble in general.

I do hope they get all the changes the the PvP Queue system that they've disccussed over the past few weeks in sooner than later(some of which they've stated will take a fair amount of programming time); because (and I'm not an avid PvPer in other MMOs) I really like the space PvP combat in this game WHEN you can get an even match/number of players on each side at the start.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
04-29-2010, 01:29 PM
Quote:
Originally Posted by faithborn
2m limit means that if you land in a fairly empty map its going to stay fairly empty, and the can't quit a match thing means that the only way out is to log for 15 minutes (BOO).
Ok, sounds like you were worried about the same thing I was then.

Quote:
Well, unfortunately one issue is the fact that there's not a lot of PvP testing on Tribble; so a lot of these changes hit Live with little or no real playerbase testing; thus the Devs are playing catchup in that once they see how it works on Live, THEN they have to re-think again. Yes, they could try and set up more Dev Events and Times to test with the Devs on Tribble, but, fact is, it would help if more people were able and willing to testincoming PvP changes on Tribble in general.
Yeah, I didn't test ANY PvP on Tribble because of a lack of PvP players. That's why that have to induce the PvP playtests by giving out shiny stuff to encourage it. Still, there were what, 2 PvP playtests on this build? They probably could have used some more testing I wager.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
04-30-2010, 05:58 AM
I think the queue system needs something of an overhaul to begin with, yes, what with it's bloated size and... cryptic way of functioning, at least in my opinion, an arena game shouldnt even start if the teams arent going to be filled on both sides.

Things are different for the C&H maps, I think they end up relatively balanced in numbers quite soon after the start, but there is still a window for gaining an advantage over the undermanned team.

The thread topic does remind me of a whole different venue though, namely the kinds of people who complain that they get "ganked" by five or more players while flying around, far from their own team, in a capture&hold map. I suppose that type of people just havent realized yet that they are, indeedy, playing an *online* game, with many other people playing it as well, and teamwork goes a long way.

Which also reminds me that I think it's rather peculiar that someone who apparently has me on ignore, is still capable of sending me messages, I don't really mind it, but its something I noted today in a C&H map, with a certain invidual sending me incomprehensible jargons that were most likely intended to be insults of some kind.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
04-30-2010, 06:52 AM
Quote:
Originally Posted by Zeddic View Post
I've been playing since Beta, and I have to say. If Cryptic can't figure out how to make PVP more balanced this game will die fast. 99% of the time its an uneven fight. 1vs5 or 5vs0! WHAT IS THE Problem? I've never had such a hard time getting into a fair pvp fight on any Online game EVER. And I've played just about all of them. I rate PVP in this game as a -5 out of 10. Fix it would you plz.
I agree totally.
It happens on both side of the fence though to be honest.
What should happen too is that only x number of ship type should be alloweed though that will never happen. I hate going into an instance and having a bunch of other escort class ships with 1 science vessel because the cruiser couldn't get in.
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