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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
12-15-2010, 02:38 AM
thanks gozer its still a good mission
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
12-15-2010, 09:35 AM
Quote:
Originally Posted by Axterix
I agree that there's enough reasons not to play the KDF, but most of those stem from lack of content.

Encouraging Klingons to grind the same 2 missions repeatedly won't help there. Especially when one of those missions is rather meh, basically the same thing in 3 systems, patrolling a large area to kill a measly 4 fed groups. I dislike doing all the dailies enough as it is with 2 characters.

I'd also say that there is plenty of carrot at the end of the stick for Klingons already, with Klingons having more interesting T5+ ships than the feds. The problem isn't there. The problem is in getting to that point. That's where we do the same repeatable missions over and over. And over. And then we do it again. Doing all that just so that when you hit max level you can then do just 2 missions over and over...*shudder*

The lack of Klingon content won't end until the Foundry goes live.
I think you fail to see the point. If Gozer's efforts are not deemed to be worth the Development time spent on them, there will be no more content. These two missions are a start, now if you take away the higher reward fewer players will do the mission, therefore Gozer's time might be seen as a waste from a development resource standpoint. But if the higher rewards get more people to grind these missions, then there is a greater chance for more.

I was in the foundry closed beta, unless something has drastically changed while I was gone and it went to tribble the potential for foundry to reinvent the KDF content problem is simply overestimating its power. It is a nice tool with great potential, but it also lacks the kind of flexibility that will allow for truly unique content, that stuff will still be left to the devs to design. Therefore it is in our best interest to play and love anything a dev spends their time on, otherwise we are less likely to get more.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33 better rewards are better
12-15-2010, 10:10 AM
grinding emblems is hard enough, and playing KDF is hard enough, to warrant upping the reward here.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
12-15-2010, 10:27 AM
Quote:
Originally Posted by Varrangian View Post
I think you fail to see the point. If Gozer's efforts are not deemed to be worth the Development time spent on them, there will be no more content. These two missions are a start, now if you take away the higher reward fewer players will do the mission, therefore Gozer's time might be seen as a waste from a development resource standpoint. But if the higher rewards get more people to grind these missions, then there is a greater chance for more.
And I think you are missing the point. It isn't hard to be a Klingon. And Klingons are plenty rewarding at max level, offering ship options the Feds lack.

What drives people away from Klingons are two things. First, Star Trek is traditionally about the Federation. Second, leveling a Klingon consists of running the same missions over and over again. Does offering more emblems for these 2 missions address either of those? No, it doesn't.

What does it do?

Well, it would make it easier for Klingons to grind out emblems, as well as gain resources for crafting. So a high level klingon is easier to gear up. So now Klingons are easier to gear up than Feds, which won't make the PvP crowd any happier. So you've ticked off the PvP subset of Federation players.

And Klingons will run those same missions repeatedly, because players tend to do what offers the best return on time invested, even if they don't really like doing that. And then they'll grow to dislike things and quit. Players, as a generalized concept, are rather stupid that way. They'll do what offers the best short term reward, ignoring the long term consequences of it.

Encouraging me to just run the same two missions over and over with my Klingons won't make me more likely to play Klingons. It'll do the opposite. I'll be less likely to play them. I won't do what I currently do, because the rate of return on time invested isn't as good as it can be. I won't grind those same two missions repeatedly, because I'm bored out of my skull from doing so.

Now, when the missions get fixed, having the daily offer 5, that means I'll run these missions at least once a day. A nice alternative. But having the 2 missions themselves reward two is bad for the game because it blows the return every else out of the water.

Quote:
I was in the foundry closed beta, unless something has drastically changed while I was gone and it went to tribble the potential for foundry to reinvent the KDF content problem is simply overestimating its power. It is a nice tool with great potential, but it also lacks the kind of flexibility that will allow for truly unique content, that stuff will still be left to the devs to design. Therefore it is in our best interest to play and love anything a dev spends their time on, otherwise we are less likely to get more.
It isn't something that is quite ready yet, it needs a lot of work still. I would hope that it doesn't come out for at least 2 more months, based on its current state and functionality. And that assumes there's some serious work being done on it.

Regardless, with the speed content is added in this game, the Foundry is the only hope for an interesting variety of episodes for Klingons within a reasonable time frame.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
12-15-2010, 10:34 AM
Quote:
Originally Posted by Axterix
And I think you are missing the point. It isn't hard to be a Klingon. And Klingons are plenty rewarding at max level, offering ship options the Feds lack.

What drives people away from Klingons are two things. First, Star Trek is traditionally about the Federation. Second, leveling a Klingon consists of running the same missions over and over again. Does offering more emblems for these 2 missions address either of those? No, it doesn't.

What does it do?

Well, it would make it easier for Klingons to grind out emblems, as well as gain resources for crafting. So a high level klingon is easier to gear up. So now Klingons are easier to gear up than Feds, which won't make the PvP crowd any happier. So you've ticked off the PvP subset of Federation players.

And Klingons will run those same missions repeatedly, because players tend to do what offers the best return on time invested, even if they don't really like doing that. And then they'll grow to dislike things and quit. Players, as a generalized concept, are rather stupid that way. They'll do what offers the best short term reward, ignoring the long term consequences of it.

Encouraging me to just run the same two missions over and over with my Klingons won't make me more likely to play Klingons. It'll do the opposite. I'll be less likely to play them. I won't do what I currently do, because the rate of return on time invested isn't as good as it can be. I won't grind those same two missions repeatedly, because I'm bored out of my skull from doing so.

Now, when the missions get fixed, having the daily offer 5, that means I'll run these missions at least once a day. A nice alternative. But having the 2 missions themselves reward two is bad for the game because it blows the return every else out of the water.



It isn't something that is quite ready yet, it needs a lot of work still. I would hope that it doesn't come out for at least 2 more months, based on its current state and functionality. And that assumes there's some serious work being done on it.

Regardless, with the speed content is added in this game, the Foundry is the only hope for an interesting variety of episodes for Klingons within a reasonable time frame.
If we are going to get more content it is going to only come from more people actually playing our content and the Devs agreeing to devote time to more of it. Since there is so little of it, right now rewarding them for grinding it is the only way to do it.

The Foundry is not going to change drastically before it launches. And likely will never come to replace dev designed missions. It is what it is, a nice tool that lets us create mostly patrol style missions with a little bit more depth.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
12-15-2010, 10:41 AM
Quote:
Originally Posted by Varrangian View Post
If we are going to get more content it is going to only come from more people actually playing our content and the Devs agreeing to devote time to more of it. Since there is so little of it, right now rewarding them for grinding it is the only way to do it.
Except it won't. It isn't going to get people to play Klingons. It will cause people to get sick of playing their klingons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
12-15-2010, 11:03 AM
Quote:
Originally Posted by Cryptic_Gozer
1. The freighters will stop moving and lower thier shields at 50% health (it used ot be 35)....

2. I've increased the wait time the ships need to get back underway if you have disabled but not looted them.

And because I like Klingons I'm going to set the token rewards back to the higher level they originally were.
Great news!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
12-15-2010, 11:08 AM
Quote:
Originally Posted by Axterix
Except it won't. It isn't going to get people to play Klingons. It will cause people to get sick of playing their klingons.
Those people left STO months ago and never looked back.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
12-15-2010, 03:31 PM
One last small update to these missions before I start working on my next set of tasks..

I've updated the loot tables on all the freighters so that they drop resorces from every crafting tier. They also have a small chance to drop rare particles or stem bolts

All of the crates or scanable anomolies will still only give out loot at player level, however the missions with frieghters in them ( ther are 3 of these missions) will randomly hand out stuff from all of the craftimg tiers.

Also I mentioned earlier that I made the frieghters a little easier to disable, but I don't think many people had figured out "trick" to these yet. So....

Spoiler Alert!!!!

The frieghters have a default timer that starts the moment you disable them. Once this timer is exceeded and they have not been looted they will resume thier course and try to leave the system. However they also have to healed themsleves above the "disabled threshold" as well in order to get back underway. That threshold was 35%.. it's now 50%.

This means that if you just barely drop them below the 50% mark... then they will heal themselves and start moving again sooner. If you drop them down to say 10%, they have to heal all the way back up to 50 as well as meet the short timer.

So you have a choice here.... take the risk of blowing them up (giving you more time) or just keep them slightly under the 50% mark... this has always been in place for these guys but at the old setting (35%) it was hard to notice.

Anyhow... keep an eye on the patch notes, the changes should be out to you within a week or two.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
12-15-2010, 04:20 PM
Awsome change to the loot. This will beat visiting the lower tier clusters. lol
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