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Join Date: Dec 2007
Posts: 142
# 11
05-03-2012, 04:15 PM
Quote:
Originally Posted by Kyuui View Post
So those folks who hide in shuttles, never leave the spawn but roll need on the loot, they're playing well with others? I could list more, but this is a common complaint I see about STF's

That sir, is not playing well with others, at all, in any way, shape or form. The loot, is not about playing well with others as TNG and AK have pointed out quite well. it is about doing as many STF's as you can, and rolling need continually.
That is all.
^^^
And this IS the major flaw with Cryptic's endgame content design when compared to most other MMOs. It not that the drop system is inheirently random (and although WoW is changing some elements of that now, in my days of hardcoire WoW raiding you had ONE drop - and it may not even be for you Class - that could go to ONE of 40 raid members (and usually each Guild had a system of points - most of them called it DKP - and a player earned DKP by going on Guld Raids - and when something dropped - players who wanted it would bid their DKP, etc.

That said, the issue with Cryptic's end game content is that it's designed to be 'PUG (aka Pick UP Group) doable; and that just lleads to the situation we have where spome players DON'T contribute and just go grab the loot at the end. There is no way in hell a 40 man pick up group could do any part of WoW's Black Wing Lair back in the day; or really make meaningful progress in Molten Core. that facty that WoW's endgame content WAS insanely difficuklt and required gear, coordinated play between a large number of players to even progress, etc. was a reason why the random drop system (as bad as itr is) worked to a point - because to get the loot - and for a player to obtain the loot; the guild as a whole, and the player HAD to contribute; or NOBODY got anything.

Of course, if Cryptic tried top put any content of that type into STO - the casual playerbase would either have a stroke - or quit en masse; so they're left ith using a random system on content that is r ather easy to beat and doersn't require all 5 to play at ther best (remember it's been sttated that winning/failing the optional objective has NO bearing on te tech drops that give the MkXII gear - so if that's what you're playing to get, failing the optional isn't a big deal) - so thus you CAN have a situation where a slacker still has a chance to win an item the rest of th group worked to get <---- And THAT is where the current system fails.

And here's another issue: IF they make everything currency based (IE They make the top gear buyable with EDCs or some other 'always get' currency); it won't solve the main point of failure and may even compund it as you'll just have motre slackers sitting in the wings - knowing full well, that just by doing that, eventually, they get the coveted gear they want.

The main issue is the PUGability of the content as - if you do give 'kick' ablility to the leader; or even make it a 'vote' system - that can (and will still be a griefable mechanic. That's what designing end game content requiring a Fleet/Guild avoids in that it's self policing in that the Guild will kick out undesirable members; and if the Fleet leader gets out of line, there's nothing prteventing those that don't like him/her (and who still play together well); from leaving en masse and forming a new Fleet to do content.

So, yeah, the real failure of teh STO endgame STFs is that they are designed to be easily PUGable - and the game queue system PROMOTES that way of doing STFs over everything else. Yes, Fleets can do private instances (and a lot do); but when your Fleetmates aren't on - or enough aren't interested; or you're the 6th man - your only resort is to PUG - and that's where the STF endgame system fails
 

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