Captain
Join Date: Jul 2012
Posts: 3,628
# 21
10-01-2012, 12:48 AM
Quote:
Originally Posted by redsoniavrel View Post
Either healing counts too or they've changed it back. Playing Sci Medic, I got the Purple PSG tech on a team with all tacticals and lets face it, if I did the most damage, what does that say about them?
Its BS, got a Proto Weapon Tech on my first run on Elite and I switched for a debuff kit during that and not really speced for Ground either, no way I was out DPSing my teammates and I also did not did the Tango with the Boss, no way its counting DPS to who gets the goods.

In fact the entire system seems randomized, how good or bad your loot is dependent on how the tables roll and its done for each player, there is no "finite" amount of gear that is handed out, it possible everyone gets a Tech Drop but considering the low drop chances of that happening it would be like thunder striking twice.
Lt. Commander
Join Date: Jun 2012
Posts: 185
# 22
10-01-2012, 08:34 AM
Quote:
Originally Posted by sentinel64 View Post
I enjoy team play and am just like everyone else about the optional, "work as a team and work hard to get it." But the team spirit ends when you see only three awards for five players. If the team worked together to get the optional then everyone should walk away with a bonus. Of course, the rare salvage should be a random award to one player, but the other players should get a rare item and one additional chip. No players should get more than one optional award item. Borg Salvage to one and others get rare item and additional chip. If you want team play then reward team play.
I used to get very annoyed over that especially at afk's and Rambo's, the afk's cause they would roll on stuff but not help in the mission at all and the Rambo's people who go off half cocked then its you and the rest of the team that has to fix their mistakes to get the optional.

I still do pugs occasionally and if I do I just pass on everything to save frustration but the solution for me was to stop playing pugs and only play stf's with friends or within the fleet and its a much more enjoyable experience even to the point you don't care about the optional as the reward is been able to play with a great bunch of people and if there is something that you want that comes up you can just say "Hey guys/girls do you mind If I grab that one please?" and 100% time people say yes.

And remember pugs are simply a stepping stone if you want those optional rewards I highly recommend joining a fleet that plays STF's regularly
Captain
Join Date: Jun 2012
Posts: 4,121
# 23
10-01-2012, 08:54 AM
Quote:
Originally Posted by meimeitoo View Post
I heard it on good authority (1,000+ day experienced vet player), that Cryptic actually changed the drops to have the spoils go to the one who did the most DPS. It looks like he's right, from what I can tell: being on a tact toon, he can (innately) do more DPS than I can, as an engineer. Hence, he almost always walks off with tons of purple gear and Borg Tech, whereas the rest of us get nothing but Mk XI blue crap... if we're lucky even.

And no, I don't think that's fair, and needs to be changed back.
I've observed that this is exactly whats happening- more DPS, more rewards. Is it fair ? Just means the new guy has to work harder to get better gear.
KBF Lord MalaK
Awoken Dead

Now shaddup about the queues, it's a BUG

Last edited by lordmalak1; 10-01-2012 at 08:57 AM.
Commander
Join Date: Aug 2012
Posts: 403
# 24
10-01-2012, 09:08 AM
Start by eliminating the need/greed/pass system altogether. It is a completely useless system that does nothing except require a bunch of extra clicks that slow down the game. Team loot should be round robin or random. Imagine (seriously, to the devs, think about it) how much TIME would be better spent shooting at enemies if we didn't have to stop and choose need/greed/pass EVERY SINGLE TIME loot drops. Even the supposed auto loot function stillrequires one click to actually pick up the loot. so every time loot drops, it requires two click from the person nice enough to stop and pick it up, and at least one click per loot bag from everyone else. I am just "guesstimating" here, but I would say at least one minute per run is lost before the optional timer runs out dealing with this useless system.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,014
# 25
10-18-2012, 11:43 AM
Just came here to post how incredibly idiotic this is. I cannot believe that rewards for mission completion bonuses would fall to need/greed in a team mission. It's bone-headed.

Rewards for team efforts should go to the whole team. Period.
Starfleet Veteran
Join Date: Oct 2012
Posts: 97
# 26
10-24-2012, 01:42 PM
Quote:
Originally Posted by meimeitoo View Post
I heard it on good authority (1,000+ day experienced vet player), that Cryptic actually changed the drops to have the spoils go to the one who did the most DPS. It looks like he's right, from what I can tell: being on a tact toon, he can (innately) do more DPS than I can, as an engineer. Hence, he almost always walks off with tons of purple gear and Borg Tech, whereas the rest of us get nothing but Mk XI blue crap... if we're lucky even.

And no, I don't think that's fair, and needs to be changed back.


I've anecdotally noticed my ~8-9k dps tac/escort has much better loot luck than my 7k dps sci/kar'fi and 6.5k eng/chimera but small sample sets and all that. Rewarding dps as 'contribution' isn't a good idea, if your job is to guard the kang or the gate or the like you might be working hard but doing relatively little dps compared to someone who parks shoots moves, parks shoots. But your role is critical. Same with the guy who gets stuck kiting donatra.


If I were to look at the overall topic on a case by case basis:

Overall I think the problem with the CSE optional is that if you can't get the optional it's very possible you can't get the mission at all, and this is discovered very late in the process. It's not a granularity thing, if you can just handle bops you might not be able to handle raptors at all, and then suddenly you just die. With my escort I can kill all the probes solo in about 11-12 minutes, but I've had a few groups where everyone else was a 1-2k dpser and the 4 others could handle bops but not raptors + cubes. It ends up wasting everyones time. This mission is problematic in part because it doesn't lead you into how you *should* do the mission, which is to kill probes then kill cubes, but then the jump up in difficulty is huge and a lot of groups can't manage it. People who come in thinking 'kill the cubes in order' don't know, and there's no quick way to convey the strategy.

Infected space: basically the only way to fail this is if one group member deliberately tries to screw up the group by destroying a generator on the wrong side, or if someone over dps's on the correct side *and* you can't mange the nanite spheres/dps check. The latter is a forgivable mistake, the former not really. There's where you need a vote to kick option.

Khitomer accord space: This requires you be able to trust that the person on probe duty won't wander off, and is actually capable of it. IMO before players get to do elite STF's they should have to solo manage to do an equivalent to the probe killing for 5 minutes, and then kill a pair of spheres. If you're doing 1k dps you can't do probes, and you can't, unfortunately, do much of anything.


Ground:

The cure, ground: This seems the easiest one with the ground revamp. Having it so anyone can actually kill the borg trying to turn off generators is good.

Infected ground:
Jumping is hard in STO, and this is basically the only place where there is a serious jumping puzzle, and it's right at the end. Bad design needs to be in giant bold letters here. "Just don't suck at jumping" isn't a strategy. The coordination on panels is not a huge problem. At least have the same jumping puzzle room accessible elsewhere so people can practice (without the instant death).

In this mission you can be a dead man walking from the start, and it's a long mission at the best of times.

My best suggestion to fix it without radically changing it is let people wear enviro suits and put anchors on the platforms (or let the enviro suits survive the pool of doom).

Khitomer accord ground:
Ugh. It's bad but in a different way than Infected. In infected you can be a dead man walking and that's pretty much the cardinal sin of game design. Here you have to trust the person going in the control room can do the job, and if they've never done it before you're going to fail the optional objective. That's unfortunate. But manageable, especially because you can find out pretty quick if you can't make the dps check on the generator things.

With the ground stuff though, the optional objective is really about knowing where to jump over stuff, what to skip and so on. I guess that's kinda like the optionals in space, but you shouldn't be able to screw yourself by doing the obvious thing and run in order killing things in order.
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