Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Great Ways to Fix Ground PvP
03-02-2010, 11:29 AM
Unlike some people, I enjoy ground pvp as much as space. Yea it's buggy some but I've had some great matches (rallying back on Ghost Ship when it was 37/12 to win was nice). But..it needs work. Some small changes would make the game insane better for ground pvp

Auto Teaming - This would be nice, just to get this organized, plus it would help see what buffs allies have or what debuffs. As it is now, its a cluster#$!@ of people running around unteamed.

Chat Channels For Each Side - kind of hard to discuss strategy if you aren't teamed (which coincides with the above..) since local chat is seen by everyone. It would be soooooo much more awesome if you could just go /federation hey guys, lets meet up in the corner.

Hold Immunity After Being Held - this prevents 100% hold locks. Yea usually it ends quickly as you get exposed then vapored but some times you wander into that one single player, who just keeps you held for 2+ minutes straight while they wittle away your life (science officers mainly from what i've seen). In other games, an X amount of seconds for immunity after being held makes it a fair fight, otherwise you are just stuck there unable to move or defend yourself at all costs.

Random Respawns, Always - I'm not sure if the game is programmed for this or not but sometimes when you respawn, your character will just literally stand up (not being rezzed by an ally either). Which makes it too simple for your killer to just stand there and wait. I love griefers, I used to do it myself in other mmos but at this point there's not a lot to be done.

Dis-allow Fighting Until Teams Are Even - This is more of a queue issue but, why can I queue up for a ground pvp session, get into it and I'm the only Fed or Klingon there? Yea I know, theres not many of either side vice versa playing at that time but the game should lock out combat or the queue itself until enough people are there to play it. 5vs1 is impossible, obviously.

I think with at least some of these changes, ground pvp could be awesome.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-02-2010, 11:35 AM
Some good ideas, and I think the queue system definitely needs some work, but honestly, if faced with fighting against overwhelming odds, or waiting 15 minutes for reinforcements to show up, I'd rather just get it over with, and start fighting. It already takes long enough to get into matches, and if the queue system can't be adjusted in a way that will minimize the uneven teams (ie. removing people who join a match from all other queues they were in), I'd rather be able to die with dignity while fighting, than sit around and waste even MORE time.

Note that I like your other ideas, and just wanted to comment on this one.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-02-2010, 03:14 PM
Good Ideas, better queue.

The Auto-team and communication should be high up there as priority in my opinion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-02-2010, 05:39 PM
Quote:
Originally Posted by Suraknar View Post
Good Ideas, better queue.

The Auto-team and communication should be high up there as priority in my opinion.
How about fixing the option that to never auto target objects.

When you have to used your mouse to look around its eaiser to tab target, except at T5 everyone is dropping so many things it makes it impossible. Between fabrications (turrets, shields, drones, and generators) and now the damn Security Escort spam, you can't target an actual enemy.

I dont mind these deployables being there and slowly draining my health, but the difference between having to deal with aiming around stationary turrets and having to deal with Security Escorts running around that is tremendous.

I just left a game with 3 people spawning these every chance they had, and since they dont go away after the players death, they were just always there.

Between:
  • the bad queue system
  • the bad spawning system
  • same 3 maps
  • not being able to move after you poke your head from cover (instantly casted holds, stuns, roots, exposes)
  • And now not even being able to see or target your enemy amongst a wall of bulky, graphically bright, and now MOVING deployables....

... I'm having a hard time enjoying what I used as my primary leveling mechanic.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-02-2010, 08:56 PM
Quote:
Originally Posted by mavgeek View Post
Hold Immunity After Being Held - this prevents 100% hold locks. Yea usually it ends quickly as you get exposed then vapored but some times you wander into that one single player, who just keeps you held for 2+ minutes straight while they wittle away your life (science officers mainly from what i've seen). In other games, an X amount of seconds for immunity after being held makes it a fair fight, otherwise you are just stuck there unable to move or defend yourself at all costs.
They have learned nothing from CO.
ppl complained about chain knockback and chainhold there.
Beeing chainheld or lets say, loosing control of your charakter is the worst ****ing thing, what can happen in a MMORPG.
Give us damn working HOLD immunity System!

Yeag im super ****ed about that ********
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-02-2010, 09:18 PM
I have noticed that when I used a stun phaser, my enemies would have a hold immunity applied to them after its first use, and I couldn't hold them any more. I believe it was an energy weapon hold immunity, so I guess it wouldn't work against melee holds, but it's in there.

The most important thing I can think of is the spawn placement. Respawning about 20 feet away from the group that just killed you is definitely not a good thing.

The queue system is the most broken thing ever.

Even though getting a good match going is a lot of work, I really enjoy ground PvP, and it's definitely one of the more fun things in this game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-02-2010, 09:29 PM
hold immunities, or a smaller timer while held is a must. Right now, a good team will turn hold hold hold hold, screen turn grey, hold, incap..

Damm frustrating after you die to be held again before you can even turn away to move, as you just rez'd 4 feet from the last death.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-03-2010, 06:29 PM
Another thing I forgot to mention: we ought to get some sort of credit for exposing people who get killed with an exploit. If I expose an enemy, and then my ally exploits it, killing them with massive damage, they get all the credit, even though it was my hard work that enabled them to do all that damage. Hopefully when they look at rewards for ships based on non-dps stuff, they can look at this too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-03-2010, 06:41 PM
Quote:
Originally Posted by Felderburg View Post
Another thing I forgot to mention: we ought to get some sort of credit for exposing people who get killed with an exploit. If I expose an enemy, and then my ally exploits it, killing them with massive damage, they get all the credit, even though it was my hard work that enabled them to do all that damage. Hopefully when they look at rewards for ships based on non-dps stuff, they can look at this too.
yeh, assist ftw!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-03-2010, 07:48 PM
Quote:
Originally Posted by mavgeek View Post
Unlike some people, I enjoy ground pvp as much as space. Yea it's buggy some but I've had some great matches (rallying back on Ghost Ship when it was 37/12 to win was nice). But..it needs work. Some small changes would make the game insane better for ground pvp

Auto Teaming - This would be nice, just to get this organized, plus it would help see what buffs allies have or what debuffs. As it is now, its a cluster#$!@ of people running around unteamed.

Chat Channels For Each Side - kind of hard to discuss strategy if you aren't teamed (which coincides with the above..) since local chat is seen by everyone. It would be soooooo much more awesome if you could just go /federation hey guys, lets meet up in the corner.

Hold Immunity After Being Held - this prevents 100% hold locks. Yea usually it ends quickly as you get exposed then vapored but some times you wander into that one single player, who just keeps you held for 2+ minutes straight while they wittle away your life (science officers mainly from what i've seen). In other games, an X amount of seconds for immunity after being held makes it a fair fight, otherwise you are just stuck there unable to move or defend yourself at all costs.

Random Respawns, Always - I'm not sure if the game is programmed for this or not but sometimes when you respawn, your character will just literally stand up (not being rezzed by an ally either). Which makes it too simple for your killer to just stand there and wait. I love griefers, I used to do it myself in other mmos but at this point there's not a lot to be done.

Dis-allow Fighting Until Teams Are Even - This is more of a queue issue but, why can I queue up for a ground pvp session, get into it and I'm the only Fed or Klingon there? Yea I know, theres not many of either side vice versa playing at that time but the game should lock out combat or the queue itself until enough people are there to play it. 5vs1 is impossible, obviously.

I think with at least some of these changes, ground pvp could be awesome.
I agree, we need Faction Chat for PvP Areas. Because if you have more than 5 people, then those people are out of luck.

Though I disagree with Auto Teaming, because you are surely going to run into a Rambo Type that isn't going to listen to you.


Hold Immunity: I agree. I am tired of getting stunned for over 10 seconds. Especially those after being spammed by Science and Engineering Expose Abilities and getting Exploit killed. The only type of stuns I want to see are those by Stun Pistols.

Random Respawns: Players need a safe spot to spawn, with some kind of force field to prevent spawn camping.

And Queues: Oh Definitely! I want it to wait until there is a certain equal population. Even further, it should lock the zone so players can't leave or join in later, which sometimes players come in at the tail end of the match and get credit just for appearing.
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