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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
10-19-2010, 08:13 PM
Quote:
Originally Posted by Asakara
Things that have gotten worse since beta in my opinion:

Attacks on the Devs and staff by some players on the forums...
The volume of obvious hyperbole by some players on the forums..
The volume of obvious lies by some players on the forums..
The volume of obviously pointless complaint threads by some players on the forums...

Things that have gotten better since beta in my opinion:

The game itself.

Do you have an opinion to express with regard to the topic at hand? What have your experiences been like in PvP? Could you contrast the current environment to the past environment and offer thoughts on the current status?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
10-19-2010, 08:18 PM
I've had no problem with PvP queues myself. I mean, I can select up to three different PvP games and each take between 2 to 5 minutes to pop up. I'm often not left to wait for very long.

I also miss the animated loading screens. They were oh-so-much better than what we previously have. I'm so sick of seeing the Majestic: it has one of the most unflattering secondary hulls I've seen.

Furthermore, I miss Akira Sulu being in Earth Spacedock. Replacing a legacy character with its own in-game unique story ("Where's Sulu?" made its mark) with a nobody named Commander Winters whom I have no reason to care about or relate to so that Sulu could be promoted and thrown to the player as NPC fodder-material in an STF was one of the dumbest story design decisions I've ever seen from Cryptic.

I agree that fleet actions have been very 'hurt' by the level banding. Personally, I place blame on that on how STO manages its NPC critters and allows level 10s Negh'vars to exist when they should be level 41 minimum. It's a problem that plagues most of the early episodal content, where Negh'var bosses are far too common when a lower level Fed player in a Miranda could face a K'tinga 'big boss' encounter instead.

There's also the way ship power is spread around. Concept notes we got in the beginning hinted that a Miranda was going to be ultimately 50% of the effective strength a Sovereign would be - and it's obviously not the case as a Sovereign can put to pieces a trio of Terran Empire frigates as if they were nothing instead of being in a very stiff fight. If the ships would've been balanced more evenly according to role rather than level bands (something which might've been done from the beginning, especially considering how all the ships are apparently going to get thier tier 5 variants anyways), the Miranda could've had its degree of worth next to its Sovereign friend without even the issue of sidekicking even coming up.

Personally, I found the game's difficulty to be at its best inbetween start of Open Beta and January 16th, where they applied a patch that put the klingons on easymode. Back then, most of the battles I faced had me on the edge of my seat, especially those against critter frigate trios or critter escorts - where a moment of distraction (someone peeking in my room to talk, phone ringing, the doorbell ringing requiring me to attend to it) meant disaster for my ship. I liked this - it had me sit on the edge of my seat and it was fun! While combat was still relatively slow-paced, it still made every action of mine feel meaningful and decisive.

The difficulty slider did not fix that. It instead tweaked the enemies to inflict more damage, and have more hit points. That meaning that battles end up being more an exercise of endurance under metagamed limitations (the enemy gaining dramatic statistical advantages) rather than something that was truly decisive - and the same sits for ground combat... I really can't stand ground Elite, where they hit me so much harder than I can hit them. I don't mind having my butt handed to me by NPCs, and it being done quickly especially if I drop the ball, but my characters should be everybit as capable as the NPCs, I feel.

"Learn 2 play" here doesn't apply in my eyes. I remember warping into a Deep Space Encounter with my Miranda and being hammered at by two klingons birds of prey. I remember struggling to weather the assault, despite being taken by surprise, and - turtling with shield power to maximum - I managed to whittle one Bird of Prey down. Once it exploded, I turned on the other and tried to take it out before it took me out, because my light cruiser wouldn't last much longer. When it blew up, I breathed a sigh in relief with the thought "Whew, that was close". I know that was fun, and back then even if I was pretty new to the game, I wasn't in the crowd that whined that they couldn't handle the game's "difficulty". I thrived on it: every ship was a real threat, NPC escorts were particularly scary and sometimes even defeated me even at my best, and trios of frigate were scary too (you dealt with them to even the odds quick, or there'd be hell to pay).

So, tl;dr: Yes, I really want the decisiveness of combat back. No balance tweaks has done much in my eyes to improve the game since January 16th 2010 (and yeah, it includes the Viral Matrix, Reverse Shield Polarity fixes and the weapon drain issue). Even though I expect some of the luster lost is due to the increased resources one has at higher levels, I still think something good was lost.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
10-19-2010, 08:34 PM
Quote:
Originally Posted by USS Parallax
Solution:
Un-tier the PvP. Introduce a forced "sidekick" system. Lowbies might still be outmatched because they don't have all the abilities however, seriously that's better than waiting 30 minutes for a single match.

In BETA when it was like this (minus the sidekick system) matches happened all the time.
When it was like what? Granted a lot of things are broken. I know I haven't been able to run a B'tran mission in months without getting a server disconnect, but you suggested a sidekick system which is then negated when attempting to explain how PvP was in beta. I'm so confused.

Are you talking about the queues? Or is this referring to Un-tiered PvP which may have taken place in Closed Beta?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
10-20-2010, 05:13 AM
Today I swear I waited like almost 2 hours and nada ... , no pvp for a RA-LH . Sigh ...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
10-20-2010, 05:50 AM
Quote:
Originally Posted by Asakara
Things that have gotten worse since beta in my opinion:

Attacks on the Devs and staff by some players on the forums...
The volume of obvious hyperbole by some players on the forums..
The volume of obvious lies by some players on the forums..
The volume of obviously pointless complaint threads by some players on the forums...

Things that have gotten better since beta in my opinion:

The game itself.

There is clarity in your observations....
I strongly agree.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
10-20-2010, 06:15 AM
Quote:
Originally Posted by Rikaelus View Post
You got that pretty much backwards, from my perspective.

The forums are downright dull compared to how they were during beta and immediately following release.

Meanwhile the game now suffers from a lack of player base, leading to desolate DSE's, Fleet Actions, and PvP, compared to beta and launch. Although slowly improving, missions are still largely 2-dimensional and there's still no incentive and little requirement to group with other players. We're getting ships of ancient design that have no place in he 25th century leading to a new realm of game world discontinuity. And I still can't click on a chair to sit in it.
Did we expect anything else from Cryptic.

We have a ST game where we cant even go to Earth or the academy lol

Don't get me started on the whole Chair thing ROFL.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
10-20-2010, 09:49 AM
@ OP: realy? thats all? PvP?...

meh....

I truly believe PvP has to die out completely before the Dev's consider doing anything with it.

Nerfing random skills and changing the Queue to something that does the same as before isn't realy improving the Value of the thing, it's maintaining what is there so it doesn't break down on you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
10-20-2010, 09:53 AM
Quote:
Originally Posted by USS Parallax
Also, ground combat in general got worse. It was much more fast paced before. People died faster. You shot more shots and shot faster. It was less "stand in place and shoot each other" and more... Star Trek.
people move and shoot in star trek? I thought it was always "strike a pose" time when the phasers came out
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
10-20-2010, 11:06 AM
Quote:
Originally Posted by Asakara
Things that have gotten worse since beta in my opinion:

Attacks on the Devs and staff by some players on the forums...
The volume of obvious hyperbole by some players on the forums..
The volume of obvious lies by some players on the forums..
The volume of obviously pointless complaint threads by some players on the forums...

Things that have gotten better since beta in my opinion:

The game itself.

Agreedm though the OP has a point. PvP needs a point, and the queues suck because there is a smaller pool of players to draw from.

The PvP system should just sidekick everyone to max level. Use an algorythm to match a good mix of high and low players into a match w/ a relatively equal power for both sides.

This increases the pool.

Now a very large persistant high pop warzone would be a good way to give PvP a bonus and an incentive by having a bonus associated w/ control of the warzone. When I say large, I mean 100+ per side in a HUGE area w/ multiple objectives and control points. A form of streaming could accomplish this, similar to WoW's or many other games.

This increases incentive and allure to PvP.

I didn't mention special gear at all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
10-20-2010, 11:11 AM
I forgot to mention canon adherence. That's another one.
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