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Lt. Commander
Join Date: Dec 2007
Posts: 120
Sorry if this is the wrong place, but I assume PvP'ers have the most trouble with this aspect of the game;
The damn slow unresponsive abilities on your tray.

Method on how to reproduce:
Be a great PvP'er with fast reflexes and response time.

Symptoms:
Trying to heal yourself as soon as possible with the best of timing and appropriate heal/resist, the power tries to activate but it refuses. Try to activate it a second time, it refuses. Activate it a third time, it refuses. Activate it a fourth time, it refuses. Try to activate it a fifth time, it refuses. Try to activate it a sixth time, it refuses. Try to activate it a seventh time, it refuses. Try to activate it eighth time, it refuses. Try to activate it a nineth time, it refuses.............

Trying to take the activation time into account, keeping the keybind (Or left mouse-click) pressed for the appropriate 'activation' time described by the ability; The ability doesnt respond at all. Second time you might have 'luck'.

Although Cryptic said they improved the ground part of this system since Season 4, I can still reproduce the same crap as before Season 4. Even Primary/Secondary weapon fire interferes with the rest of the ability's ability to successfully activate.

I think the rest speaks for itself.

-------------------------------------------
Thus, I was tinkering about idea's on how to improve this system.

What about a Queue system where you would click on your ability(s), and it would give you a guarantee that it will activate as soon as this is possible/permitted without the user having to worry about it and hammer on the keyboard or anything.

Adding this to a client or server side Queue (or list) so it will automatically activate the ability a.s.a.p by working its way off the list in the right order of activation.

I know its not really an option to make it possible to activate everything simultaneously, but this might actually work....

What do you think dev's?


(On a side note, this problem even applies to my Tricobalt torpedo launcher for some strange reason. And it seems to be happening when i use the "GenSendMessage HUD_Root FireTorps" function which should be an instant fire without interference from other abilities. Strange thing is, when I use +TrayExecByTray for my Tricobalt it seems to be always firing (visually) without any delay, however it also seems the trico barely hits anything if shot from 0-1km) Sorry to say this dev's but the system is totally screwed for both ground and space...)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
09-19-2011, 07:05 AM
I cannot stress how much I hate this issue.
My experience seems to tell me it is when using different binds that this problem usually arises.

For example, I have distribute bound to space, along with firing weapons, among other things depending on ship. I also have fire torpedoes bound to the 2 key if my ship carries torps.

What I find is that if I hit space, then 2, then space before the torp fires, the torp will NOT fire. I have to actually wait for the torp firing cycle to complete, before I press another key, else it will mess up the cycle and fail.

I believe for the most part it is this kind of thing that is leading to the problem. And the saddest thing is as you say, most decent PvPers have binds, and most of us rely on split second reactions to stay alive. I could practically scream the number of times I have hit hazards for them not to fire and me go boom. I don't mind dying, but I HATE dying when it isn't my fault.

Honestly, I said from the moment season 4 came out that I could see no improvement in activation, that in fact I had just as many if not more problems.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
09-19-2011, 07:08 AM
A Queue for the ability triggers might work indeed better than the current system that simply ignores your input.

I have that problem even though I am usually clicking on my abilities! So it's not as if I am getting an unfair advantage because my controls are particularly fast! My reaction time isn't all that great even, a reason why I never really got into 3D Shooter Multiplayer games. (Unless they were Full 3D like Descent.)

What surprises me a little is - Champions Online seems to work a lot better in this regard. It uses the same engine, in theory, but the UI is far more responsive, at least for the use of powers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
09-19-2011, 07:19 AM
I don't understand why this remains such a problem. It is pretty infuriating. I get tired of seeing an ability in the tray gray out as if activating only to have no effect over and over again. I'm constantly watching the tray instead of the action because I never know if something is going to do what I tell it to or not.

I thought I read somewhere that this was intentional to avoid exploiting some device to make you respond faster than a person can. I have my tray set up so that I can respond as efficiently as possible but the game itself is blocking me because I'm faster than a rapid fire controller, lol?

This is what the problem is everywhere though. They should be getting these most basic issues corrected before they worry too much about piling on a bunch of pretty, frilly things. Unfortunately, they can't even use actual content as an excuse for the lack of development time on these basic mechanical/software issues.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
09-19-2011, 10:13 AM
The power tray lag seems to be what kills me the most in PvP. Damn TacTeam takes 3 or 4 clicks to finally get it to activate and by that time the escort attacking already has me down to 60% hull.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
09-19-2011, 07:46 PM
Quote:
Originally Posted by Admiral_Joslin View Post
The power tray lag seems to be what kills me the most in PvP. Damn TacTeam takes 3 or 4 clicks to finally get it to activate and by that time the escort attacking already has me down to 60% hull.
Yeah same here. I noticed last night that my TT was not activating, even tho it grayed out like it did work, but there was no Icon above the shield display showing that it was active.
When I was sitting on a Cap point rotating my TT, in case of a pesky cloaked sneak attack coming, it seemed to work and there was the Icon. But when the action heated up and I was under direct fire, it didn't seem to be working at ALL.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
09-19-2011, 08:15 PM
Quote:
Originally Posted by wildcard454 View Post
Yeah same here. I noticed last night that my TT was not activating, even tho it grayed out like it did work, but there was no Icon above the shield display showing that it was active.
When I was sitting on a Cap point rotating my TT, in case of a pesky cloaked sneak attack coming, it seemed to work and there was the Icon. But when the action heated up and I was under direct fire, it didn't seem to be working at ALL.
Yep, I know that feeling. Just tonight, my teammates got to hear me yelling about RSP or TT not firing properly, on multiple occasions. Honestly, I think I die more, because of powers not firing, than I do any other single thing. I usually find myself repeatedly mashing my "oh *@%$" button and yelling "Why won't you fire!" This is probably the biggest problem in PvP at the moment, super-critting torp spreads and all.

To the OP: KOTOR 1&2 used a queue system for powers, I always loved that feature. Sounds like a good idea for STO, and would love to hear from Cryptic on this issue.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
09-19-2011, 08:22 PM
Quote:
Originally Posted by Marctraider View Post
Sorry if this is the wrong place, but I assume PvP'ers have the most trouble with this aspect of the game;
The damn slow unresponsive abilities on your tray.

Method on how to reproduce:
Be a great PvP'er with fast reflexes and response time.

Symptoms:
Trying to heal yourself as soon as possible with the best of timing and appropriate heal/resist, the power tries to activate but it refuses. Try to activate it a second time, it refuses. Activate it a third time, it refuses. Activate it a fourth time, it refuses. Try to activate it a fifth time, it refuses. Try to activate it a sixth time, it refuses. Try to activate it a seventh time, it refuses. Try to activate it eighth time, it refuses. Try to activate it a nineth time, it refuses.............

Trying to take the activation time into account, keeping the keybind (Or left mouse-click) pressed for the appropriate 'activation' time described by the ability; The ability doesnt respond at all. Second time you might have 'luck'.

Although Cryptic said they improved the ground part of this system since Season 4, I can still reproduce the same crap as before Season 4. Even Primary/Secondary weapon fire interferes with the rest of the ability's ability to successfully activate.

I think the rest speaks for itself.

-------------------------------------------
Thus, I was tinkering about idea's on how to improve this system.

What about a Queue system where you would click on your ability(s), and it would give you a guarantee that it will activate as soon as this is possible/permitted without the user having to worry about it and hammer on the keyboard or anything.

Adding this to a client or server side Queue (or list) so it will automatically activate the ability a.s.a.p by working its way off the list in the right order of activation.

I know its not really an option to make it possible to activate everything simultaneously, but this might actually work....

What do you think dev's?


(On a side note, this problem even applies to my Tricobalt torpedo launcher for some strange reason. And it seems to be happening when i use the "GenSendMessage HUD_Root FireTorps" function which should be an instant fire without interference from other abilities. Strange thing is, when I use +TrayExecByTray for my Tricobalt it seems to be always firing (visually) without any delay, however it also seems the trico barely hits anything if shot from 0-1km) Sorry to say this dev's but the system is totally screwed for both ground and space...)

I agree with you on this, but its not only space its affecting, the ground is slow to respond as well (altho they said its faster....it is not) I try to hit hypo and it wont activate, try again nothing, try 3rd time...nvm dont need it im dead....

so this needs to be looked at and fixed or re fixed if possable
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
09-19-2011, 08:31 PM
does seem to be an issue. Hypos refusing to activate. Abilities being clicked and not activating. There also appears to be a stealth proc on hargh'pengs in which if you get the DOT proc your HE's have a decent chance of not activating, at all, so ever.

One thing that bothers me is when I sit around a corner, and the enemy comes around and I press the fire button.
*nothing*
press again
*nothing*
Press again
*already dead*
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
09-21-2011, 08:26 AM
Quote:
Originally Posted by Alastor_Forthright View Post
does seem to be an issue. Hypos refusing to activate. Abilities being clicked and not activating. There also appears to be a stealth proc on hargh'pengs in which if you get the DOT proc your HE's have a decent chance of not activating, at all, so ever.

One thing that bothers me is when I sit around a corner, and the enemy comes around and I press the fire button.
*nothing*
press again
*nothing*
Press again
*already dead*
worse yet, when the graphic for your shotgun blast goes off(does nothing).... he looks at you funny, you hit the button again, but its too late. the issue of server lag and button failure is so bad, and it only got worse in season 4 with the increased speed of ground combat, same problem worse situation.
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