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Originally Posted by H.Hetzer
my contribution to the suggestion-spam initiated by Gozer's thread
I think the downsides of sto's pvp are overemphasized.
At the end of the day we like it the way it is - otherwise we would not be here.
For my part, competitive pew pew in space is the best thing about sto by far (have not been in sector space for weeks).
Fancy new maps, races, skills (and what not) won't fundamentally improve pvp activity in the long run!
It's not like men are not interested in p3n*s comparison anymore but the distance between "pro" and "noob" is constantly getting bigger (repels newcomers).
To increase commercial relevance of pvp I think it's vital to improve accessibility.
There is a reason why popular pvp games have "noob only environments" and since there apparently are only a few players capable of suffering until they know the ropes (..) feel free to post your thoughts or suggestions on how to make sto's pvp beginner friendly (for cryptic's sake: resource-efficient suggestions, please)
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Step one shoot PVE in the face. Replace it with something that's actually capable of downing a facing if your balancing shields. Enemies should not only do dps, but use resistance powers like players, at least chaining emergency power to shields. This will get players more acclimated to the pvp environment before stepping into pvp by forcing players to not have totally fail builds. Not only this but it will get them used to things not dying just because they showed up.
Step Two, make open pvp zones. This gets you int he smaller more intimate fights, where you don't have to worry about advanced tactics, and be more focused on shield tanking one guy at a time etc.
Step 3, Non Arenas, and non crappy crap and holds. (ie you can have cap and hold.. however, the points should flip in 30 seconds not 90.. and should be spread out, so you can't just roll from one point right into the other in seconds flat if the cryptic wants to go for super bonus points, make each point have perks assigned to it for holding it, as well as perks for Attackers) there should be Escort Missions, "Bomb" (ie assault) missions, as well as Capture the Flag in addition to Arena, and Capture and hold. More game play variety means people will find the match type that suits their strengths as a player. And also because of more variety, means more people will naturally try it.
Step 4, make it possible to que for more than just 3 matches at a time. Whoever coded this current limitation I hope has since been fired. This is going to be especially critical for the coming pvp rebuild.
Step 5, rewards only for winning, so everyone tries to win. This is actually one of the most grievous offenses of the current pvp system is the guys that
do want to learn are being held down by well.. those that I not so affectionately call the Faceroller community who's there just for the dlitithium.. (which they don't even need) The Facerollers won't bother queing cause they never win, and the guys that want to learn? They'll be there every time.
Step 6, give us back our unlimited "pvp dailies". If people can earn Dilith quickly via pvp (and by winning) they'll do it. This gets more people into the ques and dilutes the overall pvp veteran strength. This will greatly decrease the odds of a pug running into a premade without having a need for que seperation, as well as dilutes vet strength so the odds of an entire veteran random team being thrown together well randomly against a bunch of newbies.