Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
06-02-2012, 02:17 AM
Quote:
Originally Posted by Cryptic_Gozer
Not much of an update for PvP this week
Maybe not, but this is still the best piece of news this community has recieved in, well, a long time :p

Great update Gozer, and thank you.

My only two concerns would be
1) How you account for a science ships control powers in the 'scoring' system, or how about somebody carrying APB? Might not boost the users dps too much, but will surely boost their teams escort more.
2) Balance. This should still (always) be your overriding concern, especially now that there is whispers of leaderboards. Leaderboards are meaningless, if there isn't some semblance of balance, and new things are designed with that balance in mind imo.

Never the less, looking forward to testing
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
06-02-2012, 04:52 AM
Thanks for the update, kind sir Gozer. I belive that I'm speaking on behalf of the whole PvP community when I say we're all glad to see you're not having another birthday this week!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
06-02-2012, 06:19 AM
Quote:
Originally Posted by reaper_66688
Scis r pretty much useless at the moment
whut? scis as a class, or as ships?

A sci captain in an escort is still one of the deadliest guys on the field, and in a sciship he can do serious healing + some CC.

A sciship can do ok CC and healing, and a tac in a RSV can do nice damage too.

Quote:
Originally Posted by Dan_Trainor
1) How you account for a science ships control powers in the 'scoring' system, or how about somebody carrying APB? Might not boost the users dps too much, but will surely boost their teams escort more.
This could be calculater by tracking waht debuffs the "victim" suffered from the last 5-10 seconds prior to pop. I'm more concerned about the guy that keeps the healer occupied while the rest of the team takes out the escort... He will be putting high sustained damage on a ship with superior resist, and apparently achieving nothing. He'll just block the healer from doing his job, and thus allowing the rest of the team to score.

Maybe, to ensure people still play for team victory, all the final scores of the winning team should be doubled? hmm... imagine this:

- loosing team has 100 points to be distributed at the end of the match.
- winning team has 200 points to be distributed at the end of the match.

so if a premade meets a pug, the 200 winner points would be roughly 40 per premade player.
the pug on the other hand, if consisting of 4 noobs and 1 pro player, could end up giving 10 to each noob, and 60 to the good player. This would mean that even in a pug, with no chance of even scoring a single kill, there would be a point to give it your best and become player of the match!

I find this idea strangely appealing...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
06-02-2012, 06:32 AM
That new reward system is certainly very good news for STO!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
06-02-2012, 08:18 AM
Quote:
Originally Posted by Iamid
Unfortunately, that breaks down w/BoPs in general and a typical builds, eg Sci scort, Tac/Carrier or Cruiser. It also gives an advantage to +1 ships and even more so to lotto ships.

Edit: Also, what happens to a healer on a good team that wipes the other w/o the need for healing?
Just make a 5second window for afew science skills to give you "credit" for "kill" in pvp so some of your abilitys actually reflect that you are the one who score the kill..

Snb/tb/sensorscan etc..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
06-02-2012, 02:05 PM
The more info I read from Gozer, the more faith I have that someone at Cryptic really cares about fixing the game and player concerns. Performance based rewards have been needed for too long now.

Goz, I've been reading your posts & watching your interviews. Your blunt & straight forward comments are appreciated. I've been a devoted player since Beta. Looking forward to your upgrades and the positive effect they will have on the future of STO. Warp speed ahead!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
06-02-2012, 09:46 PM
Gozer,

Thanks for hearing our suggestions, weighing their merit, and, ultimately, listening to them.

I hope you're implementing something along the lines of what I had suggested 2 years ago -- linked in my signature and again here: Participation-based ratings, matchmaking, and queues. That thread contains a design for both metrics (that need to be captured) and formula calculations (that produce the ratings).

Either way, thanks again for moving this aspect of the game forward.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
06-03-2012, 06:12 AM
To reward players for participation sounds fair to me. I have seen enough campers in STfs and PvP so it sounds like a good change if these players are not longer rewarded - or at least less.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
06-03-2012, 07:31 AM
Quote:
Originally Posted by Imaginos_8 View Post
Goz, I've been reading your posts & watching your interviews. Your blunt & straight forward comments are appreciated. I've been a devoted player since Beta.!
just this. I'm sick of devs that bring out the can of pink paint every time something is going to hurt. Change hurts. Godd changes hurt few people, but it is still going to hurt some. I would much rather have the doc tell me to brace mysefl if it's going to hurt, than to tell me I won't feel a thing. At least then I know I can trust him.

truth hurts
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
06-03-2012, 02:30 PM
Just dropping this in here, inspired by an "I quit!" thread, but anyway...

One thing that always sucks the fun right out of PvP is being in a random PuG versus a 4 or 5-man fleet pre-made. Because you know, right from the start, that against all those identical fleet-tags defeat is all but inevitable. Or, if you're the 1 pickup on such a team, that you're probably going to win no matter what. The blanket solution to this would be pulling the ability to team up before a match, but obviously, and understandably, that's not going to fly with Fleets. Least of all with the upcoming season 6 being more or less completely about them.

So try to make it that premades will go up against premades only, okay? No unfair advantages. If people to want a shot at curbstomping the weak and uncoordinated, have them take a gamble and try to queue up separately at roughly the same time. Otherwise, you'll have to actually compete against another team. And who knows, maybe you can chuck in some kind of reward for fleet-versus-fleet matches. It's not too late to add some trophy stands to the inside of fleet starbases, is it? Think fleet accolades, with or without passive buffs that affect you if you're teamed with one or more fleet member. Maybe make it possible to earn multiple different fleet accolades, for survival, healing or damage dealing in PvPs, and have whatever one is displayed on the base be the one that buffs you in groups. Just a thought.
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