Lt. Commander
Join Date: Aug 2012
Posts: 160
# 21
09-21-2012, 05:14 AM
Quote:
Originally Posted by hurleybird View Post
Sounds good, but hopefully this is an instances of "measure a dozen times, cut once," rather than the more common "give it a day or two on Tribble and release as is." GCDs are a very important part of the balance discussion.

That being said, while we're still on the topic of GCDs how about changing TT/ST/ET to work the same way as other closely related skills?

For an example of how most skills that are a part of a larger family are handled, let's look at EPtX:
  1. If you have two Emergency Power to Shield abilities, the GCD is 30 seconds. The same is true for any two EPtX abilities where 'X' is the same between them.
  2. But if you have one copy of EPtS and one copy of either EPtA, EPtW, or EPtE the global cooldown is only 15 seconds.

When you think about it, it makes a lot of sense. If the GCD wasn't reduced in the second example you'd always take two of the same Emergency Power skills, usually EPtS. But because the opportunity cost is higher than mixing and matching you encourage more diversity. Other skills that have close relatives, like Target Subsystems, work the same way -- you incur smaller GCDs between close relatives than you do from two copies of the same skill.

Looking at the "team" family:
  1. If you have two copies of the same skill, for example two Engineering Teams, the GCD is 15 seconds.
  2. If you use different types of team abilities, for example one Tactical Team and one Science Team, the GCD is still 15 seconds. No other family of skills does this.

Besides being inconsistent with the rest of the game, this implementation creates serious gameplay issues.
  1. Different team abilities clear different debuffs, in addition to their other effects. Every team ability clears several debuffs that are completely debillitating if left unchecked. Not being able to clear boarding parties, grav pulse, or SNB means annoyance at best and death at worst. PvE and pugging strongly encourages players to be self reliant, so you take all three team abilities or at least two different ones.
  2. Those who play in premades know better. Why take three different team abilities when the GCD limits you to making use of at most two of them? And why take differing team abilities at all when the doff system makes it so easy to have two of the same and you gain the benefit of min/maxing? If you can't clear a debuff, just call for a teammate do it.
  3. So puggers and PvErs end up with non-optimal builds out of necessity. The way the GCD exasperates the skill gap (chasm). Your goal should be to minimize that chasm in any and every way that doesn't sacrifice depth.

All of this can be fixed if you lower the GCD on different types of team abilities to 10 seconds. Two copies of the same team ability would still incur the full 15s GCD, but an Eng Team plus a Sci Team, or any similar mix, would only incur a 10s GCD. That way, players who don't have the luxury of min/maxing into one specific team ability gain some utility against those who do. Carrying one of every team ability would mean that you could use one every 10 seconds, while a min/maxed player with two of the same could only use them every 15.
^^^^^ This, this a thousand times this ^^^^^
Time played in game. as of 9/12/12 (on my mains) Total 2907 hours.K'zoontite has been on active duty for 34 days, 3 hours, Bot Fly has been on active duty for 55 days, 4 hours, Poppa Capp has been on active duty for 4 days, 12 hours, B'zooka has been on active duty for 12 days, 22 hours,Tater(fed) has been on active duty for 14 days, 10 hours,
Commander
Join Date: Jun 2012
Posts: 423
# 22
09-21-2012, 06:27 AM
Quote:
Originally Posted by borticuscryptic View Post
Just as a quick behind-the-scenes, we made a bunch of category cooldown adjustments internally this week which are going through testing now. This primarily decreases the cost of opportunity of using Science Abilities, but a few Engineering abilities may have benefited as well.
Can you guys please fix Hazard emitters again but without breaking it in other ways. Being Stuck in Warp Plasma because the ability doesn't work over duration is really annoying in PVE and PVP!!! Very annoying! Only way out is to subspace jump and then use HE.
Banned
Join Date: Jun 2012
Posts: 846
# 23
09-21-2012, 06:31 AM
Quote:
Originally Posted by fakehilbert View Post
What makes you think that cooldowns are the problem and not the fact that your skilltree revamp rushjob has made CPB and TachBeam useless?
^ this.

It's like they refused to watch demo vids or something.
Commander
Join Date: Jun 2012
Posts: 423
# 24
09-21-2012, 06:35 AM
Quote:
Originally Posted by hurleybird
All of this can be fixed if you lower the GCD on different types of team abilities to 10 seconds. Two copies of the same team ability would still incur the full 15s GCD, but an Eng Team plus a Sci Team, or any similar mix, would only incur a 10s GCD. That way, players who don't have the luxury of min/maxing into one specific team ability gain some utility against those who do. Carrying one of every team ability would mean that you could use one every 10 seconds, while a min/maxed player with two of the same could only use them every 15.
I approve of this message ^^^^
Captain
Join Date: Jun 2012
Posts: 1,015
# 25
09-21-2012, 06:52 AM
Quote:
Originally Posted by amidoinitright View Post
^^^^^ This, this a thousand times this ^^^^^
A thousand and one.
Commander
Join Date: Jun 2012
Posts: 453
# 26
09-21-2012, 02:17 PM
  • Engineering Kit summoned pets; drones, turrets, mines, etc.; will now despawn if you remove the kit.

Effects of this:
Superbunkering is no longer possible, although any team can always benefit from holding a room, even without an engi at all.
Cloaker tacs are a little more powerful, for a number of reasons relating to resists and the availability of mines.
Engis are a little weaker, for obvious reasons.

Super engi-spam is unaffected. If this was an attempt to fix the issue that allows engis to spawn essentially infinite number of pets, it obviously was never tested, because the pets still become independent rather than despawning on player death, which is what allowed people to put down so many in the first place. (If you deploy engi pets, die, and respawn, the pets are still there, and putting down another set of pets does not make them despawn.) Kitswitching never allowed people to put down more than one set of pets.
Empire Veteran
Join Date: Jun 2012
Posts: 6,519
# 27
09-21-2012, 02:33 PM
Quote:
Originally Posted by Dan Stahl

PvP

It is no secret that PvP in STO has suffered from a lack of development effort. This has been a shame because it could become a much more compelling aspect of the game as whole. The storyline behind the game pits the Federation against the Klingon Empire in a state of war, and yet the PvP doesn't reflect the conflict in a meaningful way. Territorial gameplay or iPvP matches would go a long way towards improving this part of the game.
from new state of the game

http://sto.perfectworld.com/news/?p=689581
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Ensign
Join Date: Jun 2012
Posts: 17
# 28
09-21-2012, 02:48 PM
PvP updates, coming to a C-Store near you in 2020!
Tome - Mosquito Squadron/SVK Elite
Career Officer
Join Date: Jun 2012
Posts: 566
# 29
09-21-2012, 03:20 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
Right, but they don't do squat to improve it, they dedicate most of the staff to fix chairs and add credits to the menu...

I like this quote from dstahl, but its a little incomplete:

Quote:
There are probably things that I even left out, including bugs, that we continually squash week to week [...].
... And add many other new ones so that we won't forget how to fix them, like we totally forgot to put any resources into pvp in the last 3 years...


Now it's complete!
Hear! Sons of Kahless
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
Career Officer
Join Date: Jun 2012
Posts: 797
# 30
09-21-2012, 03:35 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
same bs different day it seems.

no mention of pvp at all for the next 6 months.

are we even gonna be getting fleet emblems? i mean come on...... they obviously dont want to put the right resources into the pvp part of the game, they apparently dont have plans too for another 6 months-1 year either. so why not just remove it already and call it case closed.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 12:13 PM.