Join Date: Jun 2012
Posts: 685
# 1 Revamped Missions feedback
11-25-2012, 12:24 AM
After a 1.5-2 month hiatus I returned to find older missions reworked.

Gorn Minefield: Where as before I was forced to partner up with another player I can freely roam the map with little consequence of dying. I enjoyed the epicness and difficulty of the old mission and masses of ships you had to fight. Now I just move from point to point shooting things and not needing to rely on my BOFF skills. I understand that some changes had to be made but the mission is much less of a challenge, and fun, now.

Big Dig: This game moves much to quickly now. I remember when one game took forever and you often lost the mission because it was too difficult because each trip to the Dig yielded one generator. People often left the mission. When that system was changed I loved how the game changed. It became faster, more playable and beatable. What was enjoyable about it was that it was difficult but you could build momentum and move through areas but not too quickly. The fight is and was enjoyable. It moved faster than Breaking the Planet at times which was nice but allowed me to enjoy getting caught up in a good fight.

However now it runs too quickly. The times seems to have been cut by half. You used to be able to participate in all stages of the mission but I've found that I have to skip the force field section, because it moves too quickly in order to participate in fighting the boss. Or sometimes I'm been in the caverns and missed the force field and Boss fight because the speed at which the game now moves.

While the Dig may have been long for some and needed improvement it has lost its charm where I can pass some time just enjoying shooting things. It is too rushed and feels incomplete.

I know you cannot return to the older Gorn Minefield format but could you make it more challenging it would be appreciated. Could you lengthen the Dig? It seems like it is more a quick play mission instead of a mid to longer length mission.
Joined STO in September 2010.
Lt. Commander
Join Date: Oct 2012
Posts: 245
# 2
11-25-2012, 02:38 AM
Length and difficulty is in accordances with reward
Join Date: Jun 2012
Posts: 1,086
# 3
11-25-2012, 10:48 AM
Gorn minefield and Starbase 24 can be played even by a blind person.Get a escort with csv3 and pew pew till you end.Remember to not use the brain because thats how those missions strategy ,tactic ...nothing ,not even team work is needed.

new missions is the same thing with a bit of goal in it (repair those stations) ,but like the old one is still the same call of duty in space.

Both had/have s**** rewards and rewarding system.Just because my tac toon can get the purple thingy everytime doesnt mean the rewards are good and worth playing .Some people who play in cruiser or sci ships will always get the second and third place.

the bad thing is that cryptic showed that it can make brilliant space and ground missions ,but all those missions with a billion enemies and no strategy suck badly.
Join Date: Jun 2012
Posts: 17,408
# 4
11-25-2012, 02:12 PM
The old minefield was IMO too hard. Also the respawn points were poorly placed. I can't comment on the current one, but It needed toned down a bit.

The old "Big Dig" aka Romulan Temple.... ugh... I played it once.... only once.... it took 4 stinking hours.... No. I'd rather play a foundry mission with no rewards than the old Romulan temple. Respawning inside a pole and having to relog to fix it is f-ing annoying. And it slows down mission progress almost immeasurably. did I mention that the Reman "Captains" were cheap POS's that could wipe your team with ease? The new version is much better and actually an enjoyable mission now.

EDIT: forgot to mention that I shot so many Romulans that I got the Praetor title from one play through... I think it was somewhere around the end of hour 2... maybe the beginning of hour 3. It's hard to be sure.

I can haz joystick!
MMOs aren't charities. Corporations are supposed to make a profit. It's what they do.
Career Officer
Join Date: Jul 2012
Posts: 1,482
# 5
11-26-2012, 06:28 AM
I was proud to beat the old Big Dig, because it was ridiculously difficult and long, but it wasn't good content. It needed changing. I haven't had a chance to run it again so I don't know if it properly completes or not.

So our fleet tried to run these revamped FAs.

Gorn Minefield - God is this easy. Except you can't complete the daily mission because the 4 places to scan aren't there anymore, so whats the point? I dropped the daily mission 3 days ago to see if it updates and it never came back.

Klingon Scout Force - This mission takes a while to complete, but it does complete unlike the minefield. Again.. 3 days ago and the daily mission never came back, so how do we get 50 marks/day? Its also pretty easy, so easy everyone is just flying around in circles looking for enemies to kill, then everyone rushes to a group kills it, and waits for more enemies. This is a fleet action? Fix the respawn on the birds of prey and the cruisers, everyone is just flying around doing nothing for most of the FA.

So there are some MAJOR problems with these
1. The daily missions for fleet marks aren't daily. They aren't reliable sources of marks.

2. The additional scan 4 of whatever added to each mission is bad, I guess it stops the AFK players, but as its not listed as a objective while playing most people don't remember to do it. There are 3 issues with it I see. First it takes you far out of the mission to run around scanning things, this means if someone else isn't doing it your chance of getting 1st place is.. 0. Second, its too easy to forget, it isn't listed as a FA objective. Third, it doesn't work in gorn minefield at all.

3. Klingon Scout Force take too long for the reward because the respawn rate of the first 2 goals is terrible. The gorn minefield can't be completed. Whats the point of running these if you can get more marks than just running other standard FAs in less time?

The fleet is primarily concerned with fleet marks and dilithium. These fleet actions aren't a good source of either and will be not played at all unless changed.
Join Date: Jul 2012
Posts: 1,715
# 6
11-30-2012, 08:55 AM
The Big Dig used to take longer because there were fewer players in it. Now that it gives decent rewards there are more players and with 20 people it goes quickly. It's no longer a painfully slow slog around the trenches in the first phase (and always having to go back for the 4th plant because the next stage begins before a full circle) or having to run around the pyramid over and over again in the second stage. The boss could use a bit of an upgrade, I've had the thing die before I even make it up the pyramid, but otherwise the mission is fine.

The new Gorn Minefield is the same as KDF's Federation Minefield with the Feds replaced by Gorn. It's lightyears better than the old one. While a hundreds-strong fleet could be fun in a simple "kill 'em all" -type mission, you didn't actually need to destroy more than a fraction of the ships. And trying to get the mineral samples from the middle of the stage 1 swarm, when the rest of the team moved on after hitting the kill quota, was like banging your head against a brick wall. The new one is good once the daily is fixed.

Klingon Scout force is good except for two glaring problems:
1. Stage 1 and 2 have too long respawn timers for the Klingons, team ends up flying in circles waiting for more enemy to spawn.
2. The glowing nebula in the boss encounter makes it impossible to see anything.

BTW, why is there no daily for Starbase 24 or Breaking The Planet?
Career Officer
Join Date: Jul 2012
Posts: 1,482
# 7
11-30-2012, 09:47 AM
I tried the Big Dig, its fine now. They removed a lot of steps and the quantity in each step, also mob density is lower than before.

Its been a week and the Klingon scout force mission still hasn't come off its daily timer.. fantastic daily to help with fleet marks. The gorn minefield daily came back after 4 days..
Join Date: Dec 2012
Posts: 3
# 8
01-02-2013, 02:31 PM
I haven't seen any changes on this in-game, so I'd like to add my voice to those begging for a shorter NPC respawn timer in Klingon Scout Force. After the first dozen or so ships in the second stage, I've seen wait times break 5 minutes before the respawn rate picks up enough to start wrapping up that objective. Double the required number of kills if you want the mission to take the same amount of time, but please, please up the respawn rate so we're actually doing something during that time other than flying laps at full impulse watching for sensor contacts.

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