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Captain
Join Date: Jun 2012
Posts: 1,225
# 21
12-31-2012, 10:09 AM
I actually use the Hargh'peng on my torpedo B'rel as it is fun just to see the dot radiation damage being applied to a unsuspecting fedand use hazard emitters only to be blown up by the following torpedo salvage
Captain
Join Date: Jul 2012
Posts: 1,391
# 22
12-31-2012, 12:37 PM
You can not use any kind of firing HY or Spread with the Hargh'peng torp.Klinks get it as doff assignment later on or you can make one up.
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Captain
Join Date: Jun 2012
Posts: 1,460
# 23
12-31-2012, 02:31 PM
Quote:
Originally Posted by thissler View Post
Bitter much? C'mon now, following your um...I dunno....I bet you call it "reasoning" or maybe something cute like "my wittle choo choo twain of ideas" wouldn't your keyboard be made of nerf? So as not to ruin your complexion? Just thinking this could be something on the hardware side to make online experiences better for folks at your level.

Put it in your sig. Maybe you can start some sort of grassroots campaign to make things better for your kind.
I cant see where you actually made an argument to reply to. My best guess is that you think it's silly to design game mechanics to suit the game's largest audience share instead of the smallest? Let me know if you want to have a conversation instead of ...whatever that was.
Commander
Join Date: Jun 2012
Posts: 251
# 24
12-31-2012, 04:05 PM
Quote:
Originally Posted by momaw View Post
I cant see where you actually made an argument to reply to. My best guess is that you think it's silly to design game mechanics to suit the game's largest audience share instead of the smallest? Let me know if you want to have a conversation instead of ...whatever that was.
And I can't see why you are saying to disregard a part of the game audience when it comes to feedback and opinions
Captain
Join Date: Jun 2012
Posts: 1,460
# 25
12-31-2012, 04:41 PM
Quote:
Originally Posted by cliftona91 View Post
And I can't see why you are saying to disregard a part of the game audience when it comes to feedback and opinions
Because it makes business sense. You do the least amount of work to please the greatest number of people. In other words, what's going to give the largest return on investment. Why hasn't the KDF faction been fully developed in the almost 3 years since the game launched? Because not enough people are playing KDF to justify spending the money. This extends to the entire game. You can design a game to be PVE or PVP, not really both at the same time. Games designed from the ground up to be PVP have clunky PVE experience, and vice versa. The game has already made the choice to be PVE, with a multitude of missions that can be run solo or with a team against the AI plus purely personal systems like doffing and reputation. And most players do not do PVP because of this focus on everything else. It makes the most business sense to concentrate on improving and streamlining that experience in preference to PVP.

Thus my comments about tricobalt torpedoes being pretty much crap in PVE even while some PVP players use them and why this is wrong. An option is being balanced for a minority of players instead of a majority. There was another discussion about how overpowered and stupid Subnucleonic Beam is because it has no preventative counters... Which is an even better example of PVP and PVE running at cross purposes. At least tricobalt torpedoes do explode on target and get the job done in a clumsy and inefficient way. But in PVE, subnuke beam is next to useless and by far the weakest ability Science captains have. PVP and PVE play completely differently due to the different behaviors of your opponent and the nature of encounters, and trying to shoehorn both types of gameplay into the same set of numbers just frustrates people.

If you want really nice PVP, the two systems need to be separated. PVP ships and abilities need to be in their own pocket of reality that exist purely to make PVP ships and abilities competitive and fair in the context of PVP. The problem is, doing PVP off within its own bubble where it can be done properly is a huge cost. So it hasn't been done.
Commander
Join Date: Jun 2012
Posts: 251
# 26
12-31-2012, 05:01 PM
Quote:
Originally Posted by momaw View Post
Because it makes business sense. You do the least amount of work to please the greatest number of people. In other words, what's going to give the largest return on investment. Why hasn't the KDF faction been fully developed in the almost 3 years since the game launched? Because not enough people are playing KDF to justify spending the money. This extends to the entire game. You can design a game to be PVE or PVP, not really both at the same time. Games designed from the ground up to be PVP have clunky PVE experience, and vice versa. The game has already made the choice to be PVE, with a multitude of missions that can be run solo or with a team against the AI plus purely personal systems like doffing and reputation. And most players do not do PVP because of this focus on everything else. It makes the most business sense to concentrate on improving and streamlining that experience in preference to PVP.

Thus my comments about tricobalt torpedoes being pretty much crap in PVE even while some PVP players use them and why this is wrong. An option is being balanced for a minority of players instead of a majority. There was another discussion about how overpowered and stupid Subnucleonic Beam is because it has no preventative counters... Which is an even better example of PVP and PVE running at cross purposes. At least tricobalt torpedoes do explode on target and get the job done in a clumsy and inefficient way. But in PVE, subnuke beam is next to useless and by far the weakest ability Science captains have. PVP and PVE play completely differently due to the different behaviors of your opponent and the nature of encounters, and trying to shoehorn both types of gameplay into the same set of numbers just frustrates people.

If you want really nice PVP, the two systems need to be separated. PVP ships and abilities need to be in their own pocket of reality that exist purely to make PVP ships and abilities competitive and fair in the context of PVP. The problem is, doing PVP off within its own bubble where it can be done properly is a huge cost. So it hasn't been done.
Now can you put all of that in a few sentences or less?
Captain
Join Date: Jun 2012
Posts: 1,460
# 27
12-31-2012, 05:08 PM
Quote:
Originally Posted by cliftona91 View Post
Now can you put all of that in a few sentences or less?
Probably. But people who care what it says will read the post and people who don't care won't start caring no matter how short it is.
Captain
Join Date: Jun 2012
Posts: 622
# 28
01-01-2013, 04:13 AM
Quote:
Originally Posted by momaw View Post
Because it makes business sense. You do the least amount of work to please the greatest number of people. In other words, what's going to give the largest return on investment. Why hasn't the KDF faction been fully developed in the almost 3 years since the game launched? Because not enough people are playing KDF to justify spending the money. This extends to the entire game. You can design a game to be PVE or PVP, not really both at the same time. Games designed from the ground up to be PVP have clunky PVE experience, and vice versa. The game has already made the choice to be PVE, with a multitude of missions that can be run solo or with a team against the AI plus purely personal systems like doffing and reputation. And most players do not do PVP because of this focus on everything else. It makes the most business sense to concentrate on improving and streamlining that experience in preference to PVP.

Thus my comments about tricobalt torpedoes being pretty much crap in PVE even while some PVP players use them and why this is wrong. An option is being balanced for a minority of players instead of a majority. There was another discussion about how overpowered and stupid Subnucleonic Beam is because it has no preventative counters... Which is an even better example of PVP and PVE running at cross purposes. At least tricobalt torpedoes do explode on target and get the job done in a clumsy and inefficient way. But in PVE, subnuke beam is next to useless and by far the weakest ability Science captains have. PVP and PVE play completely differently due to the different behaviors of your opponent and the nature of encounters, and trying to shoehorn both types of gameplay into the same set of numbers just frustrates people.

If you want really nice PVP, the two systems need to be separated. PVP ships and abilities need to be in their own pocket of reality that exist purely to make PVP ships and abilities competitive and fair in the context of PVP. The problem is, doing PVP off within its own bubble where it can be done properly is a huge cost. So it hasn't been done.
The above is fallacy.

Why aren't enough people playing KDF? Because Cryptic scrapped the KDF faction and relegated it to monster play after two years of Jack Emmert-esque statements reiterating the game as a full two faction experience. People aren't playing KDF after they left in disgust since Cryptic wouldn't spend the money necessary for pre-launch development.
All cloaks should be canon.
Ensign
Join Date: Jul 2012
Posts: 14
# 29
01-01-2013, 02:24 PM
?wow. I didn't expect the thread to turn into this, I just want a peng that can be modified LOL!!! I don't think it would be OP with the CD it has now and lack of acc. I remember when the peng first came out (for the Feds only) and how ridiculous it was. Then they nerfed it too hard and gave it to the KDF.
HY with multiple torps, one rad/secondary explosion. Spread with multiple torps, one rad/secondary explosion per target. The same dmg modification that happens for the other torps and keep the long CD that prevents one ship from running too many pengs.
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