Captain
Join Date: Jun 2012
Posts: 1,015
# 521
04-29-2013, 02:21 PM
Quote:
Originally Posted by mavhax View Post
The real problem is, the lead designer is completely incompetent.

As long as they continue to allow Captain Gecko to have free reign over the game mechanics, things will not improve.

And I will continue not spending my hard earned money on this game.

When your solutions are blatantly obviously having the opposite effect and you keep doing them anyway (First it was by buffing heals, then it was by buffing resistance, then it was a complete removal of effective sci capability from the game, and now it's by forcing -short- windows in resistance values), you're either a complete moron or you just don't care.
A few times I've waited until you took a breath in a Gecko rant to get some build advice or something from you. I figured it couldn't be that bad and went about my merry pew. Then I listened to the last podcasts and finally realized that yes, it is exactly that bad.

I want a podcast with Gecko answering questions from non-sycophants who will challenge him when he makes incorrect statements about fundamental game mechanics.
Captain
Join Date: Aug 2012
Posts: 14,496
# 522
04-29-2013, 02:37 PM
Quote:
Originally Posted by redricky View Post
I want a podcast with Gecko answering questions from non-sycophants who will challenge him when he makes incorrect statements about fundamental game mechanics.
C'mon, the 4:20:19 podcast was awesome. It was the perfect summary of Geko, no?

Rather than having him say one thing in one podcast and something else in another...it was long enough for him to do both in a single podcast! Multiple times! It was epic!
Empire Veteran
Join Date: Jun 2012
Posts: 7,171
# 523
04-29-2013, 03:58 PM
carebears talking to carebears. it was a combination of face palming and amusing hearing them talking about pvp, dynamics, 'beams', and all that. jesse, he pops on opvp some times to talk, he waid the same thing ive been saying, that was nice to hear. i told him to go back to systems and set them strait! so i almost think they do know what the problems are, at least the guys under geko, but they are to parralized to make sweeping corrective change.

thats what i think we would except though actually, a bit of a reset. 1 change here and 1 change there not only pisses a lot of people off, but legitimately does more harm then good.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Jul 2012
Posts: 2,280
# 524
04-29-2013, 06:36 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
carebears talking to carebears. it was a combination of face palming and amusing hearing them talking about pvp, dynamics, 'beams', and all that. jesse, he pops on opvp some times to talk, he waid the same thing ive been saying, that was nice to hear. i told him to go back to systems and set them strait! so i almost think they do know what the problems are, at least the guys under geko, but they are to parralized to make sweeping corrective change.

thats what i think we would except though actually, a bit of a reset. 1 change here and 1 change there not only pisses a lot of people off, but legitimately does more harm then good.
One thing I would like to chime in about as far as 'balance' goes.

Changes for the purpose of balance will only cause tons of anger by the players in two situations where you should worry.

1) The fix hurts more things than it helps. This is just sloppy design though.
2) The fix goes against the current game design philosophy. Once again sloppy design.

#2 is a bit messy and let me explain very briefly. Most MMO design balance philosophy revolves around the so called holy trinity and creating 'roles' for the various players of a team. STO PvP does have this to an extent and that is why you see far fewer complaints about beams in here than one does from PvE focused players. So when they do something that harms that 'role' philosophy PvPers get upset and rightfully so. A quick and dirty example of that would be if cruisers became the 'goto damage' ship. Or how engineers used to be considered solid healers but now not so much and the debate on how to fix them which has drastically different options depending on how one wants them fixed.

I really think the #2 problem is the largest one faced by STO. Does STO push the trinity? Yes and no. I mean in some ways it does, in others it simply does not. It also lacks the tools in the instant queue system to support a proper trinity without making the game much less casual friendly and more of a hardcore game experience.

I know that is kinda rambly but in all honesty let us use League of Legends as an example. Very rarely is a balance change complained about by the community, nor do they loose players, because of issue #2 it is more often because of #1. The exception to this is when they changed the definition of support characters from providing heavy sustain (healing) to being more of a utility/buffer style. That was a good thing though.

Also one big misconception I think many people are having, developers included, when looking at the EPtX powers is very simple. I do not choose between EPtS and EPtW. Those are not the options in reality. In reality I need a way to keep my ship alive under fire and to restore lost shields. The choice really is how do I do that without sacrificing much. That is why EPtS is so desirable. TSS is great, but not as strong at long term sustain. Additionally if I do take TSS instead of EPtS then I cannot slot a HE or TB in that slot.

So the choice in reality is EPtW or TB in an escort. If that makes no sense I'll try to clarify later.
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Career Officer
Join Date: Jun 2012
Posts: 1,750
# 525
04-29-2013, 09:44 PM
Quote:
Originally Posted by bareel View Post
One thing I would like to chime in about as far as 'balance' goes.

Changes for the purpose of balance will only cause tons of anger by the players in two situations where you should worry.

1) The fix hurts more things than it helps. This is just sloppy design though.
2) The fix goes against the current game design philosophy. Once again sloppy design.
Which is why the changes to EptX are so bizarre.

I can understand them screwing up and using the wrong CDs for their initial attempt at the new versions of EPtX. But then their second try was either also a mistake or a deliberate attempt to limit you add a hefty "opportunity cost" to using 2 EPtX types. If it was a deliberate attempt I can almost see them slapping each other's backs over what a "clever" way it was to force players to make "fun choices", after all, that's how Blizz does it right?

As it stands, the game is being built one way, but the design team seems to want to go another way. But unlike say.... WoW, that gets to change it all up between real Xpacs, STO doesn't have that luxury. STO can't just invalidate the stuff people have bought. Well, they could but their sales would take a nosedive.

To me its pretty clear that the way forward for ships in general would be to do more damage instead of being extra tanky or be hybrids like full carrier sci vesels. With the current EPtX changes they seem to be moving away from that. The scary thought is that they want to move away from the STF model and move everything towards the ROM rep model.... that'd be pretty horrible but on the other hand those brain dead missions require so little DPS that whatever changes they made to EPtX would be inconsequential.

Here's a thought. Why not release a C-store consumable that would let players change a Lt or lower Boff station to an Universal one on a ship? Limit it to one per ship (and allow for a way for it be reset back to what it was originally if so desired) and let people fix their own cruisers. Heck, it'd let them fix any ship they liked but had that one bad boff station. A ship like the Galaxy would benefit from such an option while not making it OP. Sure, it'd benefit all ships but ships like the Galaxy that are gimped far and above others would benefit the most.
Quote:
Originally Posted by sorceror01 View Post
....you are a bad starship captain and you should feel bad.
Quote:
Originally Posted by tachyonharmonic View Post
However, I think with regard to the Romulan Republic player characters/npcs, it all comes down to a finite point:

These are not the Romulans from the shows.
Rihannsu
Join Date: Sep 2012
Posts: 366
# 526
04-29-2013, 10:41 PM
I read this thread and here u bash this Geko and whatnot and it shames me cuz I have no clue who your talking about. Can someone fill me in?? I haven't been playing STO that long
Captain
Join Date: Jul 2012
Posts: 2,192
# 527
04-29-2013, 11:09 PM
Quote:
Originally Posted by captainbailey View Post
I read this thread and here u bash this Geko and whatnot and it shames me cuz I have no clue who your talking about. Can someone fill me in?? I haven't been playing STO that long
He, whos name shall not be spoken....
Empire Veteran
Join Date: Jun 2012
Posts: 7,171
# 528
05-02-2013, 06:27 PM
Quote:
Originally Posted by adjudicatorhawk View Post
Hi all,

Sorry for the prolonged silence on the EPtX front, but until we had made a final decision on what we were going to do with these powers, I didn't want to risk miscommunication on the issue. We are planning to revert the cooldowns of these abilities back to their Holodeck recharge times, while maintaining the QoL upgrades to Weapons, Auxiliary, and Engines which are currently on Tribble. The duration of all Emergency Power buffs will be 30 seconds across the board.

While we do want to create situations in which players choose between survivability and damage and make conscious choices about what powers they use when, we've decided it's more important right now to make all Emergency Power choices viable than it is to disrupt the metagame that's evolved around builds with ensign-level Engineering powers. My hope is that now, every time you get an Engineering Bridge Officer with an Emergency Power ability of any sort, you will feel like you could conceivably benefit from slotting that officer without retraining them. We may make further adjustments to these powers in the future as part of our ongoing quest to keep the game fun for all players, but for now, this is what we're planning on doing.

-AdjudicatorHawk
just in case anyone misses this

cruisers are not nerfed! infant they will come out a bit ahead with this change. speed tanking escorts will be more powerful, and a slow mover might get even more powerful. sci ships that use damage control can get buffed sci stats, and DPS cruisers just got a bump. its a good day for everyone
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Jan 2013
Posts: 5,025
# 529
05-02-2013, 06:36 PM
With this and the changes to EPS (including the trait) engi cruisers will be putting out some real power

Also I think I will add the EPtW to my sci boat, and get some extra damage from the DBB

Good times

Last edited by ursusmorologus; 05-02-2013 at 06:39 PM.
Career Officer
Join Date: Jun 2012
Posts: 124
# 530 New EptW- weaker?
05-02-2013, 07:07 PM
I saw some math conducted on the boards that demonstrated the notion that the new EPtW ability actually decreased DPS due to the diminished power bonus (like none) to Weapon Power compared to the current trait... despite the damage bonus.

Anybody verify this or can otherwise speak to this based on experience on Tribble?
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