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Captain
Join Date: Sep 2012
Posts: 4,492
# 161
09-17-2013, 03:13 PM
Quote:
Originally Posted by g0h4n4 View Post
STF's are meant to be a training ground, maybe your suggestions are fine for elite level, but most ppl just jump into Elite once their 50 and they would get ROFLstomped by the above.

In otherwords, they are too difficult for 'casual' players
its not even that simple.
suer there are people who are going to play for a year and not realise you can customise the power levels etc, thats lack of flagging on the gui that says "look here for useful thing".

but a lot of people arent going to know about the borg being imune to most sci abilities, and thats not the fault of the casual player, its the fault of how the npc's and powers interract in a way thats not advertised.
a lot of people not realising the importace of resists over streight heals can be an issue, but none of the games content really teaches the player that.


another big issue that needs to be addressed is effort to reward, people are going t seek the easiest way through boring grind content, and that means the most effective way of getting those stupid marks for the least effort.

something not reflected in the stf rewards. cure elite vs hive elite much different demands on ability, no difference in reward.same with the non elite, but the difference there is the time gating on teh event.

success or fail, that hour isnt helping anyone, and if other content isnt drawing the player, thats a seperate issue that a time gate wont solve.
Cryptic.
Figure out and address the players path of least resistance to reward. this one thing is THE consistent factor undermining all your efforts. be that crafting, raids or starbase projects.
Captain
Join Date: Aug 2012
Posts: 15,495
# 162
09-17-2013, 03:13 PM
Quote:
Originally Posted by g0h4n4 View Post
STF's are meant to be a training ground, maybe your suggestions are fine for elite level, but most ppl just jump into Elite once their 50 and they would get ROFLstomped by the above.

In otherwords, they are too difficult for 'casual' players
Which is where any suggestions to increase potential PvE difficulty (whether from a PvPer or even somebody in the PvE community) is always met with such stiff resistance if not outright flaming...
I'm just another poster on the forums with my own ideas and opinions.

Captain
Join Date: Sep 2012
Posts: 4,492
# 163
09-17-2013, 03:19 PM
Quote:
Originally Posted by virusdancer View Post
Which is where any suggestions to increase potential PvE difficulty (whether from a PvPer or even somebody in the PvE community) is always met with such stiff resistance if not outright flaming...
if the difficulty slider in this game was actually a difficulty slider that would be fine. but its not.
the difficulty slider, especially on ground, is just there to let the player choose the frequency of the untelegraphed TPK's you are hit by.

that is not difficulty. its bull****.
Cryptic.
Figure out and address the players path of least resistance to reward. this one thing is THE consistent factor undermining all your efforts. be that crafting, raids or starbase projects.
Ensign
Join Date: Jul 2013
Posts: 8
# 164
09-17-2013, 03:36 PM
all I see is a bunch of players whining because they are bad ..... cant fix stupid ... I have no problems fighting against people with beam overload double taps and kill them all the time. and aux2bat people. yeah sometimes I will die to a nice beam overload or vape build but you don't see me going to the forums and crying to daddy for help because you cant adapt. adapt and go back at them and get them or don't and cry to the forums for help cause your a bad player. your true colors will show.

if your that bad that you need to complain on the forums about it then I say you probably shouldn't pvp in the first place or try to compete with people obviously more skilled than you.

bad players will always be bad and go crying to daddy for help everytime they get a skinned knee.

if your complaining about an ability is OP then you fall into this category ... I haven't seen any abilities that are so OP they need a change. I was even fine with the subspace integration circuit the way it was ...

yeah sure I might get waxed if im at a dead stop and someone gets me with it .. but I could do the same to them ... everyone could use it ... all it did was accelerate kills on the board ... and it was a universal console so everyone could use it .. if u feel its so powerful then use it and MAYBE get a kill every 3 minutes ... OMG SO OP .. lol .. please

so if its an ability that everyone can use how is it then overpowered? lol .. well ill tell you why .. because some people are TERIBBLE at pvp and cant adapt and go crying to daddy ...

whats ruining pvp is all the whiners and crybabies crying everytime they get killed by a good player and trying to stupify the game into an arena for 8 year olds ....

well have fun with that ... i am not going to spend anymore money on this game until the nerfs stop.

pvp is/will going to be games full of terrible players with no skill at this rate crying to the forums everytime they die to an innovative build in a short timeframe.

well guess what its not the build that's OP its your skill level that's underpowered (UP)

This is whats ruining the game not the devs. however a dev that caters to 8 year old crybabies WILL ruin the game ....

NO MORE NERFS due to players being bad at the game and unable to adapt ... this includes everyone crying about BO and aux2bat .... never seen so many wimps in my life as in these pvp threads whining about themselves being terrible at pvp .. lol.



I
Career Officer
Join Date: Jun 2012
Posts: 597
# 165
09-17-2013, 03:45 PM
Quote:
Originally Posted by fade78 View Post
all I see is a bunch of players whining because they are bad ..... cant fix stupid ... I have no problems fighting against people with beam overload double taps and kill them all the time. and aux2bat people. yeah sometimes I will die to a nice beam overload or vape build but you don't see me going to the forums and crying to daddy for help because you cant adapt. adapt and go back at them and get them or don't and cry to the forums for help cause your a bad player. your true colors will show.

if your that bad that you need to complain on the forums about it then I say you probably shouldn't pvp in the first place or try to compete with people obviously more skilled than you.

bad players will always be bad and go crying to daddy for help everytime they get a skinned knee.

if your complaining about an ability is OP then you fall into this category ... I haven't seen any abilities that are so OP they need a change. I was even fine with the subspace integration circuit the way it was ...

yeah sure I might get waxed if im at a dead stop and someone gets me with it .. but I could do the same to them ... everyone could use it ... all it did was accelerate kills on the board ... and it was a universal console so everyone could use it .. if u feel its so powerful then use it and MAYBE get a kill every 3 minutes ... OMG SO OP .. lol .. please

so if its an ability that everyone can use how is it then overpowered? lol .. well ill tell you why .. because some people are TERIBBLE at pvp and cant adapt and go crying to daddy ...

whats ruining pvp is all the whiners and crybabies crying everytime they get killed by a good player and trying to stupify the game into an arena for 8 year olds ....

well have fun with that ... i am not going to spend anymore money on this game until the nerfs stop.

pvp is/will going to be games full of terrible players with no skill at this rate crying to the forums everytime they die to an innovative build in a short timeframe.

well guess what its not the build that's OP its your skill level that's underpowered (UP)

This is whats ruining the game not the devs. however a dev that caters to 8 year old crybabies WILL ruin the game ....

NO MORE NERFS due to players being bad at the game and unable to adapt ... this includes everyone crying about BO and aux2bat .... never seen so many wimps in my life as in these pvp threads whining about themselves being terrible at pvp .. lol.



I
There lies the problem, and since Cryptic are so trigger happy about nerfs and don't help new players into PVP slowly, we as a PVP community need to help the new players either through bootcamp or simply being helpful and nice to them rather than troll them and gloating about a cheap kill ( i.e killing when they have shield neutraliser from fighting borg)
Now found frequenting MWO short term and then Star Citizen long term. Raged Quit PVP long ago
- Gohan (House of Beautiful /Sad Pandas)
Captain
Join Date: Jan 2013
Posts: 5,045
# 166
09-17-2013, 03:46 PM
Quote:
Originally Posted by virusdancer View Post
...I said it was variety.

Here's nine examples:
you can still have that kind of variety with toggles... turn on EPtS1, it stays running until you turn it off, if you think you want more power to shields you run a second copy and stack them up. Its still a choice between 1 or 2 BOFF slots, right?
Captain
Join Date: Aug 2012
Posts: 15,495
# 167
09-17-2013, 04:04 PM
Quote:
Originally Posted by ursusmorologus View Post
you can still have that kind of variety with toggles... turn on EPtS1, it stays running until you turn it off, if you think you want more power to shields you run a second copy and stack them up. Its still a choice between 1 or 2 BOFF slots, right?
How many of the guys were running 2x EPtS though?

4 of the 9.

If it were made into a toggle, than all 9 would have a flat full uptime (outside of being nuked) EPtS running. No need for any DOFFs, no need dealing with recharge debuffs, no elements of any kind of skill, knowledge, ability - etc.

It would be a dumbed down system, no?

Besides, I'm a member of that very small - tiny - group of players that believes if you're going to call some Emergency Power to...that it should be Emergency Power.

Add an Emergency Power Pool to each ship. In order to use an EPtX ability, there needs to be sufficient power in the EPP to use it. People wouldn't be able to spam EPtX abilities then. They'd have to use them carefully as their EPP allowed. The various ranks of the EPtX abilities would improve the efficiency of the EPP use - they'd all drain the same amount of EPP, but higher ranked EPtX abilities would get more out of the EPP drained.

On a similar note, I would have both the EPP and EPP Regen Rate based initially off of the ship class...ie, Cruisers would have larger EPP pools than Escorts. EPP/EPP Regen would likely be affected by the EPS skill.

That's a major change - I'm already looking for a hat, sunglasses, and a fake beard to hide from the incoming flames over even hinting at such a change again...lol.

Course, I'm also somebody that thinks not only should AtB drop Aux to 5 on each use but that AtS and AtD should as well...I mean, if it's Auxiliary to...shouldn't it be Auxiliary to?
I'm just another poster on the forums with my own ideas and opinions.

Captain
Join Date: Jan 2013
Posts: 5,045
# 168
09-17-2013, 04:28 PM
Quote:
Originally Posted by virusdancer View Post
If it were made into a toggle, than all 9 would have a flat full uptime (outside of being nuked) EPtS running. No need for any DOFFs, no need dealing with recharge debuffs, no elements of any kind of skill, knowledge, ability - etc.
speculation... first thing is agree that there is a problem, then we can talk out what can be done to improve.

Quote:
It would be a dumbed down system, no?
Toggles would simplify some things, such as knowledge of timings.

Quote:
Besides, I'm a member of that very small - tiny - group of players that believes if you're going to call some Emergency Power to...that it should be Emergency Power.
I agree that power should not come from thin air and should be drawn from other systems, but that doesnt mean it should be cycled. Kirk tells Scotty "full power to shields" and he takes what he can from whatever he can (eg, life support on deck 12), for as long as needed. Kirk doesnt tell Scotty, cycle emergency power to shields for 15 seconds, now to weapons, now back to shields. If you toggle it on, it should stay on until you toggle it off.
Captain
Join Date: Aug 2012
Posts: 15,495
# 169
09-17-2013, 04:38 PM
Quote:
Originally Posted by ursusmorologus View Post
If you toggle it on, it should stay on until you toggle it off.
For me, if you were to toggle it on - it would stay on until it was drained or you decided to toggle it off.

Even were it togged on by a player...could it be toggled off by through various means? The player would still need to pay attention to toggle it back on, it wouldn't be a fire and forget sort of thing.
I'm just another poster on the forums with my own ideas and opinions.

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