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ETA on those open PvP patrol missions?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
What ever happened to those open PvP patrol missions? What is the ETA on those?
Post edited by Unknown User on
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Somewhere between Soon™, Eventually™, There's been a Change of Plans™ and Never™. Take your pick... :confused:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    LordOfPit wrote: »
    Somewhere between Soon™, Eventually™ and Never™. Take your pick... :confused:

    You forgot "Plans Change" :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Koppenflak wrote: »
    You forgot "Plans Change" :p
    Right you are! :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    they never worked right and i guess they still dont. be nice to know if they are still on the table or scrapped altogether?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    lol pvp updates ur funny
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    they never worked right and i guess they still dont. be nice to know if they are still on the table or scrapped altogether?

    What was the problem again? Its been a while so I cant remember.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Some time after the F2P launch, after they've had time to straighten all the bugs out. Maybe March or April.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    It is a good question. I looked forward to those.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Do you mean the cargo vessel ones that were on tribble at one point? They were really poorly designed with only one spawn point. It was really easy to destroy the ships and they became spawn point camping. I think they just did away with them all together.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Englebert wrote:
    Do you mean the cargo vessel ones that were on tribble at one point? They were really poorly designed with only one spawn point. It was really easy to destroy the ships and they became spawn point camping. I think they just did away with them all together.

    Oh thats right. But why didnt they just make each faction spawn on the opposite end of the map or create multiple spawn points for each faction?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    What was the problem again? Its been a while so I cant remember.

    lol neither can i exactly. spawn points where all wrong if i remember correctly and i think there may have been problems with people entering completed instances.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    some people here wrote that pvp is unbalanced at the moment because of various reasons, how was this meant to work if there were no improvements? if a def refit and a bop were in a pvp patrol, they both would be hiding forever, but then again if it was something like an assault cruiser vs a bop, the kdf player can choose when and where to fight and that enhanced cloak would probably make the fight last indefinately.

    some of these issues needs to be solved before pvp patrol missions can become reality imo. eliminating the cloak would equalise the playing field quite considerably for that specific mission or missions on patrol.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    No, this had nothing to do with PvP balance but like said previously, people able to spawn camp and players immediately respawning to enter the fight, which made it impossible for Klingon players to scan the freighter.

    In short: Good intention, bad implementation.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Azurian wrote: »
    No, this had nothing to do with PvP balance but like said previously, people able to spawn camp and players immediately respawning to enter the fight, which made it impossible for Klingon players to scan the freighter.

    In short: Good intention, bad implementation.

    i wasnt writing about the spawn points at moment, but the pvp balance. but since you mention it, i have seen 1st hand on spawn problems with feds and kdf on the same side spawn and trust me it isnt pretty, kdf or feds get completely massacred before they have a chance to defend themselves and from there is a turkey shoot. it's not fun from both sides other then to stat pad your pvp accolade.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Oh thats right. But why didnt they just make each faction spawn on the opposite end of the map or create multiple spawn points for each faction?

    I don't know we asked for two spawn points, some asked for random spawn points. We told them we were excited about them and gave feed back about the problems. I got the impression they were upset from the feed back and removed them.

    The concept was great they just had to many problems. What they need to be is the cargo vessels are at level cap. Every player that enters one gets scaled up also.

    The ships need a lot of hit points and they need to keep moving. Like two sets of three ships moving across the instance. When they are at the end of the instance they warp out. When all six are either destroyed or they have all completed their progression. Then the instance would close. There also needs to be two spawn points.

    Things like these missions can make the game a lot more dynamic and give it more immersion.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Xautos wrote:
    i wasnt writing about the spawn points at moment, but the pvp balance. but since you mention it, i have seen 1st hand on spawn problems with feds and kdf on the same side spawn and trust me it isnt pretty, kdf or feds get completely massacred before they have a chance to defend themselves and from there is a turkey shoot. it's not fun from both sides other then to stat pad your pvp accolade.

    I know you wasn't writing about spawn points, you said the problem was PvP Balance. Which had nothing to do with those new zones. As I said, people didn't like that both sides had the same respawn points, players outside the safe zone could attack those win the safe spots, and that Klingon players had no chance of scanning the freighter due to players instantly respawning.

    So even if they did add seperate respawn points, it didn't solve the other problems. Which is likely that the idea got scrapped.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    The other problem was you could interrupt the scanning to easy. They need to just do away with the scanning.

    The federation would defend the transports and they would get anomalies for the ships that warped out. The klingon would get anomalies from the ones destroyed.

    The Fedration would get the same XP from a transport escaping, that the Klingons would get from destroying one.

    XP and dilithium would be awarded to which ever side won. Who ever had four ships escaping or destroyed would win. If it was a draw each side would get a win.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Azurian wrote: »
    I know you wasn't writing about spawn points, you said the problem was PvP Balance. Which had nothing to do with those new zones. As I said, people didn't like that both sides had the same respawn points, players outside the safe zone could attack those win the safe spots, and that Klingon players had no chance of scanning the freighter due to players instantly respawning.

    So even if they did add seperate respawn points, it didn't solve the other problems. Which is likely that the idea got scrapped.

    fubar'd for sure, the map should be pulled and redesigned to be alot more easier instead of just changing spawn points.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Oh thats right. But why didnt they just make each faction spawn on the opposite end of the map or create multiple spawn points for each faction?

    They didn't get it right in Ker'rat for two years now, so it may be a fundamental problem with the engine? You can have multiple respawn points, but you can't have more than one "Mission Start Point"? On the other hand, it works in Arenas and CNHs...

    I really don't know. Maybe the only programmer that new it was killed in a freak accident involving the cup-board in the kitchen and an assimilated tribble and left behind no comments or notes on how to do it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Xautos wrote:
    fubar'd for sure, the map should be pulled and redesigned to be alot more easier instead of just changing spawn points.

    Indeed. For instance having to hunt for the freighter would've had it's own challenge.

    Englebert wrote:
    The other problem was you could interrupt the scanning to easy. They need to just do away with the scanning.

    The federation would defend the transports and they would get anomalies for the ships that warped out. The klingon would get anomalies from the ones destroyed.

    The Fedration would get the same XP from a transport escaping, that the Klingons would get from destroying one.

    XP and dilithium would be awarded to which ever side won. Who ever had four ships escaping or destroyed would win. If it was a draw each side would get a win.

    And that was the prime trouble, no way to scan it while being fired upon.

    Perhaps, instead of scanning it should've had you beaming over a boarding party (which would've been much faster than scanning). Then you had to race the clock to get them back with the anomolies. Of course, the DOFF system made it unnecessary to get anomolies.

    So maybe this could be turned into a two-stage PvP zones where you were raiding a Transport, a Starship, or even a Starbase and you had a Space PvP phase where you had normal Open PvP. Then when you were close enough to the target, you beamed down into a ground PvP zone. And players had a time limit to complete their tasks.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    They didn't get it right in Ker'rat for two years now, so it may be a fundamental problem with the engine? You can have multiple respawn points, but you can't have more than one "Mission Start Point"? On the other hand, it works in Arenas and CNHs...
    During tribble-testing of Kerrat for season 2 (?), there was a brief period of time when as a byproduct of attempting to fix the Kerrat spawn point CnHs suddenly had both teams spawn in the same spot.

    Spawn points seem to be a huge problem with the engine and that is probably one of the reasons why we haven't seen a cheap new pvp map to calm the pvp players. (Interesting observation: The only pvp map they added after launch was Shanty Town, which has only 2 non-dynamic spawn points.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    What ever happened to those open PvP patrol missions? What is the ETA on those?

    The same time as the kdf version of the delta flyer, targ breeding, and tutorial.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    What ever happened to those open PvP patrol missions? What is the ETA on those?
    LordOfPit wrote: »
    Somewhere between Soon™, Eventually™, There's been a Change of Plans™ and Never™. Take your pick... :confused:

    Are we allowed to choose all those options? :confused::o
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    the cake is a lie
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    PVP is dead.

    Imagine that, pvp is dead. = 10char
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    so dear dev´s

    give us some cookies and tell us what´s about those patrol-missions.

    Dstahl itself was so proud to announce this feature and now it´s totaly vanish into thin air ?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    What ever happened to those open PvP patrol missions? What is the ETA on those?

    You had to go and say the 3 magic letters "PvP"

    Cryptic's answer: "soon" your call is very important to us. Please continue to support this game with monetary fees while we process your call
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    any news ?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    I, too, have been wondering about getting these in-game. I will *poke* the Dev team and see what I can find out for you all. If I can get any information, I will post it in here for you all :)

    Cheers,

    Brandon =/\=
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    I, too, have been wondering about getting these in-game. I will *poke* the Dev team and see what I can find out for you all. If I can get any information, I will post it in here for you all :)

    Cheers,

    Brandon =/\=

    Truly sir, you are a champion of the people.
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