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PVP Balance - When?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited August 2014 in PvP Gameplay
When can the STO playerbase expect to see PVP balance for both the Klingon and Federation factions? I'm an old 2010 player, and came to see the games progress, and was just curious.
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Soon
    :eek:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    ReynoldsCK wrote:
    When can the STO playerbase expect to see PVP balance for both the Klingon and Federation factions? I'm an old 2010 player, and came to see the games progress, and was just curious.

    quick answer, balance isn't thier strong suit in pvp. Every month something is OP or broken.

    Because there are no dedicated PvP dev(s), this issue won't likely get better.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Rafeism wrote:
    quick answer, balance isn't thier strong suit in pvp. Every month something is OP or broken.

    Because there are no dedicated PvP dev(s), this issue won't likely get better.

    Balancing isn't exactly a simple quick thing to do either :p Especially when new things get added.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Askray wrote: »
    Balancing isn't exactly a simple quick thing to do either :p Especially when new things get added.

    and I didn't mean to imply it was easy, Theres a lot of things that go into that and I know they do thier best.
    My only point is that because cryptic doesn't have any one dev(s) who's only focus if PvP, that balance in that regard is that much more difficult and combersome to see come to fruition. As a result, most new content in the form of ships or powers, are almost always not balanced for pvp at first launch. (*looks at Sensor Scan on the flagship cruisers as a good example)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    You mean new things that don't get passed by anyone who's job title perhaps is Lead PvP Developer? ;)

    Seriously one guy or gal who's job it is too make sure PvP balance is maintained no matter how geeky the dev meeting (or greedy depending on how dark you picture the meeting) gets about the new supercalifragilous Beta Tachyon Burst unit... or what ever other new and completely unbalanced unit can be slapped on a new ship. (which itself is also unbalanced) :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Askray wrote: »
    Balancing isn't exactly a simple quick thing to do either :p Especially when new things get added.

    To be frank, there would be less of a complication if the new powers/consoles/wombats being introduced were tested more against all scenarios, not just PvE.

    From a bygone old pvp TRIBBLE / panda:
    It's not that we don't ever want Cryptic to add to the game. Just please test, retest, and re-retest your toys before selling them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    balance is in the eye of the beholder.

    evidently.

    *spams indestructable carrier pets*
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Askray wrote: »
    Balancing isn't exactly a simple quick thing to do either :p Especially when new things get added.

    It certainly isn't as hard as they make it out to be either. Does the stuff that boosts it work? Does the stuff that resists it work? Release and tweak. Rinse. Repeat.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    SteveHale wrote: »
    It certainly isn't as hard as they make it out to be either. Does the stuff that boosts it work? Does the stuff that resists it work? Release and tweak. Rinse. Repeat.

    You sir, are a genious! *writes down hales revelutionary idea
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    /trolling
    when Gene Roddenberry rematerializes from his dust-matter and sees what the hell is going on in STO ;)

    /troll off
    but yes, what others said.

    When people upstairs take of the a$$-visors :/
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    SteveHale wrote: »
    It certainly isn't as hard as they make it out to be either. Does the stuff that boosts it work? Does the stuff that resists it work? Release and tweak. Rinse. Repeat.

    it is really hard sadly, without being there they cant see that most of the nubtardo comments have no merit. they must react to the input they receive, and frankyl we as pvpers have failed miserably in gettign them to do what would be best for pvp. theyll nerf tricobalt for no reason. Make field gens stack out of no where.

    GET USED TO IT

    This game is a dynamic game of craps, dont get too attached to any one style or gimmick. Be prepared for alot of things to be broken at all times. This wont change overnight. But slowly, surely, the lil bits are adding up.

    Much of a little makes alot.

    Step back in time..... game was worse in so many ways.

    Get out of your head that everyone is or should be equal. There will always be the nut flush, the ascendant variable in any matrix, the supreme.

    Im happy it isnt faw spam atm. But it will always be something. And those who abuse it will always just make a bad name for themselves/shoot themselves in the foot when tis inevitably fixe, and they find themselves lackign true skill.

    Balance is an illusion, shatter ti and tip the scales in your favor. gg
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Not to forget the portion of the community that likes the stuff bringing the imbalance and facemelt toys :p:rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    SteveHale wrote: »
    It certainly isn't as hard as they make it out to be either. Does the stuff that boosts it work? Does the stuff that resists it work? Release and tweak. Rinse. Repeat.

    That's not balance yet. A power working as intended and a power being balanced can be different things...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    That's not balance yet. A power working as intended and a power being balanced can be different things...

    I guess there are a couple hard questions Cryptic should ask themselves in that regard. (in my work life part of what I have had too do is force organizations to understand where they error... Cryptic could use a long look in the mirror in a few places)

    1) What is the intended workings of a skill?
    2) What skills are not/are working as we have intended?
    3) WHY are there skills in the game that do not work as we intended?
    4) WHY are there so Many skills in the game not working as we intended?
    5) Who is looking for work on Monday morning?

    I am half kidding... seriously though make changes test that they are working as you intend them too... test skills that are boosted / rely on said skill... hold release if its not 100% as if your job depended on it as it should.

    Really I have sent tons of people on weekend work searches for far fewer TRIBBLE ups. ;) lol
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Husanak wrote: »
    I guess there are a couple hard questions Cryptic should ask themselves in that regard. (in my work life part of what I have had too do is force organizations to understand where they error... Cryptic could use a long look in the mirror in a few places)

    1) What is the intended workings of a skill?
    2) What skills are not/are working as we have intended?
    3) WHY are there skills in the game that do not work as we intended?
    4) WHY are there so Many skills in the game not working as we intended?
    5) Who is looking for work on Monday morning?

    I am half kidding... seriously though make changes test that they are working as you intend them too... test skills that are boosted / rely on said skill... hold release if its not 100% as if your job depended on it as it should.

    Really I have sent tons of people on weekend work searches for far fewer TRIBBLE ups. ;) lol

    Unfortunately, for us, you missed one crucial question.

    0) Is there any money to be made from looking at the next 5 questions?

    Unless somebody like you can show them the error of thinking "No" in response to question 0 it just won't enter into their considerations.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    "All lasting business is built on friendship."
    Alfred A. Montapert

    "He has no enemies, but is intensely disliked by his friends."
    Oscar Wilde
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    At the risk of being accused of trolling, can you state just precisely where it is unbalanced. The only issues I have in PvP as a mainly FED in a Defiant are zombie Klink pets that don't die and continue to attack making my FAW useless, and Assiton Assimilators also making my FAW useless, however the later I believe is working as intended and I just adapt my gamplay when I see them floating around. So what, at the moment, would you see are the top 5 issues?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    At the risk of being accused of trolling, can you state just precisely where it is unbalanced. The only issues I have in PvP as a mainly FED in a Defiant are zombie Klink pets that don't die and continue to attack making my FAW useless, and Assiton Assimilators also making my FAW useless, however the later I believe is working as intended and I just adapt my gamplay when I see them floating around. So what, at the moment, would you see are the top 5 issues?

    I have to agree.
    Setting the obviuos imbalanced things aside, like Tachyon drones, Tet-glider, Broken pets, and the like that is already well known and much complained about - what pvp issues is the OP refering to?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    I'm guessing that shuttle wars would require him to have too quick of reflexes for what he's after. He wants 30 seconds of rp during combat.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Mavairo wrote:
    I'm guessing that shuttle wars would require him to have too quick of reflexes for what he's after. He wants 30 seconds of rp during combat.

    Well we could all state our intention to attack, picket line up and begin in the old fashioned rules of warfare, all officers would of course be exempt from targeting and then....................


    wait a minute, nvm.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Yeah... that whole exempt from targeting thing kind of ruins it. :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Mavairo wrote:
    Yeah... that whole exempt from targeting thing kind of ruins it. :p

    well, if we start shooting ranking officers then the enlisted men will be without guidance and chaos and mayher could insue... wait a minute.

    nvm.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Honestly, I don't think the Development and/or QA part of the game for the PVP side is really decisive on how they want to be balanced. Especially with how things keep getting changed. Weither it's DOFF interactions, BOFF powers, Ships, Consoles, or other Ship Gear (Shields, Engines, Deflectors, Weapons, Devices) I get the feeling right now that there is no clear vision on where to take the PVP Balance, or at least what they consider Balanced. Because PVE Balance comes first. And if it's Balanced in PVE, it has to be balanced in PVP right? :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Here's some of my famous warp coil hooch. Take a few bottles with you before that romulan breaks into my stash again.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Honestly, I don't think the Development and/or QA part of the game for the PVP side is really decisive on how they want to be balanced. Especially with how things keep getting changed. Weither it's DOFF interactions, BOFF powers, Ships, Consoles, or other Ship Gear (Shields, Engines, Deflectors, Weapons, Devices) I get the feeling right now that there is no clear vision on where to take the PVP Balance, or at least what they consider Balanced. Because PVE Balance comes first. And if it's Balanced in PVE, it has to be balanced in PVP right? :p

    I think there is a vision, clear or otherwise, but no testing like the levels of what the PvP'ers do when they play. What that fortells for the season 6 PvP revamp, I could not say.

    I still think that the Dev team needs to take a day before these ideas hit tribble and cue up with some of the community and just PvP and watch what happens.
    Not always a possibility given time constraints and the like but it would be nice and may open thier eyes to more than they may see from the Dev side of things.

    oooh Hooch!! I haven't had a good hooch since my days in the big house.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    There will never be PvP balance...

    Why?

    Cause theres always a group that is not satisfied.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Roach wrote: »
    Well we could all state our intention to attack, picket line up and begin in the old fashioned rules of warfare, all officers would of course be exempt from targeting and then....................


    wait a minute, nvm.
    I think any Startrek combat simulation game that does not allow for the Captain and the FIrst Officer to discuss their strategy or the Operations Officer to analyze the enemy ship schematics and find its flaw and make some on-thes-spot modification to a weapon to exploit one exotic weakness of the enemy ship is inherently inadequate of representing Startrek combat.

    *Ship Shakes*
    Captain: "Report!"
    OPS: "Klingon Bird of Prey decloaking and firing at us, Sir. "
    Tactical: "No major damage. Shields at 90 %"
    Captain: "Full Power to Shields. Open Haling Frequencies."
    TAC: "Open!"
    Captain: "This is the USS Sample Combat, please hold your fire. We are on a peaceful mission."
    *Ship Shakes*
    TAC: "No reply. Shields at 75 %"
    First Officer: "Lt. Sample Tactical, fire a warning shot, 3 torpedoes, maximum spread."
    *pew pew pew*
    *ship shakes*
    OPS: "No reaction. They are moving in for another attack."
    Captain: "Fire at Will. Target their Weapons and Engines first."
    *pew pew pew pew pew pew pew* *ship shakes*
    TAC: "Direct hit, but they keep attacking. Shields at 52 %. Their shields are at 75 %, minor hull damage"
    First Officer: "Mr. Sample Operations, any suggestions."
    OPS: "The Bird of Prey attacking us is firing Mark XI Triple Accurate Disruptors. If we coalign the deflector grid and the multiphasic sensors, we may be able to create a feedback loop that disables their Disruptors temporarily."
    Captain: "For how long?"
    OPS: "At least 60 seconds for them to recover, and even then only at reduced strength for a few minutes."
    Captain: "Do it."
    *ops fingers dance over his consoles*
    *ship shakes, but only briefly*
    OPS: "That did it, Sir. Their weapons are down. They have engaged their cloak".

    None of this rapid clickety-click or space-bar keybind smashing nonsense!

    Mustrum "Roleplaying FTW" Ridcully
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    I think any Startrek combat simulation game that does not allow for the Captain and the FIrst Officer to discuss their strategy or the Operations Officer to analyze the enemy ship schematics and find its flaw and make some on-thes-spot modification to a weapon to exploit one exotic weakness of the enemy ship is inherently inadequate of representing Startrek combat.

    *Ship Shakes*
    Captain: "Report!"
    OPS: "Klingon Bird of Prey decloaking and firing at us, Sir. "
    Tactical: "No major damage. Shields at 90 %"
    Captain: "Full Power to Shields. Open Haling Frequencies."
    TAC: "Open!"
    Captain: "This is the USS Sample Combat, please hold your fire. We are on a peaceful mission."
    *Ship Shakes*
    TAC: "No reply. Shields at 75 %"
    First Officer: "Lt. Sample Tactical, fire a warning shot, 3 torpedoes, maximum spread."
    *pew pew pew*
    *ship shakes*
    OPS: "No reaction. They are moving in for another attack."
    Captain: "Fire at Will. Target their Weapons and Engines first."
    *pew pew pew pew pew pew pew* *ship shakes*
    TAC: "Direct hit, but they keep attacking. Shields at 52 %. Their shields are at 75 %, minor hull damage"
    First Officer: "Mr. Sample Operations, any suggestions."
    OPS: "The Bird of Prey attacking us is firing Mark XI Triple Accurate Disruptors. If we coalign the deflector grid and the multiphasic sensors, we may be able to create a feedback loop that disables their Disruptors temporarily."
    Captain: "For how long?"
    OPS: "At least 60 seconds for them to recover, and even then only at reduced strength for a few minutes."
    Captain: "Do it."
    *ops fingers dance over his consoles*
    *ship shakes, but only briefly*
    OPS: "That did it, Sir. Their weapons are down. They have engaged their cloak".

    None of this rapid clickety-click or space-bar keybind smashing nonsense!

    Mustrum "Roleplaying FTW" Ridcully

    Well, I kind of do this in my Science ship, but without the entire dialog and at a much faster pace:
    Same line of events:

    -BOP Engages:
    -Shields Start to Drop
    - Tactical officer, Tactical Team, re-routes shields to aft shields.
    -In Zone Chat, “Leave me alone”
    -BOP response, none
    -BOP continues firing
    -Engineer, Reverse our shield polarity
    -Tactical Officer, Beam Target Weapons
    -BOP begins to Cloak as their attack run failed.

    See, this all happens in about thirty seconds. Your version happens in the span of a TV show, so about ten minutes. To get that same feeling as seen on screen, the entire game speed would have to be reduced along with the activation time on all Abilities, their duration and etc.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    That's not balance yet. A power working as intended and a power being balanced can be different things...

    I said release and tweak. They can't balance anything if they can't get it working right first. Case in point, Theta was broken for so long that they nerfed it and fixed it at the same time making it almost worthless (or people haven't relearned how to use it yet). You can get things balanced pretty closely but everything has to work first. Then tweak it.

    Look at Tet Glider. It's fix broke it now it needs to be refixed. Ugh...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    SteveHale wrote: »
    Look at Tet Glider. It's fix broke it now it needs to be refixed. Ugh...

    Yeah what is that supposed to do anyway, i have it on my ship but I'm damned if i see any difference?
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