pvp wont be really "focused on" until season 9! thats right! we all have to wait another year. nice....
Brace yourselves, another new cruiser is coming....
plasma leach seems to have been fixed to acceptable levels (by the devs, the community still thinks its too powerful), HOWEVER! every other power drain in the game needs to be looked at, and shield drains and power drains NEED to be seperated on the skill tree.
dispite all the asking in the ask cryptic, it seems that we might get a map testing "new technologies" before season 9 but no mention if we'll ever get fleet marks for pvp.
going over the klingon fleet ships, it appears they've been given a good shafting so theyre not really worth it.
i dont understand why ALL the federation major escorts have 5 tactical consoles, wheres the difference?
rumor has it phaser procs are/still broken. even though theres supposed to be an immunity after a proc ends you can indefinataly be chained while proc'd.
Anything else?
- ground stealth is being fixed.
-PVP is being excluded from the bonus rewards for fleet mark week. since there is no pvp that rewards marks.... -cries-
not much happened this week, people trying to tric mine each other to death mostly. the trek con was last week so that proboly had a lot to do with the lack of anything happening.
someone at cryptic just needs to take a week and hook up some new pvp maps. the space map for alpha for cap and hold, the prison facility for ground, there was a couple of others i thought of but cant remember. those foundry guys that hook up maps, have them do it. you have got to give pvp something before another year passes.
leach is still op as hell, i dueled some one with it and got my TRIBBLE kicked hard, then he took it off and it actually became a close match.
the fleet ktinga, fleet vorcha and fleet nasican escort have all proven to be formidable ships, and all costing $20 each. all these 5 tac console fed escorts are some bull**** though. nothing should have 5 tac consoles.
ya the phaser proc fix has a loop hole. you can receive an unlimited amount of procs before the first proc ends, so when you need the protection most, it lets you down. now you get the proc from blue beams too, and at a frightful pace
So? business as usual. I.E. Cryptic developer says that PVP won?t really be worked on until Star-bases are done. We have Star Bases in game now? and what of PVP? oh? maybe Season 9ish.
I?ll anticipate PVP being done just as much as I anticipated a fully-fledged out Klingon Faction. In other words, Cryptic will say whatever they feel like saying to keep our attention but really, they will do nothing but collect a paycheck.
Honestly, with how quickly Star Trek Online was developed, I can?t for the life of me understand why they seemingly lack any ability to seriously add any more content to the game? anyone ever wonder about that as well?
You forgot PSW fix, that will come in tommorows patch.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
not much happened this week, people trying to tric mine each other to death mostly. the trek con was last week so that proboly had a lot to do with the lack of anything happening.
someone at cryptic just needs to take a week and hook up some new pvp maps. the space map for alpha for cap and hold, the prison facility for ground, there was a couple of others i thought of but cant remember. those foundry guys that hook up maps, have them do it. you have got to give pvp something before another year passes.
leach is still op as hell, i dueled some one with it and got my TRIBBLE kicked hard, then he took it off and it actually became a close match.
the fleet ktinga, fleet vorcha and fleet nasican escort have all proven to be formidable ships, and all costing $20 each. all these 5 tac console fed escorts are some bull**** though. nothing should have 5 tac consoles.
ya the phaser proc fix has a loop hole. you can receive an unlimited amount of procs before the first proc ends, so when you need the protection most, it lets you down. now you get the proc from blue beams too, and at a frightful pace
The gain of Plas Leech has always been OP, but it's like beating a dead horse after pointing it out for over 1/2 a year now. Other power gains are out of line as well.
Yet, personally I'll keep using it along with tet glider until KDF get decent Fleet options for BoP/Escorts and shield repairs via doffs/borg 3 part et al get looked at and reduced.
A raider/escort should be built to survive w/team heals or retreat. It shouldn't be capable of withstanding anything other than a 1v1 dogfight and even then it should win by applying the most damage while evading incoming damage. It shouldn't win via out repairing the otherside's full on alpha.
In addition to the lack of quality of options for fleet ships, there's no T5 KDF ships being improved which means the price is always full for KDF. Further w/o fleet currency rewards in PvP they're forcing yet another PvE grind on PvPers. Imo, these are further choices by Cryptic mgt to justify nuking KDF development as a faction and PvP as a playstyle choice for financial reasons.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
i thought the fix was put in last patch? the patch notes said as much right?
They said that before, but values werent changed.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
I mean, look ... Cryptic's already acknowledged that PvP is not up to snuff, and WE all certainly know that's the case. But don't the Devs usually respond to these weekly updates with at least a few fixes that make our matches ever-so-slightly better? Can't say I see them doing so this week with the general tone here.
Nobody's brought up the Ground Stealth stacking changes that are mentioned in today's tribble notes.
I mean, look ... Cryptic's already acknowledged that PvP is not up to snuff, and WE all certainly know that's the case. But don't the Devs usually respond to these weekly updates with at least a few fixes that make our matches ever-so-slightly better? Can't say I see them doing so this week with the general tone here.
Nobody's brought up the Ground Stealth stacking changes that are mentioned in today's tribble notes.
I mean, look ... Cryptic's already acknowledged that PvP is not up to snuff, and WE all certainly know that's the case. But don't the Devs usually respond to these weekly updates with at least a few fixes that make our matches ever-so-slightly better? Can't say I see them doing so this week with the general tone here.
Nobody's brought up the Ground Stealth stacking changes that are mentioned in today's tribble notes.
I mean, look ... Cryptic's already acknowledged that PvP is not up to snuff, and WE all certainly know that's the case. But don't the Devs usually respond to these weekly updates with at least a few fixes that make our matches ever-so-slightly better? Can't say I see them doing so this week with the general tone here.
Nobody's brought up the Ground Stealth stacking changes that are mentioned in today's tribble notes.
While individual Devs spending their free time to try and help balance things is nice, it's not close to the same as a managed project to plan out and impliment and maintain a quality system. Dev's having to spend time to reapply fixes b/c of poor code mgt and Q/A system wastes their time (and players who give free debugging time to debug the same issues over and over) and again speaks to poor mgt choices. Admitting their's a problem doesn't change the fact it's the mgt culture that created this issue and there's been no evidance there's been mgt cultural change to actually fix the underlying problems. Quite frankly unless there are mgt changes the individual Dev efforts are are nothing but a finger in the dam of PvP problems, imo.
While after 2+ years of this I feel as though I've been beating a dead horse, I see nothing wrong w/being a sqeeky wheel. Espcially when time after time I see those mgt choices negatively impacting PvP and KDF development to the point where they use the consequences of those previous mgt choices in term of lack of player $ support to justify even crappier mgt choices in developing PvP and KDF (and non-grinding PvE content for that matter).
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
Color me curious... Does anyone have a solid proposal for awarding Fleet Marks (or anything tangible, really) for PvP matches under the existing system (meaning, no new features or tech) that wouldn't be quickly and easily exploitable?
Let's say we stick it in as a PvP Daily, for the sake of argument... Would we not see an influx of AFK'ers and Kill Feeders that would diminish the overall experience of PvP, while quickly working their way to this new Daily reward?
There are two obvious solutions to this:
1) Allow it, and set the rewards very, very low to compensate.
-or-
2) Set the mission condition to "Win A Public Match" (since both losing and private matches can be exploited for mission completion, otherwise).
Solution #1 renders the mission nearly pointless. We may as well give away free Fleet Marks, which more of our players would be able to enjoy without diminishing the PvP experience for those that are actually attempting to play matches.
Solution #2 locks out the rewards to all but an elite portion of a small community of our overall playerbase. Let's face it - you guys aren't just good at PvP, you take it to a level that most of our players are unlikely to be able to even comprehend, much less defeat in a match. And even for the really elite PvPers, you'll on average have a 50% win rate when matched up against other elites, meaning that half the time you run the mission you get nothing.
If I'm overlooking another obvious solution, I'd love to hear your theories on it. Finding a way to reward PvP is a big step towards getting more players to participate in it. It's important. But under our existing system, our options are very limited.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Honestly? Do it the way that TOR does PVP dailies. You have to play in X amount of matches to complete the daily, and a win counts as 2 plays.
Setting it to only complete when you've won a match puts too much faith in the random-team-generator and alienates the non-elite players.
The opinions expressed in my posts are not necessarily those of my employer or Subspace Radio.
Host of the Borg Boombox, 0300 GMT on Fridays on Subspace Radio
Honestly? Do it the way that TOR does PVP dailies. You have to play in X amount of matches to complete the daily, and a win counts as 2 plays.
Setting it to only complete when you've won a match puts too much faith in the random-team-generator and alienates the non-elite players.
This is an interesting proposal if doable by this engine, but still will lead to too much afk'ing, which is the scourge of pugging.
Otherwise, I'd go with Bort's option 2, make a daily be win a public match twice for 75 marks, doubleable during the fleet event, same 30 minute cooldown as the other missions. It should also reward dilithium. That's good teamwork incentive.
This is an interesting proposal if doable by this engine, but still will lead to too much afk'ing, which is the scourge of pugging.
That's easy enough to fight (if doable by the engine). Just have a far, far, far lower AFK timeout in PVP than in the rest of the game.
TOR fights it by giving you 90 or so seconds to leave the respawn area (unreachable by players of the opposing side) before it kicks you from the match. You also have to gain a certain number of points to get credit for the match or you don't get any credit (which is annoying when you're randomly matched against a really good premade group and can't get jack).
The opinions expressed in my posts are not necessarily those of my employer or Subspace Radio.
Host of the Borg Boombox, 0300 GMT on Fridays on Subspace Radio
That's easy enough to fight (if doable by the engine). Just have a far, far, far lower AFK timeout in PVP than in the rest of the game.
TOR fights it by giving you 90 or so seconds to leave the respawn area (unreachable by players of the opposing side) before it kicks you from the match. You also have to gain a certain number of points to get credit for the match or you don't get any credit (which is annoying when you're randomly matched against a really good premade group and can't get jack).
That would require an entire rewrite of the three space arena maps. That's too much effort to expect from Cryptic, and unfortunately not gonna happen, though not outside the realm of possible. I added my idea in an edit to my previous post.
That's easy enough to fight (if doable by the engine). Just have a far, far, far lower AFK timeout in PVP than in the rest of the game.
TOR fights it by giving you 90 or so seconds to leave the respawn area (unreachable by players of the opposing side) before it kicks you from the match. You also have to gain a certain number of points to get credit for the match or you don't get any credit (which is annoying when you're randomly matched against a really good premade group and can't get jack).
Good concept, but we lack many key features in our current PvP system that'd be required to make it a sound design:
1) AFK timer flexibility, based on zone/region.
2) Respawn areas unreachable by enemy faction.
3) Ability to set a minimum participation cut-off.
... and as I originally posted, I'm looking for suggestions at the moment that wouldn't require new tech or features. We'll be looking at getting rewards into PvP by other means at a future point in time, but the complaints in this thread are focused around getting them in right now, which means not introducing anything new/fancy.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Color me curious... Does anyone have a solid proposal for awarding Fleet Marks (or anything tangible, really) for PvP matches under the existing system (meaning, no new features or tech) that wouldn't be quickly and easily exploitable?
Let's say we stick it in as a PvP Daily, for the sake of argument... Would we not see an influx of AFK'ers and Kill Feeders that would diminish the overall experience of PvP, while quickly working their way to this new Daily reward?
There are two obvious solutions to this:
1) Allow it, and set the rewards very, very low to compensate.
-or-
2) Set the mission condition to "Win A Public Match" (since both losing and private matches can be exploited for mission completion, otherwise).
Solution #1 renders the mission nearly pointless. We may as well give away free Fleet Marks, which more of our players would be able to enjoy without diminishing the PvP experience for those that are actually attempting to play matches.
Solution #2 locks out the rewards to all but an elite portion of a small community of our overall playerbase. Let's face it - you guys aren't just good at PvP, you take it to a level that most of our players are unlikely to be able to even comprehend, much less defeat in a match. And even for the really elite PvPers, you'll on average have a 50% win rate when matched up against other elites, meaning that half the time you run the mission you get nothing.
If I'm overlooking another obvious solution, I'd love to hear your theories on it. Finding a way to reward PvP is a big step towards getting more players to participate in it. It's important. But under our existing system, our options are very limited.
as an avid pvp player id be willing to take a very low amount per match. 1 per match would be a good stopgap for the pvp community why not being too obvious an enticment for afk'rs
maybe even have it tied into the random daily? 5 marks for completetion of the daily?
Then the answer is quite simple: No Fleet Marks for PVP right now. Fleet Marks are used for Fleet Starbases, which is strictly for "PVE Content" at current. One would hope it would evolve into having PVP attached to maps on/around Fleet Starbases, but at current, this simply isn't the case.
Second, you guys really need to look into how your "management" operates, and how you prioritize what gets done. Content is very much required, there's no doubt about it. But instead of constantly adding NEW systems (DOffs, Fleet Starbases etc), you should focus on FIXING or REDOING existing systems such as PVP and Crafting.
I don't see why "Season 7" must be story-heavy, and have little or no systems updates AT ALL. According to Stahl, you now have the manpower of 40 people (up from the ~20 or so you had under Atari). Don't presume to tell me that ALL 40 PEOPLE are working on nothing but new story content. Some of these 40 people can surely be working on brainstorming ideas and plans for revamping existing systems in the game?
I would rather have Season 7 launch around "Year 3" in February 2013, with both story-heavy content AND a systems update to EITHER pvp or crafting. More than likely, it seems that Season 7 will launch in December of this year, and no updates whatsoever to either crafting or pvp.
Look at it from the players perspective; Would you want to wait 12 months (or more), to get a revamped and non-broken PVP system, if you love to pvp?
Color me curious... Does anyone have a solid proposal for awarding Fleet Marks (or anything tangible, really) for PvP matches under the existing system (meaning, no new features or tech) that wouldn't be quickly and easily exploitable?
Let's say we stick it in as a PvP Daily, for the sake of argument... Would we not see an influx of AFK'ers and Kill Feeders that would diminish the overall experience of PvP, while quickly working their way to this new Daily reward?
There are two obvious solutions to this:
1) Allow it, and set the rewards very, very low to compensate.
-or-
2) Set the mission condition to "Win A Public Match" (since both losing and private matches can be exploited for mission completion, otherwise).
Solution #1 renders the mission nearly pointless. We may as well give away free Fleet Marks, which more of our players would be able to enjoy without diminishing the PvP experience for those that are actually attempting to play matches.
Solution #2 locks out the rewards to all but an elite portion of a small community of our overall playerbase. Let's face it - you guys aren't just good at PvP, you take it to a level that most of our players are unlikely to be able to even comprehend, much less defeat in a match. And even for the really elite PvPers, you'll on average have a 50% win rate when matched up against other elites, meaning that half the time you run the mission you get nothing.
If I'm overlooking another obvious solution, I'd love to hear your theories on it. Finding a way to reward PvP is a big step towards getting more players to participate in it. It's important. But under our existing system, our options are very limited.
Throw 5 on the standard wrappers. AFkers can make more in the real Fleet Missions. We just want a little something.
... and as I originally posted, I'm looking for suggestions at the moment that wouldn't require new tech or features. We'll be looking at getting rewards into PvP by other means at a future point in time, but the complaints in this thread are focused around getting them in right now, which means not introducing anything new/fancy.
I'm gonna jump on the "low amount of fleet marks per daily" bandwagon then. I don't PVP that often, but I believe that the PVP community deserves a little fleet mark love.
The opinions expressed in my posts are not necessarily those of my employer or Subspace Radio.
Host of the Borg Boombox, 0300 GMT on Fridays on Subspace Radio
Comments
someone at cryptic just needs to take a week and hook up some new pvp maps. the space map for alpha for cap and hold, the prison facility for ground, there was a couple of others i thought of but cant remember. those foundry guys that hook up maps, have them do it. you have got to give pvp something before another year passes.
leach is still op as hell, i dueled some one with it and got my TRIBBLE kicked hard, then he took it off and it actually became a close match.
the fleet ktinga, fleet vorcha and fleet nasican escort have all proven to be formidable ships, and all costing $20 each. all these 5 tac console fed escorts are some bull**** though. nothing should have 5 tac consoles.
ya the phaser proc fix has a loop hole. you can receive an unlimited amount of procs before the first proc ends, so when you need the protection most, it lets you down. now you get the proc from blue beams too, and at a frightful pace
I?ll anticipate PVP being done just as much as I anticipated a fully-fledged out Klingon Faction. In other words, Cryptic will say whatever they feel like saying to keep our attention but really, they will do nothing but collect a paycheck.
Honestly, with how quickly Star Trek Online was developed, I can?t for the life of me understand why they seemingly lack any ability to seriously add any more content to the game? anyone ever wonder about that as well?
The gain of Plas Leech has always been OP, but it's like beating a dead horse after pointing it out for over 1/2 a year now. Other power gains are out of line as well.
Yet, personally I'll keep using it along with tet glider until KDF get decent Fleet options for BoP/Escorts and shield repairs via doffs/borg 3 part et al get looked at and reduced.
A raider/escort should be built to survive w/team heals or retreat. It shouldn't be capable of withstanding anything other than a 1v1 dogfight and even then it should win by applying the most damage while evading incoming damage. It shouldn't win via out repairing the otherside's full on alpha.
In addition to the lack of quality of options for fleet ships, there's no T5 KDF ships being improved which means the price is always full for KDF. Further w/o fleet currency rewards in PvP they're forcing yet another PvE grind on PvPers. Imo, these are further choices by Cryptic mgt to justify nuking KDF development as a faction and PvP as a playstyle choice for financial reasons.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
I also have something to report for this week.
Reactor Online.
Sensors Online
Weapons Online.
boop. All systems nominal. b-b-boop.
i thought the fix was put in last patch? the patch notes said as much right?
It's terrible but easy, and these Borg are way cooler than the mess STO and Voyager left us.
They said that before, but values werent changed.
ah so its working as intended.
or maybe its just a visual bug.
I mean, look ... Cryptic's already acknowledged that PvP is not up to snuff, and WE all certainly know that's the case. But don't the Devs usually respond to these weekly updates with at least a few fixes that make our matches ever-so-slightly better? Can't say I see them doing so this week with the general tone here.
Nobody's brought up the Ground Stealth stacking changes that are mentioned in today's tribble notes.
http://sto-forum.perfectworld.com/showthread.php?t=354501
It's something. Progress is progress.
that was put up shortly after i posted, im back online so im making a change to state it
"fixes" usely there "fixes" breaks 2 other things..
Quote of the week:
While individual Devs spending their free time to try and help balance things is nice, it's not close to the same as a managed project to plan out and impliment and maintain a quality system. Dev's having to spend time to reapply fixes b/c of poor code mgt and Q/A system wastes their time (and players who give free debugging time to debug the same issues over and over) and again speaks to poor mgt choices. Admitting their's a problem doesn't change the fact it's the mgt culture that created this issue and there's been no evidance there's been mgt cultural change to actually fix the underlying problems. Quite frankly unless there are mgt changes the individual Dev efforts are are nothing but a finger in the dam of PvP problems, imo.
While after 2+ years of this I feel as though I've been beating a dead horse, I see nothing wrong w/being a sqeeky wheel. Espcially when time after time I see those mgt choices negatively impacting PvP and KDF development to the point where they use the consequences of those previous mgt choices in term of lack of player $ support to justify even crappier mgt choices in developing PvP and KDF (and non-grinding PvE content for that matter).
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
my name is horizon, and i like the pew pew.
and i love the trek too!
so, for guys like me, i guess we just ride it out, eh?
have fun, kill bad guys
and drink too, which you look like you already got a head star on!
But doffing rewards 2x and foundry rewards fleet marks. All just for the kirkers.
OP *is* the new balance, whether you know it or not! Gecko says so.
Season 7 - Exodus, available online. U buy nao!
http://seekingalpha.com/article/738221-monetizing-perfect-world-s-latest-update
[SIGPIC][/SIGPIC]
already noted
Let's say we stick it in as a PvP Daily, for the sake of argument... Would we not see an influx of AFK'ers and Kill Feeders that would diminish the overall experience of PvP, while quickly working their way to this new Daily reward?
There are two obvious solutions to this:
1) Allow it, and set the rewards very, very low to compensate.
-or-
2) Set the mission condition to "Win A Public Match" (since both losing and private matches can be exploited for mission completion, otherwise).
Solution #1 renders the mission nearly pointless. We may as well give away free Fleet Marks, which more of our players would be able to enjoy without diminishing the PvP experience for those that are actually attempting to play matches.
Solution #2 locks out the rewards to all but an elite portion of a small community of our overall playerbase. Let's face it - you guys aren't just good at PvP, you take it to a level that most of our players are unlikely to be able to even comprehend, much less defeat in a match. And even for the really elite PvPers, you'll on average have a 50% win rate when matched up against other elites, meaning that half the time you run the mission you get nothing.
If I'm overlooking another obvious solution, I'd love to hear your theories on it. Finding a way to reward PvP is a big step towards getting more players to participate in it. It's important. But under our existing system, our options are very limited.
Cryptic - Lead Systems Designer
"Play smart!"
Setting it to only complete when you've won a match puts too much faith in the random-team-generator and alienates the non-elite players.
Host of the Borg Boombox, 0300 GMT on Fridays on Subspace Radio
This is an interesting proposal if doable by this engine, but still will lead to too much afk'ing, which is the scourge of pugging.
Otherwise, I'd go with Bort's option 2, make a daily be win a public match twice for 75 marks, doubleable during the fleet event, same 30 minute cooldown as the other missions. It should also reward dilithium. That's good teamwork incentive.
OP *is* the new balance, whether you know it or not! Gecko says so.
Season 7 - Exodus, available online. U buy nao!
http://seekingalpha.com/article/738221-monetizing-perfect-world-s-latest-update
[SIGPIC][/SIGPIC]
That's easy enough to fight (if doable by the engine). Just have a far, far, far lower AFK timeout in PVP than in the rest of the game.
TOR fights it by giving you 90 or so seconds to leave the respawn area (unreachable by players of the opposing side) before it kicks you from the match. You also have to gain a certain number of points to get credit for the match or you don't get any credit (which is annoying when you're randomly matched against a really good premade group and can't get jack).
Host of the Borg Boombox, 0300 GMT on Fridays on Subspace Radio
That would require an entire rewrite of the three space arena maps. That's too much effort to expect from Cryptic, and unfortunately not gonna happen, though not outside the realm of possible. I added my idea in an edit to my previous post.
OP *is* the new balance, whether you know it or not! Gecko says so.
Season 7 - Exodus, available online. U buy nao!
http://seekingalpha.com/article/738221-monetizing-perfect-world-s-latest-update
[SIGPIC][/SIGPIC]
Good concept, but we lack many key features in our current PvP system that'd be required to make it a sound design:
1) AFK timer flexibility, based on zone/region.
2) Respawn areas unreachable by enemy faction.
3) Ability to set a minimum participation cut-off.
... and as I originally posted, I'm looking for suggestions at the moment that wouldn't require new tech or features. We'll be looking at getting rewards into PvP by other means at a future point in time, but the complaints in this thread are focused around getting them in right now, which means not introducing anything new/fancy.
Cryptic - Lead Systems Designer
"Play smart!"
as an avid pvp player id be willing to take a very low amount per match. 1 per match would be a good stopgap for the pvp community why not being too obvious an enticment for afk'rs
maybe even have it tied into the random daily? 5 marks for completetion of the daily?
maybe even both?
Then the answer is quite simple: No Fleet Marks for PVP right now. Fleet Marks are used for Fleet Starbases, which is strictly for "PVE Content" at current. One would hope it would evolve into having PVP attached to maps on/around Fleet Starbases, but at current, this simply isn't the case.
Second, you guys really need to look into how your "management" operates, and how you prioritize what gets done. Content is very much required, there's no doubt about it. But instead of constantly adding NEW systems (DOffs, Fleet Starbases etc), you should focus on FIXING or REDOING existing systems such as PVP and Crafting.
I don't see why "Season 7" must be story-heavy, and have little or no systems updates AT ALL. According to Stahl, you now have the manpower of 40 people (up from the ~20 or so you had under Atari). Don't presume to tell me that ALL 40 PEOPLE are working on nothing but new story content. Some of these 40 people can surely be working on brainstorming ideas and plans for revamping existing systems in the game?
I would rather have Season 7 launch around "Year 3" in February 2013, with both story-heavy content AND a systems update to EITHER pvp or crafting. More than likely, it seems that Season 7 will launch in December of this year, and no updates whatsoever to either crafting or pvp.
Look at it from the players perspective; Would you want to wait 12 months (or more), to get a revamped and non-broken PVP system, if you love to pvp?
Throw 5 on the standard wrappers. AFkers can make more in the real Fleet Missions. We just want a little something.
I'm gonna jump on the "low amount of fleet marks per daily" bandwagon then. I don't PVP that often, but I believe that the PVP community deserves a little fleet mark love.
Host of the Borg Boombox, 0300 GMT on Fridays on Subspace Radio