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spawn point changed after reset in Ker'rat

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  • jheinigjheinig Member Posts: 364 Cryptic Developer
    edited June 2013
    I had a little extra time, and some of the map's issues needed work. Generally designers have a tight schedule, but every once in a while we manage to finish something early and squeeze in some extras.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2013
    you used your time very wisely in my opinion :D
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited June 2013
    Hm... I might actually need to visit Ker'rat again, if this change makes it possible to play the scenario instead of getting repeatedly ganked.
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
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  • mimey2mimey2 Member Posts: 0 Arc User
    edited June 2013
    bluegeek wrote: »
    Hm... I might actually need to visit Ker'rat again, if this change makes it possible to play the scenario instead of getting repeatedly ganked.

    By ganked, do you mean...

    A. Spawn camping?

    or

    B. De-cloaking alphas?

    Nothing against you Bluegeek, but there's a big difference between the two. Nobody really likes getting spawn-camped, ever. It's annoying, it's frustrating, it's just painful to deal with.

    But de-cloaking alphas have always been a staple of Ker'rat, and while it can be annoying as well, there are counters and ways absorb it.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • vegie0vegie0 Member Posts: 480 Arc User
    edited June 2013
    bluegeek wrote: »
    Hm... I might actually need to visit Ker'rat again, if this change makes it possible to play the scenario instead of getting repeatedly ganked.

    To be honest, myself and a lot of other BOP pilots tend to Cloak Alpha as often as possible. But I recently (as in the past 2 months or so) started tagging back on that a bit. Just due to my preperations for the Scimitar, as well as some players actually sending me /tells asking me to let them be and go after the others. I actually have no problem with that. If somebody does not Pew back, there is no fun in it.

    So I think the days of the Klinks roaming the middle of Ker'rat in search of prey is all but over. We just like finding the ones that shoot back now I feel. Dunno if it is true for all klinks, but seems true for the most that I have seen.
    [SIGPIC][/SIGPIC]
  • edited June 2013
    This content has been removed.
  • vegie0vegie0 Member Posts: 480 Arc User
    edited June 2013
    Lots of Klink hate in the post above me, just saying....

    Seems that the Klink ball you precieve is somewhat different then the ball I normaly encounter. Being that almost 90% of my game time is spent in Ker'rat, I speak form experience on this. But he Klinks traditionally have about 5 people in any one zone. This means that since they cap at I believe 14, there are 11 feds to the 5 Klinks. The ball we form is usally only on our spawn as well. We guard it, so that other Klinks may warp in.

    So much Klink hate :(

    Edit: Seeing as there is a lot of Feds > Klinks in the post above mine as well, I would like to add that I never switch zones. I call for backup, or QQ until I get a Cheese build and go Pew Pew on Feds. This has the effect of the Feds doing what you are accusing the Klinks of doing. Which is once the camp is broken we usualy get them for 1 more Respawn. Then they all warp. Ask anybody, I call for backup when it hits less then 3 Klinks against 10+ Feds.
    [SIGPIC][/SIGPIC]
  • timezargtimezarg Member Posts: 1,268
    edited June 2013
    vegie0 wrote: »
    Lots of Klink hate in the post above me, just saying....

    Seems that the Klink ball you precieve is somewhat different then the ball I normaly encounter. Being that almost 90% of my game time is spent in Ker'rat, I speak form experience on this. But he Klinks traditionally have about 5 people in any one zone. This means that since they cap at I believe 14, there are 11 feds to the 5 Klinks. The ball we form is usally only on our spawn as well. We guard it, so that other Klinks may warp in.

    So much Klink hate :(

    Edit: Seeing as there is a lot of Feds > Klinks in the post above mine as well, I would like to add that I never switch zones. I call for backup, or QQ until I get a Cheese build and go Pew Pew on Feds. This has the effect of the Feds doing what you are accusing the Klinks of doing. Which is once the camp is broken we usualy get them for 1 more Respawn. Then they all warp. Ask anybody, I call for backup when it hits less then 3 Klinks against 10+ Feds.

    Agreed on the edit part. When the odds are suddenly against the Feddies (breaking a spawncamp), they're the ones who tend to warp out quickly, especially if all they do is spawncamp. I've been known to fight it out in a Fed-heavy zone for 1-2 hours until the tables turn. The only time I abandon a zone in that way is if there's 1-2 KDF and 7-10 Federation in the zone, and the Feddies are balling up. Makes it difficult to make any headway, especially in a BoP.

    The only time I've seen KDF spawncamp the Federation spawnpoint is after they've broken an annoying Federation spawncamp, and some folks wanna work off their frustration. Even I engage in such retaliation every now and then.
    tIqIpqu' 'ej nom tIqIp
  • mimey2mimey2 Member Posts: 0 Arc User
    edited June 2013
    Agreed with Vegie and Timezarg. Feds in Ker'rat, the whiny ones that is (plenty of good sports who want to do some honest pew-pew there), are always so quick to take the figurative 'high ground' anytime they start to lose, or get even 'slightly' camped, or die to a BoP, or get mined a whole lot, or use 'OP Klingon consoles/gear/pets', or anything else I am missing; which they use as 'justification' for anything that they end up doing (like camping, or just whining, or something else).

    Honestly, in a way, it's kind of better for the KDF. Because now if the reset puts everyone at the Fed spawn, and the KDF die, then there won't be a Fed-ball waiting for them immediately compared to how it was before.

    Though if anything, I, and I'm sure other KDF would agree, just want a fixed Ker'rat, so that everyone starts where they should, and there's no issues for anyone. So that way everyone stays on an equal start, except for numbers, any time a reset happens. No camping, no issues unless someone makes it an issue. Even then, the camp will only really last until the reset anyways, or until there's some warp-outs from one side.



    On a side note, what other big issues have always plagued Ker'rat? I ask, since this thread is here, maybe J' can take a peak and see what is up. I know the 'stretchy Borg' have been a long-term problem, so has the spawn point issue. Anything else worth mentioning?
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2013
    It would be interesting if they were to add a bounty for Feds as well, something akin to the Kill10 that the KDF have. Not wanting to be a part of the Fedcamp of the KDF and not really having a reason to be there (I can farm EC faster elsewhere), has meant that I tend to avoid Ker'rat on my Feds. KDF though...well, the Fedcamps were always good for the Die25 and it was never difficult to get the Kill10. There were reasons for my KDF guys to go.
  • vegie0vegie0 Member Posts: 480 Arc User
    edited June 2013
    It would be interesting if they were to add a bounty for Feds as well, something akin to the Kill10 that the KDF have. Not wanting to be a part of the Fedcamp of the KDF and not really having a reason to be there (I can farm EC faster elsewhere), has meant that I tend to avoid Ker'rat on my Feds. KDF though...well, the Fedcamps were always good for the Die25 and it was never difficult to get the Kill10. There were reasons for my KDF guys to go.

    I agree with you that Feds do not have neer enough reasons to actually PvP. For them the only point would be to prove they are good. Now that being said,

    My First thing on my PvP wish list was fixed spawns in Ker'rat. Since the Ques poped way to slow for my Klink.

    The Second would be a Kill announce system, similar to what is in the Ques. That way everybody can see the Kill spammed in chats. :)

    The Third thing, is to add a secondary objective to the game such as kill one enemy player and have your team achieve victory. Perhaps this could enhance your chances at better loot. Then Feds will hunt while farming.
    [SIGPIC][/SIGPIC]
  • timezargtimezarg Member Posts: 1,268
    edited June 2013
    mimey2 wrote: »
    Agreed with Vegie and Timezarg. Feds in Ker'rat, the whiny ones that is (plenty of good sports who want to do some honest pew-pew there), are always so quick to take the figurative 'high ground' anytime they start to lose, or get even 'slightly' camped, or die to a BoP, or get mined a whole lot, or use 'OP Klingon consoles/gear/pets', or anything else I am missing; which they use as 'justification' for anything that they end up doing (like camping, or just whining, or something else).

    Honestly, in a way, it's kind of better for the KDF. Because now if the reset puts everyone at the Fed spawn, and the KDF die, then there won't be a Fed-ball waiting for them immediately compared to how it was before.

    Though if anything, I, and I'm sure other KDF would agree, just want a fixed Ker'rat, so that everyone starts where they should, and there's no issues for anyone. So that way everyone stays on an equal start, except for numbers, any time a reset happens. No camping, no issues unless someone makes it an issue. Even then, the camp will only really last until the reset anyways, or until there's some warp-outs from one side.

    On a side note, what other big issues have always plagued Ker'rat? I ask, since this thread is here, maybe J' can take a peak and see what is up. I know the 'stretchy Borg' have been a long-term problem, so has the spawn point issue. Anything else worth mentioning?

    For Ker'rat, the main problems are: Spawnpoints (especially on the zone restart), glitchy Borg and environment (people can still partly hide inside structures, and Borg get stuck in them, making them un-shootable, but allowing them to shoot you), and the zone population cap is too low (I think it's somewhere around 15, and it should really be 20-25). Combine properly-working spawnpoints (so that the entire population of the zone NEVER spawns in on the same point, including at restart) with a higher population, and things will get a little more interesting. In fact, they could just get rid of the restart warp-sequence, which is really irritating.

    Another problem is changing zones. . .the map admin always seems to claim 'No Possible Maps' or some such thing, despite there being at least 2-3 other zones open for business. You have to warp out and then back in, hoping it'll put you into a different zone.

    EDIT: Just had another idea: Cryptic could institute a cap on how many players of a particular faction can be in any given zone in Ker'rat. Example: Current cap appears to be 15-16 players per zone. Cryptic could institute a cap that limits the population to a cap of 8 Feds/Fed-Roms and 8 KDF/KDF-Roms, so that it's not so ridiculously one-sided all the time. It would make it easier to stage a fair fight if it were not possible to fill a zone with 10 Feddies and only leave room for 2-3 KDF.
    tIqIpqu' 'ej nom tIqIp
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