I can understand as well. When people try to get help, they get laughed at and no one offers to help. It's not a lot of fun to go in and get destroyed time after time after time. I have really tryed to get into pvp and give it a try but finding no help and having as little fun with it as I am, I am about to give up on trying it anymore myself.
I can understand as well. When people try to get help, they get laughed at and no one offers to help. It's not a lot of fun to go in and get destroyed time after time after time. I have really tryed to get into pvp and give it a try but finding no help and having as little fun with it as I am, I am about to give up on trying it anymore myself.
Hi Genada, don't despair as we all started from somewhere. The key is to understand why you are dying, do you have a good enough setup, do you have decent keybinds.
What setup is the enemy using, you can see what buffs and thereby BO abilities they are using by their icons for e.g
Join a pvp Fleet in your faction, ask around OPVP for help or consult Drunks' PVP guide Here to start with.
Death is good in a way, you learn why and make sure it doesn't happen again. To those that kill you in a few seconds ignore those people for now as you need a team to deal with them or at least better gear and experiance.
Have a fly around kerrat (Cloaked) and have a look at battles between humans and see why one wins the other for example.
It's tough long road to being a good PVP player, chin up and look forward, for the rewards are much greater when you become a veteran.
Now found frequenting MWO short term and then Star Citizen long term. Raged Quit PVP long ago
- Gohan (House of Beautiful /Sad Pandas)
all amateurs vs. all amateurs is great fun!
premade vs premade is great fun!
The more this balance is skewed, the less fun for both sides. (example: 2 premade players one one side can ruin the amateur match, just as 2 amateurs on one side can ruin a premade match.)
Implying that premade players arent amateurs too. Premade =/= good players every time.
In many a game ive seen full on guild premade pvp teams that stank to holy heaven. The STO PvP is really no different from what I have seen. Some full premade teams have had a really bad player or two on them, its usually the one an "amateur" pug group gets a kill or two off of.
Elitism sucks for that reason. It makes newer players think that the only way forward is to group up and queue together, they miss the fundamentals. The majority of the best players are ones that start solo, get really good solo, and then do the premade deal. Those that start premade go one of two ways, getting carried by their good teammates and never improving, or becoming a good team member because they had to learn to carry others. Pretty much sums it up for every mmo out there.
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
One thing folks really should keep in mind is this: Getting blown up in PvP is not a bad thing. Really. The ONLY place it matters at all is Arena, and that's because the score is based on enemy kills. You can blow each other up all you want in C+H or Ker'rat.
That's why I honestly don't mind running a very squishy build on a BoP. I don't mind dying as long as I either take someone down with me, or at least distract the enemy long enough for someone else to make an impact. Sure, I'll regularly make a break for it like any sensible BoP pilot, but if I get blown up. . .so be it. Respawn and try again.
I do not PVP in any game except those games that are built from ground up for PVP, i.e. Battlefield.
I know how to solve the PVP learning curve, it base on level. It is more fun fighting someone fighting someone on your level than it is fight someone that can destroy you in one blow.
It can be just simple scan of ships and lock out the overpowering weapons.
That is just one person's opinion.
Too many ships too many weapons is the real problem.
I do not PVP in any game except those games that are built from ground up for PVP, i.e. Battlefield.
I know how to solve the PVP learning curve, it base on level. It is more fun fighting someone fighting someone on your level than it is fight someone that can destroy you in one blow.
It can be just simple scan of ships and lock out the overpowering weapons.
That is just one person's opinion.
Too many ships too many weapons is the real problem.
How can you base it on level when it takes me 2 days to level up a toon to 50?. It's the equipment and P2w consoles that are a problem. As has been mentioned before, having a PVP queue with nothing but MKX gear and no rep to be considered is better.
Btw this is a 1 month old post, necro posting is frowned upon
Now found frequenting MWO short term and then Star Citizen long term. Raged Quit PVP long ago
- Gohan (House of Beautiful /Sad Pandas)
Back when this game was in beta & during the initial launch, PvP was alot of fun. How times change
F2P along with P2W has really screwed things up, so much so, that I only PvP for the daily & then just ignore it until next time.
Powercreep, OP mods & BOP's, boring maps, exploits, bugs, too many npc's in a PvP map.. All things that ruin it tbh.
If I had it my way I'd implement the following changes:
Dedicated PvP modules
Remove the ability to hot-swap modules during an encounter
Removal of all NPC's from Arena / C&H maps
More maps
More Different encounters / objectives to PvP maps
As it currently stands, it's a case of bring as much spike dps as possible (preferably weapons that bypass shields) along with as many holds you can use & nuke your victim as quick as possible!
Fun? For those that think nuking someone in under 5 secs is fine then yes.
For those with half a brain? About as much fun as watching a snail compete in a marathon!!!
Did I get out of bed the wrong side? You bet your A@#!!! :cool:
nb. I'm currently talking of space combat.. Ground combat is even more of a joke & belongs back in mid 90's with the first genre of FPS's!!
Easy, OP, with thehilbertguide, dontdrunkimshoot thread (sticked here in PVP) and some nice people to play with, you'll end being a very competent pvpeer. Also Boot Camp, which sadly is an attempt to take advantage -again- from the comunity to supply the lack of effort from Cryptic on a better, integrated and understandable pvp...
As it currently stands, it's a case of bring as much spike dps as possible (preferably weapons that bypass shields) along with as many holds you can use & nuke your victim as quick as possible!
Fun? For those that think nuking someone in under 5 secs is fine then yes.
For those with half a brain? About as much fun as watching a snail compete in a marathon!!!
You have just mentioned the general way to kill someone in a team combined effort. In regards to that 5 second window, it is difficult to time kills between Tac teams and buffs and then you have to take into account the time to prep the target.
It isn't so simple as saying 5 sec vape time. Care to try on my Sci Recluse, I guarantee you won't kill me in 5 seconds 1 vs1, against a team that 5 secs is normal.
Or would you rather we bang our heads agains a wall not being able to kill targets nor die.
Your looking at things too somplistically, look at how ridiculous resists have gotten to, how torps are now rarely used in PVP.
If you don't kill someone as quick as possible, their team will heal and ergo yo yo healing bringing someone from 1 % to 100% in a matter of less than 5 seconds. See the problem, it goes both ways.
Now found frequenting MWO short term and then Star Citizen long term. Raged Quit PVP long ago
- Gohan (House of Beautiful /Sad Pandas)
You have just mentioned the general way to kill someone in a team combined effort. In regards to that 5 second window, it is difficult to time kills between Tac teams and buffs and then you have to take into account the time to prep the target.
It isn't so simple as saying 5 sec vape time. Care to try on my Sci Recluse, I guarantee you won't kill me in 5 seconds 1 vs1, against a team that 5 secs is normal.
Or would you rather we bang our heads agains a wall not being able to kill targets nor die.
Your looking at things too somplistically, look at how ridiculous resists have gotten to, how torps are now rarely used in PVP.
If you don't kill someone as quick as possible, their team will heal and ergo yo yo healing bringing someone from 1 % to 100% in a matter of less than 5 seconds. See the problem, it goes both ways.
Precisely - this is why PvP is no longer fun. And sometimes, you need to look at things in the simplest way.
Think others have stated that they need to go back to the basics & give the PvP aspect of the game a complete revamp.
As for torps, seen this in other MMO's - In PvP, are you going to use something that hits as soon as you press a button or something that takes 5-30secs to reach it's target before exploding?
That's why no-one really bothers with torps & why balancing them becomes a headache in itself...
Precisely - this is why PvP is no longer fun. And sometimes, you need to look at things in the simplest way.
Think others have stated that they need to go back to the basics & give the PvP aspect of the game a complete revamp.
As for torps, seen this in other MMO's - In PvP, are you going to use something that hits as soon as you press a button or something that takes 5-30secs to reach it's target before exploding?
That's why no-one really bothers with torps & why balancing them becomes a headache in itself...
Also a slither of shield reduces Torp damage by alot.
I think the game has evolved and it shouldn't be so 'simple' to kill someone. It should take a team to kill a team. This aint about a team of Captain Kirk's Gun ho into battle. This is a team game and cordination and teamplay play a much greater part in PVP, especially if you want to win in premades.
Now found frequenting MWO short term and then Star Citizen long term. Raged Quit PVP long ago
- Gohan (House of Beautiful /Sad Pandas)
Fun? For those that think nuking someone in under 5 secs is fine then yes.
Regardless about what ship I am using, cruiser or escort, I am usually dead within a five second encounter. I think there are a few reasons:
(1) players use 'team-speak' and/or chatbox to target individual players, (and/or)
(2) I am not producing enough dps, (and/or)
(3) players are exploiting a feature, which I have no idea about.
My ships are balanced for PvE, so that is also part of the problem.
Regardless about what ship I am using, cruiser or escort, I am usually dead within a five second encounter. I think there are a few reasons:
(1) players use 'team-speak' and/or chatbox to target individual players, (and/or)
(2) I am not producing enough dps, (and/or)
(3) players are exploiting a feature, which I have no idea about.
My ships are balanced for PvE, so that is also part of the problem.
I gave up on PvP a while ago.
Join the Tyler Durden Channel for balanced PVP teams where everyone can use TS. The matches there are awesome and not usually the 15-0 pug stomping nonsense you see in Pugs. The games more likely to end 15-14 or thereabouts.
We share build advice and have a good laugh.
Now found frequenting MWO short term and then Star Citizen long term. Raged Quit PVP long ago
- Gohan (House of Beautiful /Sad Pandas)
Why does nobody understand what is going on here. For PvP you need to be able to play right of the bat. However in these games you are mixed with players that have acquired much better stuff, because they have played PvE for a considerable time.
Guildwars did it right. For PvP you could create a character at max level. Gear was no issue, because it had no stats.
These type of games, MMO/RPG are not suitable for PvP, with the progression in character level and gear stats. And even if we had a fair PvP system, only players from the same level, with the same quality of gear against each other, we still have the balance issue of classes.
My suggestion is to make a separate game for PvP. You can make a level 50 and the gear and items are only the white stuff you can buy at the merchant.
Why does nobody understand what is going on here. For PvP you need to be able to play right of the bat. However in these games you are mixed with players that have acquired much better stuff, because they have played PvE for a considerable time.
Guildwars did it right. For PvP you could create a character at max level. Gear was no issue, because it had no stats.
These type of games, MMO/RPG are not suitable for PvP, with the progression in character level and gear stats. And even if we had a fair PvP system, only players from the same level, with the same quality of gear against each other, we still have the balance issue of classes.
My suggestion is to make a separate game for PvP. You can make a level 50 and the gear and items are only the white stuff you can buy at the merchant.
That'd be the best option, but it'll never hapen. This is a F2P and when/if Cryptic decides develop actual PVP in this game, they'll want to exploit it for money, that's it, Pay 2 Win. They're doing it already when the game is mainly PVE, with more reason to explot grindage and cash investments as an advantage in an eventual PVP field.
All the anti-PvP whining on these boards can be condensed to one basic sentiment: "I don't like losing and other players do not lie down and die in front of me, like the NPC's do."
So you die in 5 seconds... so what? Does your ship come out of the match damaged? Did you lose any items or money? What, other than your egotistical delusions of your own abilities, was lost in the encounter?
We get a big dilithium payoff for playing other players. That's great. Some of us though, play for the thrill of playing another person, regardless of winning or losing.
For me, it's analogous to playing golf. I suck at golf (+30 handicap). However, the feeling of hitting that occasional great shot makes all those trips into the woods worthwhile. And the environment is pretty nice, so there's that, too.
My only real problem with PvP in STO is the waiting for the que to pop.
oh, another call to nerf the gear i bought just because people are too cheap and lazy to kit their ships and learn how to create some useful binds.
yeah, pvp requires a bit of effort and a bit of research. if thats too much for you, do everyone a favour and go back to stf.
The only way to truly save PvP without stopping the new release of shiny shop content released by cryptic, and without angering the PvEr monthly crowd.... Split the system,
One for PVE
One for PvP
Seperate stats for both. It is the only logical solution, of course I don't expect it to happen. But they could do it, THEY COULD. It is the best option.
The only way to truly save PvP without stopping the new release of shiny shop content released by cryptic, and without angering the PvEr monthly crowd.... Split the system,
One for PVE
One for PvP
Seperate stats for both. It is the only logical solution, of course I don't expect it to happen. But they could do it, THEY COULD. It is the best option.
It is an option that solves nothing. Unless, you can make a PvP system in which everyone wins, the core issue remains; players do not like to lose.
In PvE that's not a problem. The E is not a player. In PvP a player will lose. Then whine about losing. Blame other players. Blame the system. Blame everyone, but themselves, for their performance.
It is an option that solves nothing. Unless, you can make a PvP system in which everyone wins, the core issue remains; players do not like to lose.
In PvE that's not a problem. The E is not a player. In PvP a player will lose. Then whine about losing. Blame other players. Blame the system. Blame everyone, but themselves, for their performance.
You are forgetting that there is a minimum height requirement for PvP.
I say this the way I do for fun and lulz, but you know as well as I do that setting up a ship for PvP is a massive investment of EC/Dilithium and time. You cannot simply join this game, grind to 50, and then PvP in any capacity, especially against a veteran.
You could be the best pilot in the universe and get steamrolled by a mediocre with zen store TRIBBLE.
There is a gear disparity here, make absolutely no mistake. New players have a hell of a time just getting up to par, and you know it.
To illustrate this, go grab a level 40 freeship, use only the gear the game gives you, and queue up. Do not put anything you already have on it. Just use what the brand new player would have, and show me your "skills"
Follow? (doing this will be both hilarious and really hammer home the point, you will spend a year if you havent already just getting set up for the pvp aspect, that is the primary reason it is such a small community)
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
It is an option that solves nothing. Unless, you can make a PvP system in which everyone wins, the core issue remains; players do not like to lose.
In PvE that's not a problem. The E is not a player. In PvP a player will lose. Then whine about losing. Blame other players. Blame the system. Blame everyone, but themselves, for their performance.
You all are under the impression that PvP is dying due to "learning curve" I can say with certainty that is absolutely wrong. In every game where I have pvped, the learning curve was equally as huge but the attraction was still there.
The problem is the pvp system in general. My solution is revolved around game balance, it doesn't address the issue with attracting players to pvp.
1. Randomize pvp teams, no more pre-mades
2. Fix Kerrat so that it is allvall instead of 1 faction vs 1 faction, Might be a good idea to condense spawn points a bit more, and remove borg spawns.
3. Create more standardized 1v1 queue system
4. Add prizes in which would encourage players to want to expand their horizons to PvP.
5. Seperate stats for pve and pvp to avoid backlash from pver/pvp crowd.
oh, another call to nerf the gear i bought just because people are too cheap and lazy to kit their ships and learn how to create some useful binds.
yeah, pvp requires a bit of effort and a bit of research. if thats too much for you, do everyone a favour and go back to stf.
The biggest issue is time, frankly. It takes far too long to get what is needed to get in there and successfully pewpew.
It took me six months to obtain what I have (my join date is legit), and I just now feel comfortable saying I am "geared" for PvP.
Six months. So much for casual interest? Only the most hardcore people will be up to the task. That is a huge loss of potential players.
I hear it time and again in teamspeak, people do not want to bother PvPing not because they are scared to lose, but because they know they have no chance of winning without paying out the TRIBBLE to even have a chance of it.
My fleet just lost a regular PvPer due to this. In order to make him viable for a premade PvP team he was going to have to rekit, and the pricetag was enormous. =/ So he has gone back to pug queueing. I personally dont blame him.
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
I hear it time and again in teamspeak, people do not want to bother PvPing not because they are scared to lose, but because they know they have no chance of winning without paying out the TRIBBLE to even have a chance of it.
Everyone has an excuse.
My fleet just lost a regular PvPer due to this. In order to make him viable for a premade PvP team he was going to have to rekit, and the pricetag was enormous. =/ So he has gone back to pug queueing. I personally dont blame him.
Uhmmm... okay. That reminds me of how I wanted to be an Olympic athlete, but when I found out how much training and dedication were required to be competitive on that level, I went back to playing kickball in the schoolyard.
When I first started pvping in January of 2012, I was an engineer in a star cruiser, and guess what, I actually could kill people. Now, not so much. With a few passives, fleet shields, borg 2 part set, and a few embassy consoles, you're bound to get a better healing score by cycling TT than that ship can put out in DPS. I think if I had started playing now, idk if I would pvp in this game. I do miss being able to take a new character into pvp, but those days are gone.
Uhmmm... okay. That reminds me of how I wanted to be an Olympic athlete, but when I found out how much training and dedication were required to be competitive on that level, I went back to playing kickball in the schoolyard.
So youre one of the daft that believes pvp is only for people that are the best at it?
Very good, you just completely destroyed your whole premise.
Move along.
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
So youre one of the daft that believes pvp is only for people that are the best at it?
Very good, you just completely destroyed your whole premise.
Move along.
In general the idea of removing versatility to pvp to cuddle some newer less advanced players, is really sickening. It doesn't improve anything except turn pvp into a two build system which is what you want to avoid in pvp.
As for complaining about how you have to actually level up and get gear to improve your chances at pvp... yeah... so what? That is how it should be, people that work for their builds should have an advantage over someone who doesnt.
Comments
http://sto-forum.perfectworld.com/showthread.php?t=690821
Tal Shiar Box...
On the Exchange (I'm not selling them, btw - just listing the cheapest there)...
Purple EWO 5% chance +20 Shield Power for 10 sec after activating Energy Weapons
Duxsa (KDF) 9,390,000 EC
Dicrok (Fed) 3,999,999 EC
Purple PWO 25% chance +20 Sheild Power for 10 sec after activating Torpedo Weapons
Oewan (KDF) 6,200,000 EC
Xucem (Fed) 679,995 EC
Ah, its gain Shield power. Ok.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Hi Genada, don't despair as we all started from somewhere. The key is to understand why you are dying, do you have a good enough setup, do you have decent keybinds.
What setup is the enemy using, you can see what buffs and thereby BO abilities they are using by their icons for e.g
Join a pvp Fleet in your faction, ask around OPVP for help or consult Drunks' PVP guide Here to start with.
Death is good in a way, you learn why and make sure it doesn't happen again. To those that kill you in a few seconds ignore those people for now as you need a team to deal with them or at least better gear and experiance.
Have a fly around kerrat (Cloaked) and have a look at battles between humans and see why one wins the other for example.
It's tough long road to being a good PVP player, chin up and look forward, for the rewards are much greater when you become a veteran.
- Gohan (House of Beautiful /Sad Pandas)
all amateurs vs. all amateurs is great fun!
premade vs premade is great fun!
The more this balance is skewed, the less fun for both sides. (example: 2 premade players one one side can ruin the amateur match, just as 2 amateurs on one side can ruin a premade match.)
In many a game ive seen full on guild premade pvp teams that stank to holy heaven. The STO PvP is really no different from what I have seen. Some full premade teams have had a really bad player or two on them, its usually the one an "amateur" pug group gets a kill or two off of.
Elitism sucks for that reason. It makes newer players think that the only way forward is to group up and queue together, they miss the fundamentals. The majority of the best players are ones that start solo, get really good solo, and then do the premade deal. Those that start premade go one of two ways, getting carried by their good teammates and never improving, or becoming a good team member because they had to learn to carry others. Pretty much sums it up for every mmo out there.
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
That's why I honestly don't mind running a very squishy build on a BoP. I don't mind dying as long as I either take someone down with me, or at least distract the enemy long enough for someone else to make an impact. Sure, I'll regularly make a break for it like any sensible BoP pilot, but if I get blown up. . .so be it. Respawn and try again.
I know how to solve the PVP learning curve, it base on level. It is more fun fighting someone fighting someone on your level than it is fight someone that can destroy you in one blow.
It can be just simple scan of ships and lock out the overpowering weapons.
That is just one person's opinion.
Too many ships too many weapons is the real problem.
How can you base it on level when it takes me 2 days to level up a toon to 50?. It's the equipment and P2w consoles that are a problem. As has been mentioned before, having a PVP queue with nothing but MKX gear and no rep to be considered is better.
Btw this is a 1 month old post, necro posting is frowned upon
- Gohan (House of Beautiful /Sad Pandas)
F2P along with P2W has really screwed things up, so much so, that I only PvP for the daily & then just ignore it until next time.
Powercreep, OP mods & BOP's, boring maps, exploits, bugs, too many npc's in a PvP map.. All things that ruin it tbh.
If I had it my way I'd implement the following changes:
Dedicated PvP modules
Remove the ability to hot-swap modules during an encounter
Removal of all NPC's from Arena / C&H maps
More maps
More Different encounters / objectives to PvP maps
As it currently stands, it's a case of bring as much spike dps as possible (preferably weapons that bypass shields) along with as many holds you can use & nuke your victim as quick as possible!
Fun? For those that think nuking someone in under 5 secs is fine then yes.
For those with half a brain? About as much fun as watching a snail compete in a marathon!!!
Did I get out of bed the wrong side? You bet your A@#!!! :cool:
nb. I'm currently talking of space combat.. Ground combat is even more of a joke & belongs back in mid 90's with the first genre of FPS's!!
Beta player - forum knows jack as to when I started
_____________________________________________________
You have just mentioned the general way to kill someone in a team combined effort. In regards to that 5 second window, it is difficult to time kills between Tac teams and buffs and then you have to take into account the time to prep the target.
It isn't so simple as saying 5 sec vape time. Care to try on my Sci Recluse, I guarantee you won't kill me in 5 seconds 1 vs1, against a team that 5 secs is normal.
Or would you rather we bang our heads agains a wall not being able to kill targets nor die.
Your looking at things too somplistically, look at how ridiculous resists have gotten to, how torps are now rarely used in PVP.
If you don't kill someone as quick as possible, their team will heal and ergo yo yo healing bringing someone from 1 % to 100% in a matter of less than 5 seconds. See the problem, it goes both ways.
- Gohan (House of Beautiful /Sad Pandas)
Precisely - this is why PvP is no longer fun. And sometimes, you need to look at things in the simplest way.
Think others have stated that they need to go back to the basics & give the PvP aspect of the game a complete revamp.
As for torps, seen this in other MMO's - In PvP, are you going to use something that hits as soon as you press a button or something that takes 5-30secs to reach it's target before exploding?
That's why no-one really bothers with torps & why balancing them becomes a headache in itself...
Beta player - forum knows jack as to when I started
_____________________________________________________
Also a slither of shield reduces Torp damage by alot.
I think the game has evolved and it shouldn't be so 'simple' to kill someone. It should take a team to kill a team. This aint about a team of Captain Kirk's Gun ho into battle. This is a team game and cordination and teamplay play a much greater part in PVP, especially if you want to win in premades.
- Gohan (House of Beautiful /Sad Pandas)
I think there are a few reasons:
(1) players use 'team-speak' and/or chatbox to target individual players, (and/or)
(2) I am not producing enough dps, (and/or)
(3) players are exploiting a feature, which I have no idea about.
My ships are balanced for PvE, so that is also part of the problem.
I gave up on PvP a while ago.
Join the Tyler Durden Channel for balanced PVP teams where everyone can use TS. The matches there are awesome and not usually the 15-0 pug stomping nonsense you see in Pugs. The games more likely to end 15-14 or thereabouts.
We share build advice and have a good laugh.
- Gohan (House of Beautiful /Sad Pandas)
Guildwars did it right. For PvP you could create a character at max level. Gear was no issue, because it had no stats.
These type of games, MMO/RPG are not suitable for PvP, with the progression in character level and gear stats. And even if we had a fair PvP system, only players from the same level, with the same quality of gear against each other, we still have the balance issue of classes.
My suggestion is to make a separate game for PvP. You can make a level 50 and the gear and items are only the white stuff you can buy at the merchant.
Thats what I want too, so even the new PVP player can challenge seasoned veterans with none of the rep grind and fleet gear issues
- Gohan (House of Beautiful /Sad Pandas)
That'd be the best option, but it'll never hapen. This is a F2P and when/if Cryptic decides develop actual PVP in this game, they'll want to exploit it for money, that's it, Pay 2 Win. They're doing it already when the game is mainly PVE, with more reason to explot grindage and cash investments as an advantage in an eventual PVP field.
"I don't like losing and other players do not lie down and die in front of me, like the NPC's do."
So you die in 5 seconds... so what? Does your ship come out of the match damaged? Did you lose any items or money? What, other than your egotistical delusions of your own abilities, was lost in the encounter?
We get a big dilithium payoff for playing other players. That's great. Some of us though, play for the thrill of playing another person, regardless of winning or losing.
For me, it's analogous to playing golf. I suck at golf (+30 handicap). However, the feeling of hitting that occasional great shot makes all those trips into the woods worthwhile. And the environment is pretty nice, so there's that, too.
My only real problem with PvP in STO is the waiting for the que to pop.
yeah, pvp requires a bit of effort and a bit of research. if thats too much for you, do everyone a favour and go back to stf.
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Seperate stats for both. It is the only logical solution, of course I don't expect it to happen. But they could do it, THEY COULD. It is the best option.
| Join Date: January 2009 | Computer | Fleet: Broken Wings |
It is an option that solves nothing. Unless, you can make a PvP system in which everyone wins, the core issue remains; players do not like to lose.
In PvE that's not a problem. The E is not a player. In PvP a player will lose. Then whine about losing. Blame other players. Blame the system. Blame everyone, but themselves, for their performance.
You are forgetting that there is a minimum height requirement for PvP.
I say this the way I do for fun and lulz, but you know as well as I do that setting up a ship for PvP is a massive investment of EC/Dilithium and time. You cannot simply join this game, grind to 50, and then PvP in any capacity, especially against a veteran.
You could be the best pilot in the universe and get steamrolled by a mediocre with zen store TRIBBLE.
There is a gear disparity here, make absolutely no mistake. New players have a hell of a time just getting up to par, and you know it.
To illustrate this, go grab a level 40 freeship, use only the gear the game gives you, and queue up. Do not put anything you already have on it. Just use what the brand new player would have, and show me your "skills"
Follow? (doing this will be both hilarious and really hammer home the point, you will spend a year if you havent already just getting set up for the pvp aspect, that is the primary reason it is such a small community)
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
You all are under the impression that PvP is dying due to "learning curve" I can say with certainty that is absolutely wrong. In every game where I have pvped, the learning curve was equally as huge but the attraction was still there.
The problem is the pvp system in general. My solution is revolved around game balance, it doesn't address the issue with attracting players to pvp.
1. Randomize pvp teams, no more pre-mades
2. Fix Kerrat so that it is allvall instead of 1 faction vs 1 faction, Might be a good idea to condense spawn points a bit more, and remove borg spawns.
3. Create more standardized 1v1 queue system
4. Add prizes in which would encourage players to want to expand their horizons to PvP.
5. Seperate stats for pve and pvp to avoid backlash from pver/pvp crowd.
| Join Date: January 2009 | Computer | Fleet: Broken Wings |
The biggest issue is time, frankly. It takes far too long to get what is needed to get in there and successfully pewpew.
It took me six months to obtain what I have (my join date is legit), and I just now feel comfortable saying I am "geared" for PvP.
Six months. So much for casual interest? Only the most hardcore people will be up to the task. That is a huge loss of potential players.
I hear it time and again in teamspeak, people do not want to bother PvPing not because they are scared to lose, but because they know they have no chance of winning without paying out the TRIBBLE to even have a chance of it.
My fleet just lost a regular PvPer due to this. In order to make him viable for a premade PvP team he was going to have to rekit, and the pricetag was enormous. =/ So he has gone back to pug queueing. I personally dont blame him.
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
Everyone has an excuse.
Uhmmm... okay. That reminds me of how I wanted to be an Olympic athlete, but when I found out how much training and dedication were required to be competitive on that level, I went back to playing kickball in the schoolyard.
So youre one of the daft that believes pvp is only for people that are the best at it?
Very good, you just completely destroyed your whole premise.
Move along.
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
In general the idea of removing versatility to pvp to cuddle some newer less advanced players, is really sickening. It doesn't improve anything except turn pvp into a two build system which is what you want to avoid in pvp.
As for complaining about how you have to actually level up and get gear to improve your chances at pvp... yeah... so what? That is how it should be, people that work for their builds should have an advantage over someone who doesnt.
| Join Date: January 2009 | Computer | Fleet: Broken Wings |