I don't ever recall this games wing labeled as having casual pvp.
Why do you automatically assume it does?
Playing it?
C'mon, sure - folks can take it upon themselves to make it not as casual, but even there - it's just hardcore casual...it's still casual.
Rewards for winning or losing.
Queues with the option to join as a team.
No loss of anything if one loses.
No territory/resource control.
Nothing to fight for, no reason to fight.
How else would one define casual PvP?
edit: Note, that doesn't take away from the effort that fleets and the like have put forth into making more out of the PvP in the STO - but that's player effort - that's something they've taken upon themselves, that has value to them...it's not inherent to the game, which has very casual PvP.
I think about EVE, think back to Shadowbane, even AO back when they introduced Notum Wars - I think about pretty much every MMO I've played, and STO has the most casual PvP I've ever experienced. Which is fine, cause I'm 41 - going senile - don't have the reflexes I once did - play on a crappy old computer with crappy internet...and sometimes I just like to fly around going wheeeee....
It doesn't really matter how you want to spin it, you keep wanting to harp on a single tactic that has been in the game since beta like its suddenly on the level of using 3x Embassy Ground CD Doffs.
I've seen players using all manner of things in the queues, I don't really care, and I don't come to the forums to harp on it repeatedly at every turn.
Only when someone decides they want to ride in on a high horse - when even guys in their own camp are far from squeaky clean "PvErs", "Casual PvPers" or otherwise, does it provoke me to get involved.
I'm happy to discuss it in game so we can keep this thread free of unneeded drama. Something I didn't start.
It's not spin, man. I'm just defending myself against accusations of running team setups I have never done.
And it's not spin to say that a guy who was in the fleet before I even joined was using setups before I was even in the fleet.
Most of our premade formed earlier this year and is relatively small compared to even the Pandas, let alone the rest of my fleet.
Nova Core proper was formed from the merging of some PvE fleets, a PvP fleet and old-school 7th core.
The old-school 7th core is part of the guys in our premade.
It was the PvEers from the fleet merging, that were the ones running those stupid setups. And I didn't like their setups even when I wasn't part of the fleet, nor did our premade team leader for that matter.
You fail to understand the average player and that is where my issue with your feedback and perspective I strongly disagree with. I am reminded of the Crystalline Entity open testing on Tribble where several devs made an appearance. After the entity was quickly dispatched the vast majority of the testers began to complain that it was too easy, not hard enough, etc etc. One dev had a response to that, those players testing were in the top 10% with great builds and gear. That event was intended to be a challenge for the average player, not the exceptional ones.
You must remember the average STO player is not an MMO vet. They are not a hardcore gamer. They are here because it is Star Trek and they will stay if they find it fun. They do not buy ships mainly because of its power instead because it looks cool or they find it appealing on a different level.
Their are two major stages of progression in an MMO and STO is no different. Stage 1 is the level up time where you enjoy your solo(mostly) experience and they attempt to hook you with the story and setting. Stage 2 is endgame be it PvP or reputation/STF type content where you hopefully stick with the game because you enjoy the gameplay and they try to make it so you always have something to do or look forward to.
A big places STO experiences the 'churn' effect, or looses players, is in that transition from stage 1 to stage 2. Where the player tries out a few STFs, perhaps a PvP match or three, maybe a bit of foundry, whatever, and doesn't enjoy the gameplay. It could be they don't like the lack of story/immersion, it could be the difficulty, it could be the more serious attitude of their fellow players or even the raised intensity of the experience.
Now obviously their is also the transition from stage 2 to stage 3 where they grow bored and quit or leave. Fortunately many players in that situation tend to return when new stuff is released. They already like the gameplay, just like all of us in this thread. We are not a significant part of the 'churn' problem other than the basic fact that very few people stick with one specific hobby/pastime/game for many years.
In the end the goal is to ease the transition from stage 1 into stage 2. This will ensure the game's longevity as the size of the stage 2 playerbase will grow much faster than it shrinks. And you can see this everywhere you turn they realize the current reputation system creates a 'barrier to entry' for stage 2 and that is why they are experimenting with a new one next season. It is why content like New Romulus exists, Nimbus, and the old focus on the Foundry. It is why new group content is designed for one exceptional player to be capable of getting victory for the team, instead of the old content where one terribad player can ensure defeat. This is why anything that destroys players before they can react in PvP is relatively quickly nerfed.
Infact I would dare say we hold Cryptic back more than anything. They are terrified of slaughtering some really bad 'sacred cows' of this game for fear of losing those of us currently happy in stage 2 even though it would promote growth.
Or I am simply delusional but anyone that considers anything in this game to not be casual oriented is simply kidding themselves.
You fail to understand the average player and that is where my issue with your feedback and perspective I strongly disagree with. I am reminded of the Crystalline Entity open testing on Tribble where several devs made an appearance. After the entity was quickly dispatched the vast majority of the testers began to complain that it was too easy, not hard enough, etc etc. One dev had a response to that, those players testing were in the top 10% with great builds and gear. That event was intended to be a challenge for the average player, not the exceptional ones.
maybe then they need to have some content actually reserved to be built up towards?
events and end game content should be nowhere near as easy as it is now.
the stf's are the perfect place to begin this, the first one should stay as is.
the next one should actually be harder
the so on and so forth.
with the hive thingy being the hardest (ie- about as hard as the nws... which needs to be be changed... but thats its own issue...)
a steadly increasing pve challenge will teach new players that content doesnt have to be easy as pie to be able to be fun.
maybe then they need to have some content actually reserved to be built up towards?
events and end game content should be nowhere near as easy as it is now.
the stf's are the perfect place to begin this, the first one should stay as is.
the next one should actually be harder
the so on and so forth.
with the hive thingy being the hardest (ie- about as hard as the nws... which needs to be be changed... but thats its own issue...)
a steadly increasing pve challenge will teach new players that content doesnt have to be easy as pie to be able to be fun.
In order for that to work the gameplay must be actively teaching the player how to be better. Currently this game fails completely and totally to teach a player anything at all really. Not only that but once again most do not want to become hardcore pro top tier players, they just want to fly what is fun and pew pew.
In order for that to work the gameplay must be actively teaching the player how to be better. Currently this game fails completely and totally to teach a player anything at all really.
Um...if the game didn't teach a player how to play better, how do players play better? Can't say it's from other players, because they had to learn somewhere as well...
...that the game stops at a certain point - one could say is the issue.
Not only that but once again most do not want to become hardcore pro top tier players, they just want to fly what is fun and pew pew.
The players want to Kirk it up so to speak.
AND THERE IS ABSOLUTELY NOTHING WRONG WITH THAT.
He never said there was anything wrong with that but why should that mean those who put thought into their ships and want pve to match should have to suffer for it?
If the player can't complete a higher difficulty version of the same content that's fine they can pew pew at their own level and that is great but what Maicake has said makes perfect sense, you keep going up difficulty levels until you find a point where your build can't compete at which point you either stick at your current level and have fun or you push your build to a point where you can see if the next level is more fun.
I think it would be nice to have a point where the AI makes good enough use of abilities that no build can roflstomp the given level of difficulty no matter how good the player is and at that point teamwork becomes needed, be that in preformed groups or still at the pug level.
I hate to compare STO to BGO, but BGO is a game the is the polar opposite of STO.
It's PVP 1st and PVE 2nd. It uses a simple game mechanic. Ships have hit points. Armor adds hit points. Ships have avoidance. Consoles add advoidance. Ships have guns and missles. They do X amound of damage depending on what level they are. Its all very simple and it works.
BGO has almost no gear or ships that are completly useless and no one ever uses. This game is full of weapons, consoles, ships, armor, Boff abilities, Doffs that are completly useless in game and no one uses.
For a design team to have whole shops and stores full of useless gear in game with no plan or intrest in fixing them makes no sense.
Now dont get me wrong BGO is not a great game. That company almost never releases new content. But the simple mechanic and balance of gear/skills/ships works.
STO just has too many things going on at once with Passives, Traits, Ship and Gear bonuses, Crit D and Crit H numbers, DEF % and ACC % and on and on to where when one is changed the whole house of cards come crashing down.
So many post say the same thing as when the Devs fix one thing they break 5 other. I hate to say it but the entire system of combat needs to be looked at. Not sure if it can be reworked or if it is hard coded into the game and all the Devs can do is play with the values and hope to balance the equation.
Seems that the entire system is too convoluted. With all the different types of resistances and stacking and bleedthrough and on and on perhaps just striping it down and going with a system that even the most casual player can understand is what this game needs.
Um...if the game didn't teach a player how to play better, how do players play better? Can't say it's from other players, because they had to learn somewhere as well...
...that the game stops at a certain point - one could say is the issue.
That's why there are (and should be additional levels of difficulty)...
...if Joe Random, the Casual - wants to Casual Kirk it up, they can.
...if Joe Random, the Not-Casual - wants to sweat a little, they could.
That I don't disagree with except, they have.
Hive, No Win, Crystaline Entity Elite are examples of them making such an attempt. Unfortunately power creep has taken it's toll on those and you have an additional problem.
Why make content that only a small portion of the player base will bother with? It is a delicate balance but they have shown a history of attempting to create a token amount of 'high end difficulty' content and I'm sure if the metrics were to show that their difficulty was appealing for enough players much more content like that would be created.
So if that is what the players want then they need to stop farming the easier content and stick to the more difficult stuff already out there. And yes I know the ones I listed are not insanely difficult but I hope my point is clear.
Answer me honestly, have you played HSE more often than CSE or ISE? Do you primarily queue up for vanilla CE or the elite version?
Why make content that only a small portion of the player base will bother with?
But it does have to be limited content...it can be the same content with varying degrees of difficulty. Then everybody can enjoy the content...though, not necessarily the same rewards from that content.
It's just an extension of what currently takes place with the STFs and ESTFs.
LOLSTF, CSTF, NSTF, ASTF, ESTF, OMGSTF...
...though some form of unlocksing, should be required...imho.
But it does have to be limited content...it can be the same content with varying degrees of difficulty. Then everybody can enjoy the content...though, not necessarily the same rewards from that content.
It's just an extension of what currently takes place with the STFs and ESTFs.
LOLSTF, CSTF, NSTF, ASTF, ESTF, OMGSTF...
...though some form of unlocksing, should be required...imho.
But would players even bother first off, and secondly aside from just inflating the NPC attributes how would they accomplish the increased difficulty with minimal effort?
I think you are on to something VD but it is a tricky subject. Take the elite CE for example, I don't find it difficult myself but I also don't find the increased length to be worth the paltry reward increase so I just don't do it. But if they up the reward of it too much then the reverse becomes true like with the standard STFs.
Honestly though VD which one do you play more often, standard or elite CE?
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.
But would players even bother first off, and secondly aside from just inflating the NPC attributes how would they accomplish the increased difficulty with minimal effort?
This bit is actually quite easy, the AI isn't actually completely stupid (at least not on Tribble), if they were to give it more skills and make sure it used them in an intelligent manner that would do the trick for a difficulty level, add that to increased sustained damage is another, and so on and so on...
I'm tired of hearing about Cryptic's 'metrics' and other junk.
Here's a thought to add to the pool:
Maybe people don't know what is best for them, and if you keep giving them the same thing they won't ever change what they want?
That mentality prevented many MMOs from growing beyond a niche audience and killed several others.
The idea of the customer not knowing what they want is true from the perspective of their actual direct feedback. But not when watching their behavior. You do need to understand the reasoning and logic behind the behavior but that is beside the point. Actions speak louder than words.
To answer an earlier question by bareel. I do CCE and do not bother with normal for 2 reasons: 1) All I know is it rewards 80 nukara marks and I can nap through it. 2) I'm good enough that I should be doing elite and not normal, not out of ego but because I know I fit into the bracket that was designed for.
HSE is a different thing. I want to do it more but finding a decent group who are not going to pull all the tact cubes at the same time is hard. I try when I can though and the challenge is nice.
Also it's worth also pointing out we're getting some more missions where you do not have to destroy the enemy to win. Azure Nebula rescue and starbase blockade, I like that, it gives me a reason to play in a science ship and bulldoze the enemy away to let someone else free a ship. My tank can draw aggro and let the freighter plod on without any threat.
These are great missions that are designed well but even amongst some of the better PvE players they don't grasp that the only thing that matters is either disabling the tractor beams or keeping the freighter healthy.
Also it's worth also pointing out we're getting some more missions where you do not have to destroy the enemy to win. Azure Nebula rescue and starbase blockade, I like that, it gives me a reason to play in a science ship and bulldoze the enemy away to let someone else free a ship. My tank can draw aggro and let the freighter plod on without any threat.
A single projectile T'varo can take out the mobs at a 5 in a single pass.
Which is kind of a major discrepancy between PvE and PvP...
That mentality prevented many MMOs from growing beyond a niche audience and killed several others.
The idea of the customer not knowing what they want is true from the perspective of their actual direct feedback. But not when watching their behavior. You do need to understand the reasoning and logic behind the behavior but that is beside the point. Actions speak louder than words.
Our behavior is a result of our environment.
Example-
Most players in this game grind something for something.
Ergo- the players like to grind because that's what they do the most, so introduce more grind.
Player 1: In order to make PVP better, the devs need to address a fundamental flaw in their approach to balance, which in turn affects everything else.
You see, this thread is why I don't let Vox outside the fleet during peak business hours. This is why when he goes on holiday the national guard need to be aware. This is why we don't give him lemonade after 5pm. This is why I keep all Lag members electronically tagged at all times when mixing with the public.
This thread is also why I PvP. It's hilarious.
These threads are partly why I visit these forums so frequently. That and my secret love affair with Mimey.
Please, can we have some more ego-bruised Kirks, and not a wiff of Dev feedback on why PvP is so hopelessly behind, game-wise?
I guess they're all off making the next batch of Winter Event scarves or something, hehe.
[SIGPIC][/SIGPIC] @Aquitaine985 Lag Industries STO PvP Fleet - Executive
A Sad Panda of Industrial calibre. 2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
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.
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.
Wouldn't it actually be a case of playing more MMOs?
After all, it's an MMO - it should play like a MMO...it shouldn't play like a FPS, RTS, boardgame, SPRPG, etc, etc, etc...no?
I don't know, I can see where he is coming from, games with different factions have different units in each faction that work differently and need balancing properly against one another (in a RTS setting) and they usually do it quite well so as an example of STO vs a properly balanced game I can see where a different game style would demonstrate this.
After all, it's an MMO - it should play like a MMO...it shouldn't play like a FPS, RTS, boardgame, SPRPG, etc, etc, etc...no?
HA! Imagine STO: The Board Game.
"You have been subnuked, and are about to be alpha'd by a pair of escorts, go back three spaces"
*table-flip*
[SIGPIC][/SIGPIC] @Aquitaine985 Lag Industries STO PvP Fleet - Executive
A Sad Panda of Industrial calibre. 2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
Comments
Playing it?
C'mon, sure - folks can take it upon themselves to make it not as casual, but even there - it's just hardcore casual...it's still casual.
Rewards for winning or losing.
Queues with the option to join as a team.
No loss of anything if one loses.
No territory/resource control.
Nothing to fight for, no reason to fight.
How else would one define casual PvP?
edit: Note, that doesn't take away from the effort that fleets and the like have put forth into making more out of the PvP in the STO - but that's player effort - that's something they've taken upon themselves, that has value to them...it's not inherent to the game, which has very casual PvP.
I think about EVE, think back to Shadowbane, even AO back when they introduced Notum Wars - I think about pretty much every MMO I've played, and STO has the most casual PvP I've ever experienced. Which is fine, cause I'm 41 - going senile - don't have the reflexes I once did - play on a crappy old computer with crappy internet...and sometimes I just like to fly around going wheeeee....
It's not spin, man. I'm just defending myself against accusations of running team setups I have never done.
And it's not spin to say that a guy who was in the fleet before I even joined was using setups before I was even in the fleet.
Most of our premade formed earlier this year and is relatively small compared to even the Pandas, let alone the rest of my fleet.
Nova Core proper was formed from the merging of some PvE fleets, a PvP fleet and old-school 7th core.
The old-school 7th core is part of the guys in our premade.
It was the PvEers from the fleet merging, that were the ones running those stupid setups. And I didn't like their setups even when I wasn't part of the fleet, nor did our premade team leader for that matter.
You fail to understand the average player and that is where my issue with your feedback and perspective I strongly disagree with. I am reminded of the Crystalline Entity open testing on Tribble where several devs made an appearance. After the entity was quickly dispatched the vast majority of the testers began to complain that it was too easy, not hard enough, etc etc. One dev had a response to that, those players testing were in the top 10% with great builds and gear. That event was intended to be a challenge for the average player, not the exceptional ones.
You must remember the average STO player is not an MMO vet. They are not a hardcore gamer. They are here because it is Star Trek and they will stay if they find it fun. They do not buy ships mainly because of its power instead because it looks cool or they find it appealing on a different level.
Their are two major stages of progression in an MMO and STO is no different. Stage 1 is the level up time where you enjoy your solo(mostly) experience and they attempt to hook you with the story and setting. Stage 2 is endgame be it PvP or reputation/STF type content where you hopefully stick with the game because you enjoy the gameplay and they try to make it so you always have something to do or look forward to.
A big places STO experiences the 'churn' effect, or looses players, is in that transition from stage 1 to stage 2. Where the player tries out a few STFs, perhaps a PvP match or three, maybe a bit of foundry, whatever, and doesn't enjoy the gameplay. It could be they don't like the lack of story/immersion, it could be the difficulty, it could be the more serious attitude of their fellow players or even the raised intensity of the experience.
Now obviously their is also the transition from stage 2 to stage 3 where they grow bored and quit or leave. Fortunately many players in that situation tend to return when new stuff is released. They already like the gameplay, just like all of us in this thread. We are not a significant part of the 'churn' problem other than the basic fact that very few people stick with one specific hobby/pastime/game for many years.
In the end the goal is to ease the transition from stage 1 into stage 2. This will ensure the game's longevity as the size of the stage 2 playerbase will grow much faster than it shrinks. And you can see this everywhere you turn they realize the current reputation system creates a 'barrier to entry' for stage 2 and that is why they are experimenting with a new one next season. It is why content like New Romulus exists, Nimbus, and the old focus on the Foundry. It is why new group content is designed for one exceptional player to be capable of getting victory for the team, instead of the old content where one terribad player can ensure defeat. This is why anything that destroys players before they can react in PvP is relatively quickly nerfed.
Infact I would dare say we hold Cryptic back more than anything. They are terrified of slaughtering some really bad 'sacred cows' of this game for fear of losing those of us currently happy in stage 2 even though it would promote growth.
Or I am simply delusional but anyone that considers anything in this game to not be casual oriented is simply kidding themselves.
maybe then they need to have some content actually reserved to be built up towards?
events and end game content should be nowhere near as easy as it is now.
the stf's are the perfect place to begin this, the first one should stay as is.
the next one should actually be harder
the so on and so forth.
with the hive thingy being the hardest (ie- about as hard as the nws... which needs to be be changed... but thats its own issue...)
a steadly increasing pve challenge will teach new players that content doesnt have to be easy as pie to be able to be fun.
Do you even Science Bro?
In order for that to work the gameplay must be actively teaching the player how to be better. Currently this game fails completely and totally to teach a player anything at all really. Not only that but once again most do not want to become hardcore pro top tier players, they just want to fly what is fun and pew pew.
The players want to Kirk it up so to speak.
AND THERE IS ABSOLUTELY NOTHING WRONG WITH THAT.
Um...if the game didn't teach a player how to play better, how do players play better? Can't say it's from other players, because they had to learn somewhere as well...
...that the game stops at a certain point - one could say is the issue.
That's why there are (and should be additional levels of difficulty)...
...if Joe Random, the Casual - wants to Casual Kirk it up, they can.
...if Joe Random, the Not-Casual - wants to sweat a little, they could.
Casual (current Normal)
Normal (current Advanced)
Advanced (current Elite)
Elite
Gonna Make You Sweat
He never said there was anything wrong with that but why should that mean those who put thought into their ships and want pve to match should have to suffer for it?
If the player can't complete a higher difficulty version of the same content that's fine they can pew pew at their own level and that is great but what Maicake has said makes perfect sense, you keep going up difficulty levels until you find a point where your build can't compete at which point you either stick at your current level and have fun or you push your build to a point where you can see if the next level is more fun.
I think it would be nice to have a point where the AI makes good enough use of abilities that no build can roflstomp the given level of difficulty no matter how good the player is and at that point teamwork becomes needed, be that in preformed groups or still at the pug level.
It's PVP 1st and PVE 2nd. It uses a simple game mechanic. Ships have hit points. Armor adds hit points. Ships have avoidance. Consoles add advoidance. Ships have guns and missles. They do X amound of damage depending on what level they are. Its all very simple and it works.
BGO has almost no gear or ships that are completly useless and no one ever uses. This game is full of weapons, consoles, ships, armor, Boff abilities, Doffs that are completly useless in game and no one uses.
For a design team to have whole shops and stores full of useless gear in game with no plan or intrest in fixing them makes no sense.
Now dont get me wrong BGO is not a great game. That company almost never releases new content. But the simple mechanic and balance of gear/skills/ships works.
STO just has too many things going on at once with Passives, Traits, Ship and Gear bonuses, Crit D and Crit H numbers, DEF % and ACC % and on and on to where when one is changed the whole house of cards come crashing down.
So many post say the same thing as when the Devs fix one thing they break 5 other. I hate to say it but the entire system of combat needs to be looked at. Not sure if it can be reworked or if it is hard coded into the game and all the Devs can do is play with the values and hope to balance the equation.
Seems that the entire system is too convoluted. With all the different types of resistances and stacking and bleedthrough and on and on perhaps just striping it down and going with a system that even the most casual player can understand is what this game needs.
That I don't disagree with except, they have.
Hive, No Win, Crystaline Entity Elite are examples of them making such an attempt. Unfortunately power creep has taken it's toll on those and you have an additional problem.
Why make content that only a small portion of the player base will bother with? It is a delicate balance but they have shown a history of attempting to create a token amount of 'high end difficulty' content and I'm sure if the metrics were to show that their difficulty was appealing for enough players much more content like that would be created.
So if that is what the players want then they need to stop farming the easier content and stick to the more difficult stuff already out there. And yes I know the ones I listed are not insanely difficult but I hope my point is clear.
Answer me honestly, have you played HSE more often than CSE or ISE? Do you primarily queue up for vanilla CE or the elite version?
But it does have to be limited content...it can be the same content with varying degrees of difficulty. Then everybody can enjoy the content...though, not necessarily the same rewards from that content.
It's just an extension of what currently takes place with the STFs and ESTFs.
LOLSTF, CSTF, NSTF, ASTF, ESTF, OMGSTF...
...though some form of unlocksing, should be required...imho.
But would players even bother first off, and secondly aside from just inflating the NPC attributes how would they accomplish the increased difficulty with minimal effort?
I think you are on to something VD but it is a tricky subject. Take the elite CE for example, I don't find it difficult myself but I also don't find the increased length to be worth the paltry reward increase so I just don't do it. But if they up the reward of it too much then the reverse becomes true like with the standard STFs.
Honestly though VD which one do you play more often, standard or elite CE?
Here's a thought to add to the pool:
Maybe people don't know what is best for them, and if you keep giving them the same thing they won't ever change what they want?
This bit is actually quite easy, the AI isn't actually completely stupid (at least not on Tribble), if they were to give it more skills and make sure it used them in an intelligent manner that would do the trick for a difficulty level, add that to increased sustained damage is another, and so on and so on...
And this is a very good point.
That mentality prevented many MMOs from growing beyond a niche audience and killed several others.
The idea of the customer not knowing what they want is true from the perspective of their actual direct feedback. But not when watching their behavior. You do need to understand the reasoning and logic behind the behavior but that is beside the point. Actions speak louder than words.
HSE is a different thing. I want to do it more but finding a decent group who are not going to pull all the tact cubes at the same time is hard. I try when I can though and the challenge is nice.
Also it's worth also pointing out we're getting some more missions where you do not have to destroy the enemy to win. Azure Nebula rescue and starbase blockade, I like that, it gives me a reason to play in a science ship and bulldoze the enemy away to let someone else free a ship. My tank can draw aggro and let the freighter plod on without any threat.
These are great missions that are designed well but even amongst some of the better PvE players they don't grasp that the only thing that matters is either disabling the tractor beams or keeping the freighter healthy.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
Maybe back when they were first redoing it and the regen was borked on Elite? Maybe not even then...
A single projectile T'varo can take out the mobs at a 5 in a single pass.
Which is kind of a major discrepancy between PvE and PvP...
Our behavior is a result of our environment.
Example-
Most players in this game grind something for something.
Ergo- the players like to grind because that's what they do the most, so introduce more grind.
Do you even Science Bro?
Player 1: In order to make PVP better, the devs need to address a fundamental flaw in their approach to balance, which in turn affects everything else.
Player 2: BUT BUT BUT EXTREME OUTLIER CASE!
This thread is also why I PvP. It's hilarious.
These threads are partly why I visit these forums so frequently. That and my secret love affair with Mimey.
Please, can we have some more ego-bruised Kirks, and not a wiff of Dev feedback on why PvP is so hopelessly behind, game-wise?
I guess they're all off making the next batch of Winter Event scarves or something, hehe.
@Aquitaine985
Lag Industries STO PvP Fleet - Executive
A Sad Panda of Industrial calibre.
2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
Excuse me Reg, but when were you going to TELL me about this secret love affair with me, hmm? :P
I reckon sometime between "Brace for impact" and "need Hazards"
But probably not before "I'm Subnuked"?
but thats the best part, everyone loves the stripping!
Do you even Science Bro?
I find that to be a curious statement.
Would it not be akin to saying that airplanes need X, and doubters should ride skateboards to see that?
Wouldn't it actually be a case of playing more MMOs?
After all, it's an MMO - it should play like a MMO...it shouldn't play like a FPS, RTS, boardgame, SPRPG, etc, etc, etc...no?
I don't know, I can see where he is coming from, games with different factions have different units in each faction that work differently and need balancing properly against one another (in a RTS setting) and they usually do it quite well so as an example of STO vs a properly balanced game I can see where a different game style would demonstrate this.
If that makes any sense... (it worked in my head)
HA! Imagine STO: The Board Game.
"You have been subnuked, and are about to be alpha'd by a pair of escorts, go back three spaces"
*table-flip*
@Aquitaine985
Lag Industries STO PvP Fleet - Executive
A Sad Panda of Industrial calibre.
2010: This is Cryptic PvP. Please hold the line, your call is very important to us...