ive done plenty of squinting to try to see if at least 5 of the 10 shots did hit my actual target, and as far as i can tell from the hectic observations its just completely random. i dont think it ever really fired any guaranteed to hit your target shots ever
Never tracked it myself, but at one point it was supposed to guarantee 5 attacks to primary target.
[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
Indeed I know for sure at one time it did... but who knows its faw... intentionally changed every third patch. Unintentionally changed every second. Both end up overlapping every 5th. lol
thers a huge trade off, you cant direct your damage. if you want to kill a particular target in a 5v5 arena battle, and you use FAW, your going to be doing less damage to your target then you would be if you didn't use FAW. the problem comes when 3 or more FAW users are arround, then its more like the whole team is being focused simultaneously. a lone FAW boat AtB cruiser is mostly pissing in the wind just flying in circles cycling FAW, no mater what DPS numbers he parces.
Ha ha..."Pissing into the wind" I love that analogy. That is exactly how I feel in my "super" A2B/FAW PvE tactical cruiser when using FAW in PvP. I rarely get kills alone with FAW. Most of my kills are with Beam Overload. Often I work my behind off withering down my opponents defense only to have all my work instantly healed off or some hotshot escort comes in and steals my kill. Happens quite often.
Ha ha..."Pissing into the wind" I love that analogy. That is exactly how I feel in my "super" A2B/FAW PvE tactical cruiser when using FAW in PvP. I rarely get kills alone with FAW. Most of my kills are with Beam Overload. Often I work my behind off withering down my opponents defense only to have all my work instantly healed off or some hotshot escort comes in and steals my kill. Happens quite often.
I think you're missing the point. FAW should be about pressure damage. It should be about setting up that kill for the Spike Damage Escort. That is how it is most effectively used. You shouldn't be upset about a stolen kill, you should be proud that you set up that kill. As DDIS said, killing with FAW is about having multiple platforms running it. A single ship using it is more about suppression and spam control.
I think you're missing the point. FAW should be about pressure damage. It should be about setting up that kill for the Spike Damage Escort. That is how it is most effectively used. You shouldn't be upset about a stolen kill, you should be proud that you set up that kill. As DDIS said, killing with FAW is about having multiple platforms running it. A single ship using it is more about suppression and spam control.
Actually I'm not missing the point and I'm not upset...just coming to a realization how different it is moving from pve to pvp. I'm sure for a pve player coming to pvp can be a rude awakening going from king of dps to a pressure damage support role. Its bit of ego crushing but hey...Ill get over it. I know it is pressure damage...its a role that I'm starting to resign myself to in pvp as a tactical cruiser. It is still nice to get the kill once in a while. Perhaps I'm flying the wrong class of ship. I should move on to escorts to get the kills. It is so fun to kill...ships that is.
Anyhow, I totally agree with you...you need multiple ships running FAW for it to be a real threat.
Are you running a parser? Because as far as I know when run through a parser, FAW has been shown not to crit at all.
If you have not run a parser, and you are basing your crits on what you have seen ingame; you may be seeing one of your beams' regular attacks getting a crit. The standard beam attacks still crit.
If you have run your logs through a parser already, and your logs show that you are still getting crits with FAW, then I suggest that you are an anomaly; and recommend that you share your data with the dev team so they may be able to use that information for the fix.
O_o that does explain me only critically hitting 11% of the time via parser. I had honestly put that down to the thought that one's critical hit chance % cannot be directly accurate to the actual % of hits that crit, as in most games. That's actually rather scary that that's a flat thing, but yes, confirming that, not like it truly matters to the point of such a pressure-damage build.
It would seem that's no chance, but more of a guarantee? I'd rather been operating under the assumption that 1/5 shots hit may crit, not will with my %.... that's a lot meaner than I thought.
You know what is worse! Games that have PvP that have the same exact stats and calculations of their PvE half! You want to talk about creating a situation where balance is impossible! PvErs will always want to keep their easy mode grindfest mode going and going and going. Like a rabbit with a drum, you see where I'm going here right?
Rawr!
If you are going to rebuild the game, rebuild it right.
Pretty much, I've suggested a few times that the game should be balanced on pvp and anything added to the game should be balance tested for pvp, build the pve on those foundations and it will as a direct result, be balanced. It's so much easier than the current system.
1) This game is being designed and catered to the lowest player base.
Adam, you know how you don't do as much dps in PvE as some of us? (don't mind btw as I know you're in a PvP build) Well you're leagues ahead of the player base Cryptic are catering for. In fact you'd be considered running h4x0rz by their standards of damage and ability.
The only way you would get more balance is with a change in enemies, we're sort of getting that but it still doesn't change much as NPCs are either using tickle me Elmo beams or finger of God instakill death rays that would make minimax jealous.
2) This game should never be balanced around only one section of the game.
I'm sorry, you and everyone here may not agree (especially as VD isn't on here anymore) but the 2 types of game modes are inherently different at the fundamental levels.
NPCs are designed to die, they're designed to die a lot and fairly quickly in some cases which is nice when you want to sit back, relax, enjoy blasting the dickens out of something. In fact some were even redesigned to give big pretty green aftershock explosions!
Players are not designed to die very easily, some may even say at all. Players are supposed to be hard targets where getting a kill is meant to be about skill and outwitting the opponent, exploiting their weaknesses with your strengths.
I won't deny this game is as unbalanced as a fat kid on a seesaw but just as I would not say, hey this ability is fine as the NPCs don't complain (double tap) I wouldn't say hey this ability is fine as no-one says its OP.(old tykens/GW, VM, PSW, CPB all in PvE)
It's funny how nobody in this thread knows the ideal stat to increase to improve overcapping :P and people recommend getting more bonus power than the actual drain is, just silly... power doesnt help you, EPS does. please check your math VR and others what is correct that dhc overcapping value is around 135, when eps is added, then its around 140, with beams, base overcap value is 165, not 180, with my formula the goal is to get over 165 power, and over 15+ EPS(alone eptw3 is 165 + leech = 183(thats alrdy in capacity(at this point you should lower your weapon power and redirect around 15 of it somewhere else, IF you don't have 20 EPS), and after 180 power stack EPS for maxium dps bonus, tho if you don't alrdy stack eps before 180 you're doing it wrong and you should eat your shirt.
Say the word, it saves the world. CUUCUUMBEER!"-With slight partigen with it." Proud member or DPS-800"-We kill dem mines with our scitter turrets."
I haven't played the game seriously for a few months so i dont know if pikatchu beam still exists during faw but the omega amp proc was always much better than stacking power transfer rate and high weapon power because of instant +10 power and weapon drain immunity on a constant basis.
But the EPS stat itself (not the console with +x% power transfer rate) is great because it adds power to EPtX and a2b on top of adding faster weapon power regen during beams cycles (not much for DHCs because their drain cycle doesnt coincide with their firing cycle).
The valdore console uses the same mechanism and allows scimitard fawers to have 150% of their dps in self healing.
PS : about the crits, i think it needs to be fixed and % per hit procs need a nerf.
2) This game should never be balanced around only one section of the game.
Yes it should be balanced on PVP, since that is the non-adjustable part of it. PVE has a difficulty slider that can be used to make it easier for people that want to kill NPCs as fast as possible all day.
You can't balance "this" game on PvP when it's primarily a PvE game. There's also an insufficient number of people who PvP compared to those that PvE.
End result is PWE/Cryptic aren't going to p*ss off the main player base when things are wrong in PvP because the majority of these users never PvP.
It's been stated many times before, the only way to properly fix PvP is to have it as a separate entity within the game and to start again.
i.e. There are PvE modules, abilities and all that jazz that are only usable in PvE Content and there are PvP modules, abilities, ect. that are only usable in PvP content.
End Result?
1.PvE content doesn't get nerfed or made brokenly OP due to PvP adjustments = easier to keep balanced
2.PvP content doesn't get nerfed or made brokenly OP due to PvE adjustments = easier to keep balanced
You can't balance "this" game on PvP when it's primarily a PvE game. There's also an insufficient number of people who PvP compared to those that PvE.
End result is PWE/Cryptic aren't going to p*ss off the main player base when things are wrong in PvP because the majority of these users never PvP.
It's been stated many times before, the only way to properly fix PvP is to have it as a separate entity within the game and to start again.
i.e. There are PvE modules, abilities and all that jazz that are only usable in PvE Content and there are PvP modules, abilities, ect. that are only usable in PvP content.
End Result?
1.PvE content doesn't get nerfed or made brokenly OP due to PvP adjustments = easier to keep balanced
2.PvP content doesn't get nerfed or made brokenly OP due to PvE adjustments = easier to keep balanced
Agreed. Sadly the devs are resistant to this idea, however they do make a compelling argument for not doing it.
all you are suggesting is a doubling(or more) of workload for the dev team
Sound plan, so increased work or attention to another area of the game or expansion of dev team means it shouldn't be done?
that leaves all the problems unresolved
No it doesn't. It means the modes can be balanced properly without one effecting the other. As a result, reduced drama, better gameplay, happier players. I and many others would never advocate easy pve.
while essentially creating two separate games.
Misleading and utterly false, it isn't creating 'two seperate games' it is similar if not exact coding, with slight tweaks in calculations here and there. At least for what I'd want.
not to mention you are demanding the removal of kerrat and the dyson sphere content, unless you want those to be third and forth divisions of labour.
Is this about the lame item farming in the really bad design of the pve gameplay there? Sheesh, who would advocate keeping that? Either way, entering kerrat with those lame options wouldn't mean it was impossible to have pve and pvp in one map. It would mean you'd only have one set of calculations and of course it being kerrat that obviously means pvp calculations.
It is also possible to have certain flags for players and NPC spawns that would automatically trigger the required set of calculations depending on target.
others may be sympathetic to such ideas spawned from short-sighted, pvp vs pve factionalism, i am not.
Short sighted? I call it the most reasonable way to solve this problem. Your ideas on the other hand will only end with the same reoccurring problems.
Now whether or not the devs ever choose to take the proper route is another thing entirely. Most would agree that it is the proper route. Arguing against it is kind of silly in my opinion.
It depends, if players just had a tag saying player and npcs had one for NPCs it allows for the calculation to be drawn up against each one separately with a scaling factor.
Players don't like having control taken from them, so disables have a -50% duration applied to tags with player.
Direct to hull damage from GW would be OP against players if it did more than 3k so it's capped at that but against tag NPC it does +150% so people don't feel useless in a dps centric PvE.
Course it does mess with going from PvE to PvP a tad as the game will handle differently but then that's not exactly too different from now when people go from no resist enemies to super resistant players.
any solution needs to scale and adapt to all of those, yours demands the deletion of all the sandbox content.
I still maintain the easiest way to do that is to balance for pvp and then build pve on that, that way you only have to think about balance once per item.
As to those saying it would be bad for bottom line pve, just because all abilities are balanced around players fighting players doesn't mean the devs can't still create badly designed high HP and low/insta-kill NPCs. What it would do is to reduce (by rights end) the whole "pvp balance is broken" theme and if they make NPCs more player-like in terms of dps, crit and resistance stats they can give them more abilities and potentially make more high skill content rather than more damage/dps required content like they do now.
Ultimately it's win,win, win, pvpers win because they will finally get the balance they've been asking for, Cryptic wins because a lot of complaints about balance stop and pve-ers win because their mobs can be made to a higher skill level requiring thought over dps to kill them. Am I wrong?
So...... stop ALL new content in any way shape or form just to do a balance pass, introducing a mechanic further elevating the learning curve and differences between PVE and PVP(It would be a rewrite down to the very core of the game, all else would have to stop)?
Yeah... right. :P Good luck selling that line to Cryptic, PWE, and most players - you'll need it.
The time period at which that kind of a rewrite was even feasible ended before release.
So...... stop ALL new content in any way shape or form just to do a balance pass, introducing a mechanic further elevating the learning curve and differences between PVE and PVP(It would be a rewrite down to the very core of the game, all else would have to stop)?
Yeah... right. :P Good luck selling that line to Cryptic, PWE, and most players - you'll need it.
Balance passes are most certainly not unheard of in the MMO world. STO is long overdue for one.
I am personally in the camp that the whole game should be balanced around PvP and NPC's should be adjusted to compensate, namely by making them challenging instead of just HP punching bags..
Balance passes are most certainly not unheard of in the MMO world. STO is long overdue for one.
I am personally in the camp that the whole game should be balanced around PvP and NPC's should be adjusted to compensate, namely by making them challenging instead of just HP punching bags..
What is suggested by that individual I was quoting is not just a balance pass. What is suggested is a complete rewrite of the way the game engine handles PVP versus PVE - separate and unique combat mechanics to keep PVP players from screaming 'haxors' at many game mechanics.
The time at which any sane dev would do such a thing has long passed. Such is not something one can just shove in years after release and not expect to leak player base like a sieve. You think the whiners are out in force now? Try 'nerfing' all those pretty uni consoles the player base paid for by changing theIr behavior in PVP.
Most MMOs have a major revamp every 2-3 years in order to correct the previous developer mistakes from the previous 2-3 years. I say that half joking about there mistakes... its simply the way it happens in a constantly changing complex game like any MMO is. Over time unforseen issues pop up after 2-3 years of small changes. One at a time they seem reasonable and don't effect things... but after awhile it becomes needed for a dev team to sit down address the issues that have been created by X Y Z... and come up with a way to correct them. Its pretty standard in every mmo. Some revamps are major some not as much.
What brandon is saying is correct though STO is long long over due for a revamp... the last major one was back around season 2 when almost every healing skill was revamped. At this point the revamp would likely have to revolve around gear... and or how there stats are applied with dimminishing returns. or lack of them. Shield resists being one... having no Dimminihsing returns wasn't an issue 2 years ago, at least not a game breaking one. Now it is as getting to shield cap is so easy most people are up close to it indefinitely. Makes things like Klink E disruptors the only reason to play that faction. lol
Top Edit: Who said anything about stopping all new content? Who said it was a requirement to stop all new content? Even so lets go with your false assumption, yeah lets keep our bugfest the way it is! Avoid any real changes to the game, just keep releasing more content and never addressing the significant problems caused! Just release more and more content until everyone quits or forced to wait for the team to fix major exploits, downtimes, etc.
By the way, when I say bugfest, I'm not talking about the ones that glow purple.
in any way shape or form just to do a balance pass, introducing a mechanic further elevating the learning curve and differences between PVE and PVP(It would be a rewrite down to the very core of the game, all else would have to stop)?
Yeah... right. :P Good luck selling that line to Cryptic, PWE, and most players - you'll need it.
This argument isn't about how many people pvp. It is about game balance.
Either way,
Yeah, the 'learning curve' hasn't been the problem with pvp. Incentive has been. Learning is common place in videogames, you have to learn for pve and you have to learn for pvp. It is that way now, it is that way in EVERY game that has both. To say adding a key component to game balance is going to detract from the invisible 'learning curve' is foolishness.
If anything, being able to balance the game properly will encourage people to join rather than being insta popped by some overpowered bug exploit that had to stay because some PvErs cried foul on the PvP crowd.
I grow tired of the learning curve argument, nothing anyone has done with their teaching lessons has, improved pvp by any significant means. It is just more of the same.
Prove me wrong.
PS: Don't cut out my quote as I can't figure out what exact quote you are responding too.
What is suggested by that individual I was quoting is not just a balance pass. What is suggested is a complete rewrite of the way the game engine handles PVP versus PVE - separate and unique combat mechanics to keep PVP players from screaming 'haxors' at many game mechanics.
The time at which any sane dev would do such a thing has long passed. You think the whiners are out in force now? Try 'nerfing' all those pretty uni consoles the player base paid for by changing theIr behavior in PVP.
It wouldn't be that hard to implement... its pretty simple in fact. The tech exists in the game already... right now you have a Ship and a Suttle... they just need to add a third doll... called your PvP Ships... it would be a copy of your standard ship... but would only accept PvP gear. On map load when entering a PvP instance it would simply switch you to that doll... and disable/tweek stats of anything they wished. In fact Bort asked the community if something like this could be implemented to help pvp around 6 months ago... so the time not passed and honestly the code is already there in the engine. (thats the advantage of being a dev whos coders build an engine not a specific game)
It wouldn't be that hard to implement... its pretty simple in fact. The tech exists in the game already... right now you have a Ship and a Suttle... they just need to add a third doll... called your PvP Ships... it would be a copy of your standard ship... but would only accept PvP gear. On map load when entering a PvP instance it would simply switch you to that doll... and disable/tweek stats of anything they wished. In fact Bort asked the community if something like this could be implemented to help pvp around 6 months ago... so the time not passed and honestly the code is already there in the engine. (thats the advantage of being a dev whos coders build an engine not a specific game)
So, what I hear is 'please oh please let me start the entire PVP grind ALL over again.'
Seriously, think that through. I know some of you posting have ground for months for your gear/build, and you literally want to throw it all away?
I, as a primarily PVE player, can compete as it stands now through pve gear, skill, and what I know of the game mechanics. You would have even coming close to competing in PVP require PVP play, ages and ages of it. Ages and ages of nothing but getting your butt vaped, where none of the game mechanics have any continuity in the transition.
I don't think there would be a quicker way to kill PVP in STO, as that would cause mass exodus and backlash.
Comments
Never tracked it myself, but at one point it was supposed to guarantee 5 attacks to primary target.
http://sto.perfectworld.com/news/?p=567571 - when auto acc changed
http://sto.perfectworld.com/news/?p=567081 - season 4 changes
http://sto-forum.perfectworld.com/showpost.php?p=3452156&postcount=1
The post mentioning it should have 1 primary and 1 sorta random secondary target. This one is pre season 4.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
Ha ha..."Pissing into the wind" I love that analogy. That is exactly how I feel in my "super" A2B/FAW PvE tactical cruiser when using FAW in PvP. I rarely get kills alone with FAW. Most of my kills are with Beam Overload. Often I work my behind off withering down my opponents defense only to have all my work instantly healed off or some hotshot escort comes in and steals my kill. Happens quite often.
I think you're missing the point. FAW should be about pressure damage. It should be about setting up that kill for the Spike Damage Escort. That is how it is most effectively used. You shouldn't be upset about a stolen kill, you should be proud that you set up that kill. As DDIS said, killing with FAW is about having multiple platforms running it. A single ship using it is more about suppression and spam control.
Actually I'm not missing the point and I'm not upset...just coming to a realization how different it is moving from pve to pvp. I'm sure for a pve player coming to pvp can be a rude awakening going from king of dps to a pressure damage support role. Its bit of ego crushing but hey...Ill get over it. I know it is pressure damage...its a role that I'm starting to resign myself to in pvp as a tactical cruiser. It is still nice to get the kill once in a while. Perhaps I'm flying the wrong class of ship. I should move on to escorts to get the kills. It is so fun to kill...ships that is.
Anyhow, I totally agree with you...you need multiple ships running FAW for it to be a real threat.
O_o that does explain me only critically hitting 11% of the time via parser. I had honestly put that down to the thought that one's critical hit chance % cannot be directly accurate to the actual % of hits that crit, as in most games. That's actually rather scary that that's a flat thing, but yes, confirming that, not like it truly matters to the point of such a pressure-damage build.
It would seem that's no chance, but more of a guarantee? I'd rather been operating under the assumption that 1/5 shots hit may crit, not will with my %.... that's a lot meaner than I thought.
This way we avoid the pve crowd crying that the pvp crowd is nerfing their lazor beamz.
| Join Date: January 2009 | Computer | Fleet: Broken Wings |
We both know balance in STO is impossible...
STO Balance is and Oxymoron, sense in STO is an Oxymoron, STO Logic is an Oxymoron... you see where I'm getting with this right..?
Rawr!
If you are going to rebuild the game, rebuild it right.
| Join Date: January 2009 | Computer | Fleet: Broken Wings |
Pretty much, I've suggested a few times that the game should be balanced on pvp and anything added to the game should be balance tested for pvp, build the pve on those foundations and it will as a direct result, be balanced. It's so much easier than the current system.
Adam, you know how you don't do as much dps in PvE as some of us? (don't mind btw as I know you're in a PvP build) Well you're leagues ahead of the player base Cryptic are catering for. In fact you'd be considered running h4x0rz by their standards of damage and ability.
The only way you would get more balance is with a change in enemies, we're sort of getting that but it still doesn't change much as NPCs are either using tickle me Elmo beams or finger of God instakill death rays that would make minimax jealous.
2) This game should never be balanced around only one section of the game.
I'm sorry, you and everyone here may not agree (especially as VD isn't on here anymore) but the 2 types of game modes are inherently different at the fundamental levels.
NPCs are designed to die, they're designed to die a lot and fairly quickly in some cases which is nice when you want to sit back, relax, enjoy blasting the dickens out of something. In fact some were even redesigned to give big pretty green aftershock explosions!
Players are not designed to die very easily, some may even say at all. Players are supposed to be hard targets where getting a kill is meant to be about skill and outwitting the opponent, exploiting their weaknesses with your strengths.
I won't deny this game is as unbalanced as a fat kid on a seesaw but just as I would not say, hey this ability is fine as the NPCs don't complain (double tap) I wouldn't say hey this ability is fine as no-one says its OP.(old tykens/GW, VM, PSW, CPB all in PvE)
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.
CUUCUUMBEER! "-With slight partigen with it."
Proud member or DPS-800 "-We kill dem mines with our scitter turrets."
Zenith Nader - R.R.W. Nader4President - Tactical Rom KDF
Hei Qin - I.K.S. Apex Revenant -Tactical KDF
But the EPS stat itself (not the console with +x% power transfer rate) is great because it adds power to EPtX and a2b on top of adding faster weapon power regen during beams cycles (not much for DHCs because their drain cycle doesnt coincide with their firing cycle).
The valdore console uses the same mechanism and allows scimitard fawers to have 150% of their dps in self healing.
PS : about the crits, i think it needs to be fixed and % per hit procs need a nerf.
End result is PWE/Cryptic aren't going to p*ss off the main player base when things are wrong in PvP because the majority of these users never PvP.
It's been stated many times before, the only way to properly fix PvP is to have it as a separate entity within the game and to start again.
i.e. There are PvE modules, abilities and all that jazz that are only usable in PvE Content and there are PvP modules, abilities, ect. that are only usable in PvP content.
End Result?
1.PvE content doesn't get nerfed or made brokenly OP due to PvP adjustments = easier to keep balanced
2.PvP content doesn't get nerfed or made brokenly OP due to PvE adjustments = easier to keep balanced
Beta player - forum knows jack as to when I started
_____________________________________________________
Agreed. Sadly the devs are resistant to this idea, however they do make a compelling argument for not doing it.
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.
Penny pinching isn't a compelling argument.
| Join Date: January 2009 | Computer | Fleet: Broken Wings |
Sound plan, so increased work or attention to another area of the game or expansion of dev team means it shouldn't be done?
No it doesn't. It means the modes can be balanced properly without one effecting the other. As a result, reduced drama, better gameplay, happier players. I and many others would never advocate easy pve.
Misleading and utterly false, it isn't creating 'two seperate games' it is similar if not exact coding, with slight tweaks in calculations here and there. At least for what I'd want.
Is this about the lame item farming in the really bad design of the pve gameplay there? Sheesh, who would advocate keeping that? Either way, entering kerrat with those lame options wouldn't mean it was impossible to have pve and pvp in one map. It would mean you'd only have one set of calculations and of course it being kerrat that obviously means pvp calculations.
It is also possible to have certain flags for players and NPC spawns that would automatically trigger the required set of calculations depending on target.
Short sighted? I call it the most reasonable way to solve this problem. Your ideas on the other hand will only end with the same reoccurring problems.
Now whether or not the devs ever choose to take the proper route is another thing entirely. Most would agree that it is the proper route. Arguing against it is kind of silly in my opinion.
~Mew
| Join Date: January 2009 | Computer | Fleet: Broken Wings |
Players don't like having control taken from them, so disables have a -50% duration applied to tags with player.
Direct to hull damage from GW would be OP against players if it did more than 3k so it's capped at that but against tag NPC it does +150% so people don't feel useless in a dps centric PvE.
Course it does mess with going from PvE to PvP a tad as the game will handle differently but then that's not exactly too different from now when people go from no resist enemies to super resistant players.
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.
I still maintain the easiest way to do that is to balance for pvp and then build pve on that, that way you only have to think about balance once per item.
As to those saying it would be bad for bottom line pve, just because all abilities are balanced around players fighting players doesn't mean the devs can't still create badly designed high HP and low/insta-kill NPCs. What it would do is to reduce (by rights end) the whole "pvp balance is broken" theme and if they make NPCs more player-like in terms of dps, crit and resistance stats they can give them more abilities and potentially make more high skill content rather than more damage/dps required content like they do now.
Ultimately it's win,win, win, pvpers win because they will finally get the balance they've been asking for, Cryptic wins because a lot of complaints about balance stop and pve-ers win because their mobs can be made to a higher skill level requiring thought over dps to kill them. Am I wrong?
So...... stop ALL new content in any way shape or form just to do a balance pass, introducing a mechanic further elevating the learning curve and differences between PVE and PVP(It would be a rewrite down to the very core of the game, all else would have to stop)?
Yeah... right. :P Good luck selling that line to Cryptic, PWE, and most players - you'll need it.
The time period at which that kind of a rewrite was even feasible ended before release.
Balance passes are most certainly not unheard of in the MMO world. STO is long overdue for one.
I am personally in the camp that the whole game should be balanced around PvP and NPC's should be adjusted to compensate, namely by making them challenging instead of just HP punching bags..
What is suggested by that individual I was quoting is not just a balance pass. What is suggested is a complete rewrite of the way the game engine handles PVP versus PVE - separate and unique combat mechanics to keep PVP players from screaming 'haxors' at many game mechanics.
The time at which any sane dev would do such a thing has long passed. Such is not something one can just shove in years after release and not expect to leak player base like a sieve. You think the whiners are out in force now? Try 'nerfing' all those pretty uni consoles the player base paid for by changing theIr behavior in PVP.
What brandon is saying is correct though STO is long long over due for a revamp... the last major one was back around season 2 when almost every healing skill was revamped. At this point the revamp would likely have to revolve around gear... and or how there stats are applied with dimminishing returns. or lack of them. Shield resists being one... having no Dimminihsing returns wasn't an issue 2 years ago, at least not a game breaking one. Now it is as getting to shield cap is so easy most people are up close to it indefinitely. Makes things like Klink E disruptors the only reason to play that faction. lol
Top Edit: Who said anything about stopping all new content? Who said it was a requirement to stop all new content? Even so lets go with your false assumption, yeah lets keep our bugfest the way it is! Avoid any real changes to the game, just keep releasing more content and never addressing the significant problems caused! Just release more and more content until everyone quits or forced to wait for the team to fix major exploits, downtimes, etc.
By the way, when I say bugfest, I'm not talking about the ones that glow purple.
This argument isn't about how many people pvp. It is about game balance.
Either way,
Yeah, the 'learning curve' hasn't been the problem with pvp. Incentive has been. Learning is common place in videogames, you have to learn for pve and you have to learn for pvp. It is that way now, it is that way in EVERY game that has both. To say adding a key component to game balance is going to detract from the invisible 'learning curve' is foolishness.
If anything, being able to balance the game properly will encourage people to join rather than being insta popped by some overpowered bug exploit that had to stay because some PvErs cried foul on the PvP crowd.
I grow tired of the learning curve argument, nothing anyone has done with their teaching lessons has, improved pvp by any significant means. It is just more of the same.
Prove me wrong.
PS: Don't cut out my quote as I can't figure out what exact quote you are responding too.
| Join Date: January 2009 | Computer | Fleet: Broken Wings |
It wouldn't be that hard to implement... its pretty simple in fact. The tech exists in the game already... right now you have a Ship and a Suttle... they just need to add a third doll... called your PvP Ships... it would be a copy of your standard ship... but would only accept PvP gear. On map load when entering a PvP instance it would simply switch you to that doll... and disable/tweek stats of anything they wished. In fact Bort asked the community if something like this could be implemented to help pvp around 6 months ago... so the time not passed and honestly the code is already there in the engine. (thats the advantage of being a dev whos coders build an engine not a specific game)
So, what I hear is 'please oh please let me start the entire PVP grind ALL over again.'
Seriously, think that through. I know some of you posting have ground for months for your gear/build, and you literally want to throw it all away?
I, as a primarily PVE player, can compete as it stands now through pve gear, skill, and what I know of the game mechanics. You would have even coming close to competing in PVP require PVP play, ages and ages of it. Ages and ages of nothing but getting your butt vaped, where none of the game mechanics have any continuity in the transition.
I don't think there would be a quicker way to kill PVP in STO, as that would cause mass exodus and backlash.
Can you please stop with the **** analogies? It is offensive. Plus you are filter dodging, see the stars? That is a filter.
| Join Date: January 2009 | Computer | Fleet: Broken Wings |