With the total insane damage we all are doing in pve
why not add 75% resistance to all damge to the Npc's on there shields and hull
and also give them a few abilitys to use like Bfaw/feedback pulse maybe a grav well just something...anything lol
Debuff the players with the NPC's
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
I'd like to add feedback pulse to any NPCs that have an insta-heal property but then you get the insane dps guys complaining they either have to severely cut their dps or vaporise themselves as a result or their own output, which of course would amuse me no end lol.
With the total insane damage we all are doing in pve
why not add 75% resistance to all damge to the Npc's on there shields and hull
and also give them a few abilitys to use like Bfaw/feedback pulse maybe a grav well just something...anything lol
Debuff the players with the NPC's
you are wearing leet glasses, take them off.
New players (these are the guys that NEED to run the stfs to get marks to get the gear that you are using to be so OP) don't have 50k dps. They have 2-3k dps. Hundreds of times a day, normal and elite (less elite because the over geared players can carry a couple of new guys and OP chars do not play on normal much) fail when too many undergeared players are together.
The only solution that allows new folks to learn the game and earn gear is a third difficulty level, rather than trying to beef up the current levels to "no can do at all" level for the folks that need it most.
you are wearing leet glasses, take them off.
New players (these are the guys that NEED to run the stfs to get marks to get the gear that you are using to be so OP) don't have 50k dps. They have 2-3k dps. Hundreds of times a day, normal and elite (less elite because the over geared players can carry a couple of new guys and OP chars do not play on normal much) fail when too many undergeared players are together.
This is why I suggested FBP, it's a force multiplier of sorts, the more dps you do the faster you'll kill yourself, the guys doing 2 or 3k dps are going to have a hard time killing themselves off.
Cardassians use FBP don't they?
But yeah, having Hardcore STFs that gives 2 borg neural processors for completion (for example) is a nice idea.
"Starship captains are like children. They want everything right now and they want it their way. The secret is to give them what they need, not what they want."
- Scotty, to La Forge
you are wearing leet glasses, take them off.
New players (these are the guys that NEED to run the stfs to get marks to get the gear that you are using to be so OP) don't have 50k dps. They have 2-3k dps. Hundreds of times a day, normal and elite (less elite because the over geared players can carry a couple of new guys and OP chars do not play on normal much) fail when too many undergeared players are together.
The only solution that allows new folks to learn the game and earn gear is a third difficulty level, rather than trying to beef up the current levels to "no can do at all" level for the folks that need it most.
well it says Elite STF so yes Elite those with no skills and no gear are not elite are they ?
Those people can grind out very nice gear in the dyson reputation system and the other reputation systems as well and get new ships as well for no cost
Elite STfs are the only end game content and right now there isnt anything Elite about them
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
What you are proposing is the same thing as a nerf to players so why not just do that? Why go through all the rigmarole to adjust every NPC in the game when you can just change the values on gear in sweeping fashion? Oh, I'm sure that would be popular. :rolleyes:
PvE isn't designed for super high end gear (not even Elite level). It's been like that since EverQuest 1 was new and shiny. Once you gear up, PvE becomes astonishingly easy, even at the highest end. If you design content for "the 1%" (in MMO terms), what tends to follow is not a desirable outcome (at least not for the overlords). Now, you might think that "everybody" or even a simple majority of players is doing 50k dps and vaporizing NPC battleships in one half-assed salvo but I can assure you, that's probably not true. Cryptic has the almighty metrics that tell them what the bulk of the playerbase's capabilities are. Those metrics shape their design direction and the decisions they make. What you're lamenting is something called 'mudflation' where player power increases faster than content difficulty. In the past, that was an unintended consequence. Nowadays, it's not. Considering the fact that a new player can be a Vice Admiral in a month of play, throwing that player into content designed for people who have been VAs for years is probably going to chase that player out of the game.
If the changes you desire are even considered, they should only be done to the Elite difficulty level. Make the gap between 'normal' and 'elite' a bit wider so new people aren't told to switch to Elite while in their Mirandas/B'rels/T'liss like they are now.
well it says Elite STF so yes Elite those with no skills and no gear are not elite are they ?
Those people can grind out very nice gear in the dyson reputation system and the other reputation systems as well and get new ships as well for no cost
Elite STfs are the only end game content and right now there isnt anything Elite about them
It's weird. A lot of folks clamor for something more akin to other MMOs in terms of end-game tier progression. And yet, a post like this kind of gets it backwards.
Dyson rep is the most recent grind. It should be the top tier.
Omega Rep, which everyone still keeps grinding on even after they completed it years ago, should be the first taste of the end-game. Tier 1.
Cryptic could do something quite unpopular and create an actual ladder. Where you have to go Omega to Romulan to Nukara to Dyson. And so Omega gear is what's needed for Romulan and so on and so forth.
That's the kind of "end-game" a lot of people want. But I have a feeling if they did that, it'd get a ton of hate from players.
So I don't really see a solution here.
Well other than the battles channel that just got started over in that other sub forum.
It's weird. A lot of folks clamor for something more akin to other MMOs in terms of end-game tier progression. And yet, a post like this kind of gets it backwards.
Dyson rep is the most recent grind. It should be the top tier.
Omega Rep, which everyone still keeps grinding on even after they completed it years ago, should be the first taste of the end-game. Tier 1.
Cryptic could do something quite unpopular and create an actual ladder. Where you have to go Omega to Romulan to Nukara to Dyson. And so Omega gear is what's needed for Romulan and so on and so forth.
That's the kind of "end-game" a lot of people want. But I have a feeling if they did that, it'd get a ton of hate from players.
So I don't really see a solution here.
Well other than the battles channel that just got started over in that other sub forum.
First problem with the ladder is that Omega Gear has more overall stats than Romulan, Nukara or Dyson, so your progression is flawed in that aspect. Second, the overall grind for Omega is much higher than the other Reputations. You need more Omega Marks than any other Rep, that is why people still grind it.
Also, if anyone is in a fleet, they have access to End Game Gear at Level 50 especially if they've been saving their Dil and been donating to fleet projects. Not to mention Mk XII parts are cheap on the exchange.
Having played TOR for 2 years, I can say Operations are for the birds and an unnecessary time sink for games with a lot of content. I'm done with 4 hour ordeals trying to finish an Op. If anything, I would rather see the SWG concept of you go in you have 2 hours to complete, if you don't try again the next day. The week lock out TOR has is rubbish. All TOR is, is gear chasing at end game to stay relevant. At least ALL of STOs gear is relevant at end game and not obsolete after the next patch.
I'm sure they could add an "expert" tier though for those in Hard Core Fleets that could add more difficulty easy enough.
Oh trust me you don't have to convince me that the ladder idea is flawed. The concept of end-game raiding from other games I feel doesn't fit this game well at all.
I just find it kind of I don't know, weird? Weird is the right word. I find it weird that the current suggestion is to go grind Dyson rep, the latest rep for the game, to gear up to do elite Borg STFs that are years old.
It's not a bad suggestion in the context of this game. It's just within the context of a thread discussing end-game progression (like almost all of these threads eventually begin to do) it's just weird.
That's all.
Yeah, I think there's a lot of flaws in trying to implement a ladder into this game. But that's the kind of thing people tend to suggest they want when they talk about how the game doesn't seem to have movement or progression.
I'm sure they could add an "expert" tier though for those in Hard Core Fleets that could add more difficulty easy enough.
They could. But as has been my experience with Cryptic games, that just means upping the enemy stats. And that will annoy a lot of players. And eventually power creep will catch up with that and those hardcore folks will be right back where they started. So while I understand the frustration and sympathize, I just don't think Cryptic's shown the ability to really deliver the type of content being asked for.
With the total insane damage we all are doing in pve
why not add 75% resistance to all damge to the Npc's on there shields and hull
and also give them a few abilitys to use like Bfaw/feedback pulse maybe a grav well just something...anything lol
Debuff the players with the NPC's
Because for every one 50k DPS'er there are 1000 5k DPS'ers - considering that or a bit better is the level the content is for.
While it isn't important, I am regularly capable of being top 1 or 2% worldwide on stuff like Forza Motorsport or Gran Turismo. Like you, I find racing the Ai on those to be like you find the NPCs on STO - too easy.
Difference is, I know the AI is set for the expected average punter. Which is rarely a top 1 or 2%er.
Now if this was a top 1% event, feel free to complain its too easy. Fact is, STFs aren't that level.
With the total insane damage we all are doing in pve
why not add 75% resistance to all damge to the Npc's on there shields and hull
and also give them a few abilitys to use like Bfaw/feedback pulse maybe a grav well just something...anything lol
Debuff the players with the NPC's
No, the insane DPS comes from Attack Omega's defense bonuses plus tac team's shield autobalance.
Those 2 allow any player ship, when dual cycled, to slow or stop a ship so its forward armaments (cannon/torpedo) can spew very high dps nonstop. Those defensive bonuses and shield auto balance also free up the need to have counter-abilities like polarize hull (tractor immunity) in their LT slots and instead fully dedicate them to shield and hull healing abilities which FURTHER increase their longevity.
Pre-F2P Atk Omega did not have immunity to tractor beams nor did it have a defense % boost. All it had was its damage boost plus a speed bonus. Tac teams did not balance shields..this made both players and NPC's actually have to maneuver their ships to distribute damage as well as being able to FOCUS on one damaged shield facing as part of their tactics.
Also, Pre-F2P the ships had their turn rate dependent on AUX power. At 50 aux or so the ship had the turn rate we now see as 'default'. At 125 aux it was like having 2 purple RCS mk12 consoles.
When you look at the basic stats of the ships you will see how this worked together:
Escorts have the least hull and shield HP but the highest speed and a small defense rating boost (native). They have the highest forward fire potential and attack pattern beta and omega were focused on providing a very good increase in damage output for a short period of time. Cannon abilities have very short damage boosting timer.
This meant escorts were supposed to hit one shield facing using a high speed pass attack delivering spike damage, turn around and hit that same shield again with another spike damage and then use the remaining speed boost time of omega to get at least 5km+ away from their target before they got tractored.
Back then all escorts had to carry polarize hull and sometimes jam or scramble sensors to break or prevent a tractor beam lock. Escorts DIED if they got snared.
Sci ships had bad turn rates, medium speed and very weak hulls but strong shield regeneration and shield cap. They could debuff a target very well and could shield tank very well but their hull was as weak as an escort's. A sci ship would debuff a target and open weaknesses on its defense (for example Tachyon Beam used to damage only the shield facing it hit and keep that 'hole' open for a little while) which cruisers and escorts could use to strike.
Cruisers were the highest overall damage ships and the hardiest tanks. They could shield and hull tank very well while their 8 beam arrays drilled a target down. You will notice how engineering abilities are basically built around beam weaponry plus theyre all about power settings not damage boosts. This is because 8 beam arrays on a broadside do horrific damage very quickly. They relied on tractor/repulsors in combat to compensate for their horrible turn rate and speed.
Look at the ship equipment available too. Shield types: Regenerative, Resilient, Covariant. Sci ships abused regenerative shields because it stacked with their sci abilities.. cruisers loved resilient shields due to reduced bleedthrough to hull (tanky!) and escorts relied on the HP buffer of the covariant shields during their attack runs. Engine types..deflector types... all those have each a set of stat bonuses that benefit the above listed sci/escort/cruiser core benefits.
So here's the thing: If the devs increase resists on NPCs all you will do is put escorts back on top because a sci ship isn't going to DPS a high resist npc and its resist debuff abilities have very short duration and long timers. Cruisers may get a small boost in their role because someone needs to tank those suddenly-very-hard to kill npcs. Escorts on the other hand would use their atk omega and tac team dual cycling to simply stay on target even longer and be even MORE mandatory to take an npc down.
It wont work.
What you need to do is lower the ability of ships to spew high DPS for long periods of time. Changing Omega and Tac team to pre-f2p levels will drop overall DPS significantly and make escorts require to equip things like polarize hull or aux to dampeners in order to not get tractored and killed during their attack runs... or like in pre-f2p, they had to fly VERY carefully and not get closer than 5km so they wouldnt get tractored.
I could calmly and thoroughly explain why hoping for anything harder than the Elite mode we have now is probably futile, but hereticknight085 has already done it much better than I ever could:
Players play nightmare mode. Good hardcore players get rewards. TRIBBLE freebie casual players get smashed.
TRIBBLE freebie casual players complain that Nightmare mode is too hard, and they aren't getting any rewards, instead being demolished.
Good hardcore players explain how to beat nightmare mode and what is needed.
TRIBBLE freebie casual players complain that they have real lives (or some other excuse that is just as lame) and that they can't get what is needed. They also complain that they are just as much a part of this game as the good hardcore players, and as such deserve the same epic rewards.
Freebie players continue to get smashed in nightmare mode. They continue to complain, instead of actually learning how to do things. Complaints add up.
Huge forum threads created about how unfair nightmare mode is. More and more TRIBBLE freebie casual players add in their ignorant and uninformed opinions.
Good hardcore players add in their knowledgeable and good advice and are summarily shouted down by TRIBBLE freebie casual players. Good hardcore players give up and go back to beating nightmare mode.
Cryptic gains a heart and nerfs nightmare mode. TRIBBLE freebie casual players get rewards and finally shut up. Good hardcore players complain that nightmare mode is too easy.
Apocalypse mode proposed...
In the same thread, he also brought up "Hell Week", Cryptic's short-lived improvement of the NPC AI across the board before Season 7, and why that quickly went by the wayside:
It was glorious. And what did the PvE crowd do? Q.Q-kachoo all over the forums, to the point where Cryptic had to completely remove ALL of those wonderful AI and gameplay upgrades, giving us back the moronic NPCs we now have the... chore of slaughtering.
I could calmly and thoroughly explain why hoping for anything harder than the Elite mode we have now is probably futile, but hereticknight085 has already done it much better than I ever could:
Wait, are you saying this is an old topic? A bit of a dead horse? That's been brought up hundreds of times in the past? Been addressed more than a few times by devs ranging from Zinc and Emmert to Gozer (the guy responsible for STFs in the first place)? That the current system is what it is in response to the playerbase's wishes for a better way to obtain rewards, combined with the PWE model for its free to play game?
Well damn, if that's the case, can I just start talking about T5 Connies? Or a JJ Prize C-Store ship?
Comments
you are wearing leet glasses, take them off.
New players (these are the guys that NEED to run the stfs to get marks to get the gear that you are using to be so OP) don't have 50k dps. They have 2-3k dps. Hundreds of times a day, normal and elite (less elite because the over geared players can carry a couple of new guys and OP chars do not play on normal much) fail when too many undergeared players are together.
The only solution that allows new folks to learn the game and earn gear is a third difficulty level, rather than trying to beef up the current levels to "no can do at all" level for the folks that need it most.
This is why I suggested FBP, it's a force multiplier of sorts, the more dps you do the faster you'll kill yourself, the guys doing 2 or 3k dps are going to have a hard time killing themselves off.
But yeah, having Hardcore STFs that gives 2 borg neural processors for completion (for example) is a nice idea.
- Scotty, to La Forge
well it says Elite STF so yes Elite those with no skills and no gear are not elite are they ?
Those people can grind out very nice gear in the dyson reputation system and the other reputation systems as well and get new ships as well for no cost
Elite STfs are the only end game content and right now there isnt anything Elite about them
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
PvE isn't designed for super high end gear (not even Elite level). It's been like that since EverQuest 1 was new and shiny. Once you gear up, PvE becomes astonishingly easy, even at the highest end. If you design content for "the 1%" (in MMO terms), what tends to follow is not a desirable outcome (at least not for the overlords). Now, you might think that "everybody" or even a simple majority of players is doing 50k dps and vaporizing NPC battleships in one half-assed salvo but I can assure you, that's probably not true. Cryptic has the almighty metrics that tell them what the bulk of the playerbase's capabilities are. Those metrics shape their design direction and the decisions they make. What you're lamenting is something called 'mudflation' where player power increases faster than content difficulty. In the past, that was an unintended consequence. Nowadays, it's not. Considering the fact that a new player can be a Vice Admiral in a month of play, throwing that player into content designed for people who have been VAs for years is probably going to chase that player out of the game.
If the changes you desire are even considered, they should only be done to the Elite difficulty level. Make the gap between 'normal' and 'elite' a bit wider so new people aren't told to switch to Elite while in their Mirandas/B'rels/T'liss like they are now.
It's weird. A lot of folks clamor for something more akin to other MMOs in terms of end-game tier progression. And yet, a post like this kind of gets it backwards.
Dyson rep is the most recent grind. It should be the top tier.
Omega Rep, which everyone still keeps grinding on even after they completed it years ago, should be the first taste of the end-game. Tier 1.
Cryptic could do something quite unpopular and create an actual ladder. Where you have to go Omega to Romulan to Nukara to Dyson. And so Omega gear is what's needed for Romulan and so on and so forth.
That's the kind of "end-game" a lot of people want. But I have a feeling if they did that, it'd get a ton of hate from players.
So I don't really see a solution here.
Well other than the battles channel that just got started over in that other sub forum.
First problem with the ladder is that Omega Gear has more overall stats than Romulan, Nukara or Dyson, so your progression is flawed in that aspect. Second, the overall grind for Omega is much higher than the other Reputations. You need more Omega Marks than any other Rep, that is why people still grind it.
Also, if anyone is in a fleet, they have access to End Game Gear at Level 50 especially if they've been saving their Dil and been donating to fleet projects. Not to mention Mk XII parts are cheap on the exchange.
Having played TOR for 2 years, I can say Operations are for the birds and an unnecessary time sink for games with a lot of content. I'm done with 4 hour ordeals trying to finish an Op. If anything, I would rather see the SWG concept of you go in you have 2 hours to complete, if you don't try again the next day. The week lock out TOR has is rubbish. All TOR is, is gear chasing at end game to stay relevant. At least ALL of STOs gear is relevant at end game and not obsolete after the next patch.
I'm sure they could add an "expert" tier though for those in Hard Core Fleets that could add more difficulty easy enough.
Oh trust me you don't have to convince me that the ladder idea is flawed. The concept of end-game raiding from other games I feel doesn't fit this game well at all.
I just find it kind of I don't know, weird? Weird is the right word. I find it weird that the current suggestion is to go grind Dyson rep, the latest rep for the game, to gear up to do elite Borg STFs that are years old.
It's not a bad suggestion in the context of this game. It's just within the context of a thread discussing end-game progression (like almost all of these threads eventually begin to do) it's just weird.
That's all.
Yeah, I think there's a lot of flaws in trying to implement a ladder into this game. But that's the kind of thing people tend to suggest they want when they talk about how the game doesn't seem to have movement or progression.
They could. But as has been my experience with Cryptic games, that just means upping the enemy stats. And that will annoy a lot of players. And eventually power creep will catch up with that and those hardcore folks will be right back where they started. So while I understand the frustration and sympathize, I just don't think Cryptic's shown the ability to really deliver the type of content being asked for.
Because for every one 50k DPS'er there are 1000 5k DPS'ers - considering that or a bit better is the level the content is for.
While it isn't important, I am regularly capable of being top 1 or 2% worldwide on stuff like Forza Motorsport or Gran Turismo. Like you, I find racing the Ai on those to be like you find the NPCs on STO - too easy.
Difference is, I know the AI is set for the expected average punter. Which is rarely a top 1 or 2%er.
Now if this was a top 1% event, feel free to complain its too easy. Fact is, STFs aren't that level.
No, the insane DPS comes from Attack Omega's defense bonuses plus tac team's shield autobalance.
Those 2 allow any player ship, when dual cycled, to slow or stop a ship so its forward armaments (cannon/torpedo) can spew very high dps nonstop. Those defensive bonuses and shield auto balance also free up the need to have counter-abilities like polarize hull (tractor immunity) in their LT slots and instead fully dedicate them to shield and hull healing abilities which FURTHER increase their longevity.
Pre-F2P Atk Omega did not have immunity to tractor beams nor did it have a defense % boost. All it had was its damage boost plus a speed bonus. Tac teams did not balance shields..this made both players and NPC's actually have to maneuver their ships to distribute damage as well as being able to FOCUS on one damaged shield facing as part of their tactics.
Also, Pre-F2P the ships had their turn rate dependent on AUX power. At 50 aux or so the ship had the turn rate we now see as 'default'. At 125 aux it was like having 2 purple RCS mk12 consoles.
When you look at the basic stats of the ships you will see how this worked together:
Escorts have the least hull and shield HP but the highest speed and a small defense rating boost (native). They have the highest forward fire potential and attack pattern beta and omega were focused on providing a very good increase in damage output for a short period of time. Cannon abilities have very short damage boosting timer.
This meant escorts were supposed to hit one shield facing using a high speed pass attack delivering spike damage, turn around and hit that same shield again with another spike damage and then use the remaining speed boost time of omega to get at least 5km+ away from their target before they got tractored.
Back then all escorts had to carry polarize hull and sometimes jam or scramble sensors to break or prevent a tractor beam lock. Escorts DIED if they got snared.
Sci ships had bad turn rates, medium speed and very weak hulls but strong shield regeneration and shield cap. They could debuff a target very well and could shield tank very well but their hull was as weak as an escort's. A sci ship would debuff a target and open weaknesses on its defense (for example Tachyon Beam used to damage only the shield facing it hit and keep that 'hole' open for a little while) which cruisers and escorts could use to strike.
Cruisers were the highest overall damage ships and the hardiest tanks. They could shield and hull tank very well while their 8 beam arrays drilled a target down. You will notice how engineering abilities are basically built around beam weaponry plus theyre all about power settings not damage boosts. This is because 8 beam arrays on a broadside do horrific damage very quickly. They relied on tractor/repulsors in combat to compensate for their horrible turn rate and speed.
Look at the ship equipment available too. Shield types: Regenerative, Resilient, Covariant. Sci ships abused regenerative shields because it stacked with their sci abilities.. cruisers loved resilient shields due to reduced bleedthrough to hull (tanky!) and escorts relied on the HP buffer of the covariant shields during their attack runs. Engine types..deflector types... all those have each a set of stat bonuses that benefit the above listed sci/escort/cruiser core benefits.
So here's the thing: If the devs increase resists on NPCs all you will do is put escorts back on top because a sci ship isn't going to DPS a high resist npc and its resist debuff abilities have very short duration and long timers. Cruisers may get a small boost in their role because someone needs to tank those suddenly-very-hard to kill npcs. Escorts on the other hand would use their atk omega and tac team dual cycling to simply stay on target even longer and be even MORE mandatory to take an npc down.
It wont work.
What you need to do is lower the ability of ships to spew high DPS for long periods of time. Changing Omega and Tac team to pre-f2p levels will drop overall DPS significantly and make escorts require to equip things like polarize hull or aux to dampeners in order to not get tractored and killed during their attack runs... or like in pre-f2p, they had to fly VERY carefully and not get closer than 5km so they wouldnt get tractored.
In the same thread, he also brought up "Hell Week", Cryptic's short-lived improvement of the NPC AI across the board before Season 7, and why that quickly went by the wayside:
My Foundry missions | My STO Wiki page | My Twitter home page
Wait, are you saying this is an old topic? A bit of a dead horse? That's been brought up hundreds of times in the past? Been addressed more than a few times by devs ranging from Zinc and Emmert to Gozer (the guy responsible for STFs in the first place)? That the current system is what it is in response to the playerbase's wishes for a better way to obtain rewards, combined with the PWE model for its free to play game?
Well damn, if that's the case, can I just start talking about T5 Connies? Or a JJ Prize C-Store ship?