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PLEASE help the terrible players in this game

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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2015
    Well on the boffs... and cannon / beam skills. If you are running the standard 1 DBB 3 DHC or something... at that point there would be no reason for it to not let you put either beam or cannon skills on.

    I'm not saying I'm in favor or locking anyone out... but a warning message if someone puts a console on that buffs nothing at all on there ship... I know it would be a very few edge cases that are that bad, still I know it has happened. :)

    In general I am more in favor of a some good training missions. I love the idea of a Feature episode type run that are in fact training missions. Perhaps its your job as either (Future Leadership, or as Super Spiffy Admiral Type with a simple change of the text) to sit on some training missions of an elite training team. Red Squad would be perfect for this. As I was saying earlier have a old minor charecter come back if they can swing a cheap bit of voice acting out of the Actor that played Nog or something. The last mission could even be a bring it all together type mission that could be an homage to DS9: Valiant

    Done right something like that I think would really help the new players... and if they add the right amount of info and set the mission goals up right it may even teach some of us that think we know it all something new as well. lol
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited February 2015
    paxdawn wrote: »
    Why should need to encourage PuGs? On the current system, The ones the benefits from PuGs are leechers and trolls. You cannot bail out on PuG mission without leaver penalty.

    I actually think his idea has merit, but have it scale to both damage and heals (like with CCA rankings).

    The point isn't to encourage PUGs or deal with leechers or trolls, but simply so there's a measure of performance. If you're always picking up 10 Dil when everybody is picking up 1000 Dil, and if there's a blurb telling you that you earn more if you heal or damage more - that will tell them how well they're doing relative to everyone else.

    Sure sometimes you'll get a 50k guy come in and take 50% of the pot, but if you're taking 1/5th of the pot most of the time, that's a sign that you're on par with most other people.
    dark4blood wrote: »
    Almost EVERY single set is almost useless compared to generic fleet items. Sets are even being chopped up specifically for DPS, like the Nukara Space.

    That's incorrect. Most of the DPS league aren't using Fleet shields/deflector/engines. The meta was to go CC/Rom/Fleet for a while, but CC has depreciated along with ACC and now it's Nuka/Rom/Nuka.

    That said, sets have always been chopped up, from at least the start of F2P. Do you not remember the Borg 4-piece? Standard practice to grab 2 Borg pieces then two MACO, or two Omega, or two Aegis.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2015
    Something else to take into consideration might be the number of folks that might have started becoming reliant on Reciprocity for some of their DPS. When you're off by yourself or you're actually grabbing the aggro, having those Tac (and Intel) abilities at global can definitely be a boost.

    Once you start splitting aggro or completely losing it...you're going to start feeling it.

    Most of the time I'll be fine spamming away cause I tend to build for aggro when most folks are building for DPS and reduced aggro...any time somebody comes in that's also built for aggro or just putting out too much threat for one of my goofy builds to handle, then there's a definite and noticeable dip in DPS.

    Reciprocity, imho, could definitely be a trap for some folks. I believe the DPS League folks avoid it for that reason, no?
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited February 2015
    dark4blood wrote: »
    Almost EVERY single set is almost useless compared to generic fleet items. Sets are even being chopped up specifically for DPS, like the Nukara Space.

    Perhaps that requires a nuance. *Full* Rep gear sets are kinda out, these days. For one, because the Rom Engine is so vastly superior, you kinda need it. And since ppl generally want at least the 2-piece set bonus, it's either being complemented with 2 pieces Nukara (for that +2.5% extra dmg), or 2 extra Borg parts (for the more tanky folks amongst us, like yours truly *g*).

    In no viable universe, however, have I found any of these space sets to be "almost useless compared to generic fleet items." Only the Elite Fleet shields are truly worth having, really (not talking about Embassy consoles here); but the Nukara shield is almost an Elite Fleet Shield (sans the ResA/ResB), yet comes with the +2.5% dmg set bonus.
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  • imruinedimruined Member Posts: 1,457 Arc User
    edited February 2015
    meimeitoo wrote: »
    ... Only the Elite Fleet shields are truly worth having ...

    Don't forget the Fleet Warp/Singularity Cores with energy drain resistance and +3.3% damage for every subsystem with more than 75 power...

    These are arguably (if not irrefutably) the best warp/singularity cores in game right now so it's hard to justify even bothering with 2 piece set bonuses IMO...

    I do agree on the RomRep engines, though the upcoming Kobali may prove a worthy conpetitor with it's Hull & Shield healing reduction time...
    The entitlement is strong in these forums...

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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited February 2015
    imruined wrote: »
    Don't forget the Fleet Warp/Singularity Cores with energy drain resistance and +3.3% damage for every subsystem with more than 75 power...

    These are arguably (if not irrefutably) the best warp/singularity cores in game right now so it's hard to justify even bothering with 2 piece set bonuses IMO...

    I do agree on the RomRep engines, though the upcoming Kobali may prove a worthy conpetitor with it's Hull & Shield healing reduction time...


    Yup, LOL, totally forgot about the Warp Cores. *blush* Indeed, these are superior. Nothing beats my Elite Plasma-Integrated Warp Core. For anything other than the full 4-piece Solanae set and such, that is my default Warp Core.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2015
    There a list out there by any chance of the mods the various non-Fleet cores pick up as they're upgraded? I've heard folks mention certain things pick up AMP, but are they talking about the same AMP from the Fleet Cores or something else?

    edit: Doh, I did a quick Google which came up with this: https://docs.google.com/spreadsheets/d/1-zuWYNJvhHk7wgJxjizDeGPizBaTl3ckC0ACBb3vKBs/pubhtml#%5B/url

    Guess I'll head over to Tribble to check.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited February 2015
    There a list out there by any chance of the mods the various non-Fleet cores pick up as they're upgraded? I've heard folks mention certain things pick up AMP, but are they talking about the same AMP from the Fleet Cores or something else?

    Solanae Warp Core, for one, gets [Amp] on Upgrade. :) And yes, it's the same [Amp] as seen on Elite Fleet Cores.
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  • siriusmusictownsiriusmusictown Member Posts: 108 Arc User
    edited February 2015
    Something else to take into consideration might be the number of folks that might have started becoming reliant on Reciprocity for some of their DPS. When you're off by yourself or you're actually grabbing the aggro, having those Tac (and Intel) abilities at global can definitely be a boost.

    Once you start splitting aggro or completely losing it...you're going to start feeling it.

    Most of the time I'll be fine spamming away cause I tend to build for aggro when most folks are building for DPS and reduced aggro...any time somebody comes in that's also built for aggro or just putting out too much threat for one of my goofy builds to handle, then there's a definite and noticeable dip in DPS.

    Reciprocity, imho, could definitely be a trap for some folks. I believe the DPS League folks avoid it for that reason, no?

    Thanks very much Virusdancer... your contributions in this thread are top notch! I really appreciate the time, data crunching, and rigorous review of what works, and what can be problems. I am again the student of the talented and insightful contributors here.

    For those of you with lots of editorial comments, and little else, thanks too. The spectrum of human behavior is simply fascinating. I found your contributions to the thread interesting, though much less useful to me. Perhaps some of you should start game design on a new game more to your liking.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2015
    meimeitoo wrote: »
    Solanae Warp Core, for one, gets [Amp] on Upgrade. :) And yes, it's the same [Amp] as seen on Elite Fleet Cores.

    Hrmm, that spreadsheet had the Sol getting Trans and not AMP, but it gets AMP? Curious...

    That gets kind of interesting then...with them picking up [AMP] at UR and [W->S] at Epic if that's the case for each.

    Dyson's already [W->S], so would that be [W->S]x2?
    Solanae's got [W->A], so it would pick up [W->S].
    Counter-Command's got [E->W] and would pick up [W->S].
    Delta's [A->S], so would have two feeding Shields with the [W->S].
    Breen is already [W->S] like the Dyson, so another [W->S]x2?
    Kolbai is [S->A] and gets [W->S].
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited February 2015
    Hrmm, that spreadsheet had the Sol getting Trans and not AMP, but it gets AMP? Curious...

    That gets kind of interesting then...with them picking up [AMP] at UR and [W->S] at Epic if that's the case for each.

    Haven't upgraded Solanae Overcharged Warp Core to Epic yet, but it definitely gets [Amp] (just double-checked) on going UR.
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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited February 2015
    One of those things where I've had to change my schedule around a bit and shift my sleep patterns. Wasn't as bad when I was younger, but these days - wow, it's hitting me hard.

    Then again, my brain's a wee bit fried from this post: http://sto-forum.perfectworld.com/showpost.php?p=22164971&postcount=71

    My head feels a little hollow since, lol. :D

    And to be honest, the place I'm staying at the moment - out in the hall smells like 9001 bars got together, so I might be intoxicated off of the fumes.

    But it was probably the shift in patterns, cause somehow I lost a day during the week until the girlfriend asked me about watching Grimm last night and I argued for a bit that it was only Thursday. No idea how I lost a day...meh.

    edit: About what the "diminishing returns means"; there are actually multiple definitions because it's not solely tied to a single discipline. There's also the simple observational matter is what traps folks.

    1 + 1 = 2, 100% increase
    2 + 1 = 3, 50% increase
    3 + 1 = 4, 33.33% increase


    The 1 that was added in each case didn't change. So (a bunch, many, lots of, etc) of us would say there were no diminishing returns, because each time you added 1 you got 1, right?

    To the person that's looking at those percentages though...

    Adding 1 was a 100% return.
    Adding 1 was a 50% return.
    Adding 1 was a 33.33% return.

    The returns diminished. Diminishing returns.

    Not based on any discipline...just based on observation.

    Sure, that's not going to be the classical example that a bunch/etc might be familiar with, the adding manpower to an assembly line and a certain point production actually starts going down.

    Then again, though, if one thinks about things that way - then even when we use the term diminishing returns in regard to Hull Damage Resistance we'd be doing it wrong. Damage Resistance isn't a type of bell curve where things improve to a point based on what you add and then drop off. Right from the start the returned value is actually diminished. Going from 0 to 1 DRR technically takes you from 0 to 0.99009% DR, not 1% DR. The very first input is diminished. So it's not a case that at some point we'll see a smaller return from each doohickey we add, we start off that way.

    I just find that folks that end up arguing about whether it's diminishing returns or not on the Tac consoles tend to end up wasting a bunch of time and it might get nowhere. Rather ask them why they think it is or isn't...then try to explain to them the way it works. They'll get to keep their perceived diminishing returns, but they'll actually understand what they're perceiving, eh?

    Basically that the Tac consoles are adding +X% of the TRIBBLE/Mk 0 base damage of the weapon and not continuously adding their percentage, which is a common mistake.

    Tooltip says 566.25, they add that +30% Tac console, they expect the tooltip to be 736.125...but it's not going to be that. They add the second Tac console, expecting that 736.125 to become 956.9625...but yeah, it's not going to be that. Not only will they not be seeing that, but after they add that first console taking it from 566.25 to 641.25, a 13.24% increase instead of their expected +30%, and they add in that second console taking them from 641.25 to 716.25, an 11.7% increase instead of their now expected 13.24%...

    ...yeah, they're going to run into all sorts of problems, eh?

    And ugh, I seriously need some sleep - I totally forgot what the Hell I was going to say next. :(

    To counter this logic way of thinking virus, we can also look at it like this!

    We started with 1 and, added 3 of the same #, which would be an actual increase of 300%, resulting in 4 for our final result!

    1=100% of itself +3=+300% of 1, giving us 4=400% of the original 1's value at 100% or, just 1.

    Where the misconception of diminishing returns comes from, is in the fact that yes each tac console has the same base value increase to the well, base dmg values but, when factored into the equation of final results where WP/captain skills bonuses/gear skill bonuses/etc., the end result can easily appear as a diminishing value, because with each tac console be added, the final results are not appearing to be the same jump forward in dmg increase.

    An example might be

    1 - +30% tac console, might increase final dmg by say +100dmg and +50dps

    now say we add another +30% tac console and, look at the additional result and, we might only see a jump of say +79dmg and +38dps.

    This trend will be continuously noticed, with each additional tac console of +30% we keep adding, we notice what appears to be a diminishing return on each one being added, to the final results.

    The biggest leading misconception, that causes the people to look at it as though it were being diminished in some fashion and, yes while it doesn't suffer the same degradation as DR increments, it can appear almost the same.
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    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • bareelbareel Member Posts: 3 Arc User
    edited February 2015
    The tactical console 'Diminishing Return' issue is merely another case of poor labeling/description in game.

    Why do they say %? Because they add a percent of damage determined by type.

    If instead they simply said "add 100 damage magnitude" and when you looked at 'see more info' it broke it down to the '+100 for arrays, +180 for dual cannons, etc etc' this would not even be an issue.
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  • takfeltakfel Member Posts: 238 Arc User
    edited February 2015
    This is a funny thread. STO is not a 1 player game. Unplug and play alone if you dont like others. How this thread is still open yet, a discussion involving the possible end of STO was closed, makes little sense.
  • imruinedimruined Member Posts: 1,457 Arc User
    edited February 2015
    takfel wrote: »
    This is a funny thread. STO is not a 1 player game. Unplug and play alone if you dont like others. How this thread is still open yet, a discussion involving the possible end of STO was closed, makes little sense.

    Because the conversation has been mostly civil and constructive, albeit it got off to a very heated start, but was never a doom thread...
    The entitlement is strong in these forums...

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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2015
    takfel wrote: »
    This is a funny thread. STO is not a 1 player game. Unplug and play alone if you dont like others. How this thread is still open yet, a discussion involving the possible end of STO was closed, makes little sense.

    Cause it's going to take a Hell of lot more than 35 pages to help somebody like me.

    edit: Meh, it's actually kind of annoying...I can put together a build I think is put together and then I can go throw together a build that's doing so much wrong...and there's only like 3-5k difference. I really am that bad of a pilot. :(
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited February 2015
    Reciprocity, imho, could definitely be a trap for some folks. I believe the DPS League folks avoid it for that reason, no?

    Vel'gon obviously builds around it, because he tanks. Most aren't trying to tank, and wouldn't be able to build around it.
  • codeflyercodeflyer Member Posts: 5 Arc User
    edited February 2015
    As someone who has just returned from a long break from STO i find most of replies very good.

    Having started from my old ships it seems DPS is a main issue ,i even went and bought the battle cruiser on FED side. But at lvl58 now its damn frustrating with not being able to kill anything i leave the map in anger.

    My Last time playing the Borg scenarios just came online and they where so fun and a challenge with trying to get the new MACO gear. Then the DS9 Jemhadar invasion but after that i left for issues of lack of interest.

    Again on my Romulan character i got a lvl40 ship to play with at lvl50+ its like shooting yourself in the foot everytime i want to play. The lvl40 ships have no power or DPS get past lvl50 ,no idea why they dropped the free lvl50 ship.

    My main problems is generating EC's ,Dilithium is easy to get but the 8k cap in refining is in bad taste. R&D is too cumbersome and expensive to even get past lvl5.

    This game is not what it used to be FUN, its been paywalled too much to enjoy it. The Grinding is worse than anything i have seen. With no one chat responding to my calls to help makes me wonder where this game is heading.
  • r5e4w3q2r5e4w3q2 Member Posts: 341 Arc User
    edited February 2015
    Not sure if this would help, but it might so throwing it out there.

    A Keybind tutorial, a drag and drop keybind system, and/or Auto-fire for Space BOff Abilities, like for ship weapons.

    All the information that is needed is out there, but I still see a lot of PUGs with only one or two buffs going at any point. So either it is too hard for them to find or too hard for them to understand. A keybind tutorial and/or drag and drop keybind system would hopefully make it more accessible. Or an Auto-Fire system for Boff abilities would at least make things simpler for those that don't/can't pay attention.

    Hey, can even go crazy and do all three, drag and drop system with tutorial to keybind your alphas while an auto-fire system for your EptWhatever rotation.
  • hojain2020hojain2020 Member Posts: 417 Arc User
    edited February 2015
    Looky here ... if any peeps here have a joining date of 2014 or 2015... please remember that these fellows on this post have been playing this game for a while... my advice.... for f2p players.. start romulan faction.......play 1-60 level... spend money on the scimitar...... kit it out to a Aux to batt load out ... rom plas or antiproton beam build... also make sure you have money for zemok and 3 purple technicians. you would easily do 18k dps.

    My estimation 2 months of play... 120 dollars and patience with buggy content. If and only IF there are peeps who have started playing this game from 2014 onwards and can have a viable build please comment here
    STO NPC AI LEVEL--->
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  • feliseanfelisean Member Posts: 688 Arc User
    edited February 2015
    Join the DPS-Channel Community if you need advice to increase your dps. You could start with DPS-Public.
  • lored2deathlored2death Member Posts: 6 Arc User
    edited February 2015
    In game DPS combatlog reader w/ tutorial about weapon types, modifiers, etc.

    Cryptic, you've turned the game into a DPS powercreep. Please give your players an in-game tool to help themselves.
  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited February 2015
    r5e4w3q2 wrote: »
    Not sure if this would help, but it might so throwing it out there.

    A Keybind tutorial, a drag and drop keybind system, and/or Auto-fire for Space BOff Abilities, like for ship weapons.

    All the information that is needed is out there, but I still see a lot of PUGs with only one or two buffs going at any point. So either it is too hard for them to find or too hard for them to understand. A keybind tutorial and/or drag and drop keybind system would hopefully make it more accessible. Or an Auto-Fire system for Boff abilities would at least make things simpler for those that don't/can't pay attention.

    Hey, can even go crazy and do all three, drag and drop system with tutorial to keybind your alphas while an auto-fire system for your EptWhatever rotation.

    Keybinding is a very controversial issue. It is all too easy for someone to try to put too much in a single keybind, and leave themselves more gimped than before using the keybinds. In those cases, because the player does not take the time to adjust the bindings to find what works best, they will swear against keybinds and use their example of how it adversely affected their play as the reason to speak against it.
    There is also several variations on keybinding which further complicate matters.
    Assigning a few things to a single key or mouse button is possibly better, but a lot of players don't have mice with more than 3 buttons, resigning that method to using other keyboard keys like function keys or ones that were already assigned for other things in the default setup. Having to move one hand to reach some key here or there takes away from the HOTAS kind of play that flight simulator players gravitated toward. 5 button mice are becoming more common, but add cost.
    They player who wants to use keybinds should read and understand the technical working of the keybind system before they can expect themselves to make best use of it.
    The last time I provided keybind info on the forums, the player flamed out and was having troubles with resetting their controls. My fleetmates used the same info, and several of them have been very happy with the results. So, it isn't a simple apply keybind and do more DPS/ have more fun thing for everyone.
  • mosul33mosul33 Member Posts: 836 Arc User
    edited February 2015
    r5e4w3q2 wrote: »
    Not sure if this would help, but it might so throwing it out there.

    A Keybind tutorial, a drag and drop keybind system, and/or Auto-fire for Space BOff Abilities, like for ship weapons.

    All the information that is needed is out there, but I still see a lot of PUGs with only one or two buffs going at any point. So either it is too hard for them to find or too hard for them to understand. A keybind tutorial and/or drag and drop keybind system would hopefully make it more accessible. Or an Auto-Fire system for Boff abilities would at least make things simpler for those that don't/can't pay attention.

    Hey, can even go crazy and do all three, drag and drop system with tutorial to keybind your alphas while an auto-fire system for your EptWhatever rotation.

    Great idea with a tutorial, altho there is allready one at the begining of the game. A more in-depth one wouldnt hurt. You mentioned folks with just 1-2 buffs on. I suspect its also becouse ppl dont really know what some buffs do. And with this I sugest the re-introduction of the lil helping msgs from the loading screen. They were mostly lore but a few helpful ones too.
    And to cover not only boff skills, but also captain (well... Admiral now) skills. It allmost makes me shout at ppl in ground (mostly) when I am on a sci toon and there are 3 tacs in team and none of them is using security team, tac initiative or even target optics:confused:
    Something like these msgs: "Use your captain/admiral skills (insert their names in here - since some ppl may not know wich are those) as often as you can. It will grealty help you and your team". Or "Science Team not only heals your shields, but also cleares debuffs too. Never leave home without it. And you can use it on aother team mate too". Or "Hazard Emitters not only heal your hull, but will also clear any DoT(Damage over Time) efects like plasma fire. Make sure your ship has one. And even better, you can use on a buddy/team mate too".
    I am sure these will help more then some players pics or some mission that acts as a wall for players progrresion.
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  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited February 2015
    ryakidrys wrote: »
    I have a Mat'ha raptor with CRF doing X DPS in Y time while running Argala.
    I have a Scimitar beam boat with BFAW doing X+(X/2) DPS but it takes Y+(Y/3) time doing Argala.

    This didn't make sense to me.

    When you say "X DPS" and "X+(X/2) DPS", you're talking about DPS measured in ISA, right?
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited February 2015
    codeflyer wrote: »
    Having started from my old ships it seems DPS is a main issue ,i even went and bought the battle cruiser on FED side. But at lvl58 now its damn frustrating with not being able to kill anything i leave the map in anger.

    <snip>

    Again on my Romulan character i got a lvl40 ship to play with at lvl50+ its like shooting yourself in the foot everytime i want to play. The lvl40 ships have no power or DPS get past lvl50 ,no idea why they dropped the free lvl50 ship.

    I recommend posting your builds in the Shipyards section, where you can get advice on how to setup your ships.

    Also, the free level 50 ship is still there, you need to be Gold (subscriber).
    codeflyer wrote: »
    R&D is too cumbersome and expensive to even get past lvl5.

    Uh, R&D costs barely anything to max out, so long as you're not impatient and ignoring the 20hr projects that give 6000-7000 R&D xp. Especially considering you can slot three of those per school again.
    valoreah wrote: »
    If you've equipped nothing but Phaser Beam Arrays to your ship, why would you want to slot TAC consoles that buff Cannon damage? Or buff Disruptor damage and not phaser damage?

    Was just an idea toward helping improve DPS for newer people who don't understand how the gear and consoles work.

    Alternatively, have the consoles show what they're affecting, or the weapons show what they're affected by.

    If the consoles show "Affecting: None" or the weapons show "Affected by: Phaser Relay" with no mention of the random Disruptor console, it should at least help those players who aren't complete idiots.
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  • the1tiggletthe1tigglet Member Posts: 1,421 Arc User
    edited February 2015
    How about you STOP supporting this game until they fix the terrible Korean/Chinese pay-to-progress model they've created in which you have to buy your upgrades instead of earning them in game!

    Then maybe you can have an opinion on the few players who've remained behind to continue supporting this trainwreck!

    The quality of the playerbase you're dealing with is directly proportional to the number of players, you have XP nerfs, nerfs to dilithium, nerfs to drops for EC, nerfs to reputation gains and you have way way fewer players so you end up with more bad players than good doing group content. It's not rocket science.
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