the reduction on cooldown isn't enough. if there's a fail the cooldown needs to be 15 minutes. no more. and take the 10 mark penalty out. its just a giant middle finger. 15 minutes so that we can go try another and then have the clock up on the previous. that way the good players don't have to suffer an undue amount of time on a bad draw (all cruisers with no grav wells in an infected) or just generally worthless players who shouldn't be in advanced queues.
the reduction on cooldown isn't enough. if there's a fail the cooldown needs to be 15 minutes. no more. and take the 10 mark penalty out. its just a giant middle finger. 15 minutes so that we can go try another and then have the clock up on the previous. that way the good players don't have to suffer an undue amount of time on a bad draw (all cruisers with no grav wells in an infected) or just generally worthless players who shouldn't be in advanced queues.
I disagree
in fact, the CD should be longer. It'd give you the drive to learn how to NOT fail.
Heck, failure shouldn't even exist, instances should be like those in every other game in existence ... you fail a phase, that phase resets. Eventually everyone leaves if the group can't do it.
I really have no idea what the devs were thinking when they designed this system ... were the devs involved even sober at the time? Gotta be one of the worst decisions they've ever made.
Lifetime Subscriber since Beta ^ Click image to listen to my favorite Trek theme song! ^
then how will people learn to better themselves without failure?
Other games push learning by not letting people respawn mid fight, giving out high repair costs after death, and resetting fights after a wipe. That's how it should be here as well.
Lifetime Subscriber since Beta ^ Click image to listen to my favorite Trek theme song! ^
Other games push learning by not letting people respawn mid fight, giving out high repair costs after death, and resetting fights after a wipe. That's how it should be here as well.
well the longer timer for respawn, or requiring a ship or toon to come over and respawn/revive you would be good.
then how will people learn to better themselves without failure?
That's what normal is for. Don't want to entirely generalize here, but I've had my fair share of STF's over the years, and what I've learned is that, most people fail simple because they do not read the mission text or go FAW-berzerk mode (perfect for ISA) ect. Same people screaming "omg" or "really" in the end, combined with 1-5k dps and not willing to do it any different the next time around.
BAM...nah really, don't get me wrong, I've been part of great pugs... but boy, there are some ignorant folks... and we get to suffer because of them, via fail conditions, time gates and a middle finger reward? Well thank you, that's what I call reverse logic
I have no issues with the cool down time. I also agree that it should cost EC to repair a ship as well rather than just being free. I would say a minimum of 25k EC for simple minor damage if you do not want to take the time to use a Minor Component to repair the damage. And maximum of 1 million EC to repair a ship that has critical damage throughout the entire ship. This will also remove EC from the economy as well. It will not slow down EC inflation, but it is something at least.
However, I do have issues with being slapped with an inappropriate 2 hour AFK penalty which happened to me about 2 weeks ago playing Undine Infiltration Advanced. The team failed to protect the Orb 'cuz not everyone was there to protect the orb. I took out 2 of the Undines and was the last person to leave the PvE mission so I was rather surprised to get the AFK penalty.
well the longer timer for respawn, or requiring a ship or toon to come over and respawn/revive you would be good.
this^
then those Engineering heavy ships would suddenly become your best friends
Its been suggested before and totally agree.
there should be no respawn. You should be disabled. if you have engineering team, you can recover yourself ( with a progress bar like the NPCs have)
the higher the Engineering team, the faster the recovery.
If other players use Hull healing powers on you, it speeds up the repair.
in an PVE queue, if everyone is disabled, you fail.
then how will people learn to better themselves without failure?
By having the mission keep resetting, and running it over and over and over again, a dozen times if needed till they get it right. If it takes them three hours, they'll figure it out eventually.
By having the mission keep resetting, and running it over and over and over again, a dozen times if needed till they get it right. If it takes them three hours, they'll figure it out eventually.
Oooo.. I like that, but with an evil twist. Not announced until they spawn in map - -
Welcome to Infected Space Advanced. Your character is now locked in this map. You can not leave until you successfully complete this mission. If you log out when you log back in you will spawn in this map and your ship will suffer 2x critical repair damage. Enjoy!
Do that and ISA would become a cakewalk again in a week.
Comments
I disagree
in fact, the CD should be longer. It'd give you the drive to learn how to NOT fail.
Heck, failure shouldn't even exist, instances should be like those in every other game in existence ... you fail a phase, that phase resets. Eventually everyone leaves if the group can't do it.
I really have no idea what the devs were thinking when they designed this system ... were the devs involved even sober at the time? Gotta be one of the worst decisions they've ever made.
^ Click image to listen to my favorite Trek theme song! ^
You are correct, it should be more along the lines of EVE or the -fictional- SWO.
Other games push learning by not letting people respawn mid fight, giving out high repair costs after death, and resetting fights after a wipe. That's how it should be here as well.
^ Click image to listen to my favorite Trek theme song! ^
well the longer timer for respawn, or requiring a ship or toon to come over and respawn/revive you would be good.
That's what normal is for. Don't want to entirely generalize here, but I've had my fair share of STF's over the years, and what I've learned is that, most people fail simple because they do not read the mission text or go FAW-berzerk mode (perfect for ISA) ect. Same people screaming "omg" or "really" in the end, combined with 1-5k dps and not willing to do it any different the next time around.
BAM...nah really, don't get me wrong, I've been part of great pugs... but boy, there are some ignorant folks... and we get to suffer because of them, via fail conditions, time gates and a middle finger reward? Well thank you, that's what I call reverse logic
However, I do have issues with being slapped with an inappropriate 2 hour AFK penalty which happened to me about 2 weeks ago playing Undine Infiltration Advanced. The team failed to protect the Orb 'cuz not everyone was there to protect the orb. I took out 2 of the Undines and was the last person to leave the PvE mission so I was rather surprised to get the AFK penalty.
this^
then those Engineering heavy ships would suddenly become your best friends
Its been suggested before and totally agree.
there should be no respawn. You should be disabled. if you have engineering team, you can recover yourself ( with a progress bar like the NPCs have)
the higher the Engineering team, the faster the recovery.
If other players use Hull healing powers on you, it speeds up the repair.
in an PVE queue, if everyone is disabled, you fail.
By having the mission keep resetting, and running it over and over and over again, a dozen times if needed till they get it right. If it takes them three hours, they'll figure it out eventually.
Oooo.. I like that, but with an evil twist. Not announced until they spawn in map - -
Welcome to Infected Space Advanced. Your character is now locked in this map. You can not leave until you successfully complete this mission. If you log out when you log back in you will spawn in this map and your ship will suffer 2x critical repair damage. Enjoy!
Do that and ISA would become a cakewalk again in a week.