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Official Feedback Thread for Gateway to Gre'thor

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
Please use this thread to post feedback and issues found in the new space PvE queue Gateway to Gre'thor.

New Feature:

Gateway to Gre’thor:
  • Gatway to Gre’thor is a brand new PvE Space 5-player level 60 cross faction queue.
  • All factions join together to stop the Heralds of the Iconians from invading Qo’noS.
  • Gateway to Gre’thor will have Normal, Advanced, and Elite difficulty options.
  • For Tribble only, this queue will not have a cooldown.
  • This is a work in progress and has not been finalized.
  • For more information, please visit the Brotherhood of the Sword blog at: http://www.arcgames.com/en/games/star-trek-online/news/detail/9109433
Post edited by coldsnapped on

Comments

  • maxxinamaxxina Member Posts: 158 Arc User
    edited March 2015
    Glorious battle over Klingon homeworld . I liked it. Really a LOT OF ENEMIES . Just one thing i would change. This mission is gonna take a while. So 6 min for transports i find way to long. Half og the time or 4 minutes is more then enough for this part of the mission
  • trillbuffettrillbuffet Member Posts: 861 Arc User
    edited March 2015
    maxxina wrote: »
    Glorious battle over Klingon homeworld . I liked it. Really a LOT OF ENEMIES . Just one thing i would change. This mission is gonna take a while. So 6 min for transports i find way to long. Half og the time or 4 minutes is more then enough for this part of the mission

    LOL this sounds like its a copy and paste of starbase blockade... Just with timer cut in half
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited March 2015
    Captains, as this is an official feedback thread please keep your posts on topic. This thread is for anyone who is playtesting the mission on Tribble to provide their feedback. If you haven't playtested the mission, you probably don't have the feedback they're looking for.

    Thanks in advance for your cooperation.
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
    Link: How to PM - Twitter @STOMod_Bluegeek
  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited March 2015
    Playing on Normal:

    Sometimes I'm interrupted from closing a rift, the meter just stops running up. And sometimes the rifts (Green and Yellow) did not close after I ran (scanned) the meter up.

    I meant to add this earlier, I chuckle each time I see the name Mir (мир -/mir/ - peace, world) Fighter. Yes it is a different meaning, but still funny to me.
    Joined STO in September 2010.
  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    edited March 2015
    Yeah, I'm having those same issues with rifts. I'm glad to see being damaged doesn't stop progress ('cause that mechanic in other queues isn't fun at all), but something seems to be making it stop at random.
  • commodoreobviouscommodoreobvious Member Posts: 114 Arc User
    edited March 2015
    I tried this on Normal, and I enjoyed this most of these three new queues. My only complaint is the rift issue already mentioned, where the timer would seem to cut at random. Without that issue the mission flow would be great.

    As with the other two, I hope there are some variety of optionals that can be done during the run, just so there is less sameness to doing them over and over.

    I also hope there is a plan to address that, with three new queues, people are going to be even more spread in the pves they want to do and it will be that much harder for pugs to fire.
  • spencerb96spencerb96 Member Posts: 248 Media Corps
    edited March 2015
    Managed to finish this on Elite a few hours ago, took quite a few attempts. We had to swap out a few abilities to throw in some CC abilities.

    Phase 1: This part is perfect as is, we had runs where we were able to get the optional timer, and runs where we missed it.

    Phase 2: The transports have a bit too much HP, I believe they could be reduced by 50% to make this phase a bit more challenging, while keeping it possible to save 25 ships.

    Phase 3: This one is the true challenge for this Queue. As it is, we struggled to get all of the ships in time. If the HP of the final phase remains the same, there will be less than 20 players in the game that do enough DPS to complete it. I'd recommend reducing the total HP of this phase by 25% or extending the timer by 1-2 minutes to keep it challenging, but also giving more the ability to complete it.

    Overall, it was a fun queue. Needs some tuning, but I see it being quite a popular queue if opened up so more can complete it.

    Here's a video of our successful run on Elite.
    ffluoti63bi9.png
  • drreverenddrreverend Member Posts: 459 Arc User
    edited March 2015
    Can we cut back on the DPS-gates with the autofail timers that punish people who aren't tactical Romulans flying Scimitars with 70,000 DPS? Those just tell me I shouldn't even bother participating.

    And please remember that the feedback you're getting is from the DPS monsters.
  • grimlyonegrimlyone Member Posts: 41 Arc User
    edited March 2015
    drreverend wrote: »
    Can we cut back on the DPS-gates with the autofail timers that punish people who aren't tactical Romulans flying Scimitars with 70,000 DPS? Those just tell me I shouldn't even bother participating.

    And please remember that the feedback you're getting is from the DPS monsters.

    Do you understand the concept of Elite difficulty?

    No?

    Well, let me explain it to you. Elite should mean that a very select few of very good players will be able to complete it.

    Can't do it? Do advanced!

    Can't do advanced?

    Do normal! Get your piloting in check!
    [SIGPIC][/SIGPIC]
    The beast at Tanagra.
    Kadir beneath Mo Moteh. Kiteo, his eyes closed. Chenza at court, the court of silence. Darmok on the ocean.
    Shaka, when the walls fell.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2015
    spencerb96 wrote: »
    Managed to finish this on Elite a few hours ago, took quite a few attempts. We had to swap out a few abilities to throw in some CC abilities.

    Phase 1: This part is perfect as is, we had runs where we were able to get the optional timer, and runs where we missed it.

    Phase 2: The transports have a bit too much HP, I believe they could be reduced by 50% to make this phase a bit more challenging, while keeping it possible to save 25 ships.

    Phase 3: This one is the true challenge for this Queue. As it is, we struggled to get all of the ships in time. If the HP of the final phase remains the same, there will be less than 20 players in the game that do enough DPS to complete it. I'd recommend reducing the total HP of this phase by 25% or extending the timer by 1-2 minutes to keep it challenging, but also giving more the ability to complete it.

    Overall, it was a fun queue. Needs some tuning, but I see it being quite a popular queue if opened up so more can complete it.

    Here's a video of our successful run on Elite.

    With that, did you notice or have you or anybody heard whether there is any difference in the speed of closing the gates based on ship type?

    What if the third phase had an optional timer? The way it displayed, it looked like a fail timer. Getting into that...

    Normal: Optional, Optional, Optional
    Advanced: Mandatory, Optional, Optional
    Elite: Mandatory, Mandatory, Optional

    ...sort of thing.
  • drreverenddrreverend Member Posts: 459 Arc User
    edited March 2015
    grimlyone wrote: »
    Do you understand the concept of Elite difficulty?

    No?

    Well, let me explain it to you. Elite should mean that a very select few of very good players will be able to complete it.

    Can't do it? Do advanced!

    Can't do advanced?

    Do normal! Get your piloting in check!

    Then they should institute a check at the start that doesn't let players who aren't playing Tactical Scimitars with 3+ Embassy science consoles join the queue. Would save everyone so much trouble. Maybe rename it from Elite to "Scimitar" or perhaps "Exploit" difficulty.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2015
    drreverend wrote: »
    Then they should institute a check at the start that doesn't let players who aren't playing Tactical Scimitars with 3+ Embassy science consoles join the queue. Would save everyone so much trouble. Maybe rename it from Elite to "Scimitar" or perhaps "Exploit" difficulty.

    Do you have problems shopping for pillows? Does that whole Soft, Medium, and Firm thing throw you? Do you need store clerks there to prevent you from buying a Firm pillow if you're looking for a Soft pillow?
  • drreverenddrreverend Member Posts: 459 Arc User
    edited March 2015
    Do you have problems shopping for pillows? Does that whole Soft, Medium, and Firm thing throw you? Do you need store clerks there to prevent you from buying a Firm pillow if you're looking for a Soft pillow?

    Maybe some of us like playing something other than Scimitar Online.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2015
    drreverend wrote: »
    Maybe some of us like playing something other than Scimitar Online.

    I'd say there are a whole bunch of folks that enjoy playing STO without a Scimitar. Log in...look around...and yeah...
  • drreverenddrreverend Member Posts: 459 Arc User
    edited March 2015
    I'd say there are a whole bunch of folks that enjoy playing STO without a Scimitar. Log in...look around...and yeah...

    Those are the people who don't get to play the Elite version, since it's all built around 70,000+ DPS Scimitars whose primary tactic is pushing FAW and Aux2Batt over and over and over. That's how you learn to play. Push those two buttons again and again. Whee. So skilled.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2015
    drreverend wrote: »
    Those are the people who don't get to play the Elite version, since it's all built around 70,000+ DPS Scimitars whose primary tactic is pushing FAW and Aux2Batt over and over and over. That's how you learn to play. Push those two buttons again and again. Whee. So skilled.

    This is a feedback thread for the Gateway to Gre'thor queue...not the place to campaign for Butthurt Player of the Year.
  • spencerb96spencerb96 Member Posts: 248 Media Corps
    edited March 2015
    With that, did you notice or have you or anybody heard whether there is any difference in the speed of closing the gates based on ship type?

    What if the third phase had an optional timer? The way it displayed, it looked like a fail timer. Getting into that...

    Normal: Optional, Optional, Optional
    Advanced: Mandatory, Optional, Optional
    Elite: Mandatory, Mandatory, Optional

    ...sort of thing.

    From what I saw, no difference in the speed of closing the gates. Did have the close gate disappear a few times right before the gate closed, forcing me to restart the close cycle.

    Requiring the timer on the first phase and making the final timer an optional would make it significantly easier. Would easily solve the difficulty issue.
    drreverend wrote: »
    Those are the people who don't get to play the Elite version, since it's all built around 70,000+ DPS Scimitars whose primary tactic is pushing FAW and Aux2Batt over and over and over. That's how you learn to play. Push those two buttons again and again. Whee. So skilled.

    Fun fact, high DPS builds don't use A2B because at the high end, it's a significant DPS loss. If we were able to constantly group up all of the enemies, we'd use DHC builds, but this queue, like most others, is quite spread out. We use whatever is the most effective, we can't help that in most cases, that means Beams and FAW.
    ffluoti63bi9.png
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2015
    spencerb96 wrote: »
    From what I saw, no difference in the speed of closing the gates. Did have the close gate disappear a few times right before the gate closed, forcing me to restart the close cycle.

    I'd have to watch again, probably a few times - get some caffeine going, but with the interruptions to the closing - they didn't appear necessarily to be damage interrupts, always, but some appeared more like interaction interrupts. But some did look like damage interrupts...but I'd have to watch again to check that.

    Gets into the person doing the closing not being able to do anything but the closing that they're doing, eh?

    And thanks, btw, for answering my questions there.
  • spencerb96spencerb96 Member Posts: 248 Media Corps
    edited March 2015
    I'd have to watch again, probably a few times - get some caffeine going, but with the interruptions to the closing - they didn't appear necessarily to be damage interrupts, always, but some appeared more like interaction interrupts. But some did look like damage interrupts...but I'd have to watch again to check that.

    Gets into the person doing the closing not being able to do anything but the closing that they're doing, eh?

    And thanks, btw, for answering my questions there.

    It was letting us close them while shooting and hitting any buffs successfully most of the time. Thinking about it, I'm gonna guess that as soon as someone else interacts to close that gate, that it cancels it out for the initial person. Pretty sure someone else was within proximity each time it did it.

    Np :) I think the idea for swapping the required and optional timer on the phases is a good idea. That alone would open the queue up to quite a few more.
    ffluoti63bi9.png
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