edit. - as i was told, i need to state what is the problem that i am ofering solution to (i thought it was obvious, my mistake).
problem is a wait time, and no existing matchmaking.
this is my solution to it.
1. remove all the choices and replace it with one que
2. leave only fed vs kdf, alliance vs alliance, and one side fleet training ques in a way that players should not be able to chose witch one they won't, but system choose automaticly. system do it in the way that will mix up players in que that are available and make it best fit.
3. simplified and straightforward matchmaking based on win ratio
- you will need time for statistic to kick in, but after 30 days you should have
a base big enough to start making balanced match.
- every battle room should be based on the first player in wait line. so if the player
has 49% win ration, every player in the room should be +/- 2% on him
- after 20 sec. loosen up the rules, like 20 sec. up, +/- 3%, 25 sec 4%,
30 sec one more cruiser or escort in 2% zone, etc... (you boys have statistics, it will be
easy to figure it out). this way every one will play in there own class. were they will
have fun instead of now, being owned buy a pro pvp-er that can smoke them in a 5 sec. thus
no one is playing it in public ques.
- if possible make bigger teams, 7 vs 7 cross my mind (for more then one reason),
main one simplicity, 1 sci. ship, 1 drednought, 1 carrier, 4 cruiser and escorts
- this should speed up the ques as it will be faster to find players in time.
remember in the begging matches will not be balanced, but over time statistic will iron
out everything
4. don't worry about the balance of anything in the begging, things can be iron out with time
5. exploits, can be only done in reward system, so solution is simple. private room, yes, reword for private match, no.
reword only for public que.
6. boost it with the event
now there are more then one reason why to make pvp popular
1. it will bring more money to the game (everything that makes more money to the game i
am for it), people will start playing with there setups, and setups from pve will not
work in pvp (not because cryptic will make it like that, but because pve setups simple don't work in pvp right now,
because of the different play style), which will then force players in finding new solutions and investing in to gear and ships.
2. while i know there are plenty of people that dose no't won't to play pvp in STO, there
are plenty that do wont to play it, and no one is forcing any one to join pvp. it is an added feature.
3. this is my opinion base on some experience, this is very easy and inexpensive way to
add value to the game that will benefit the game, the company and the community more then any other
single story episodes that you add every month. while those stories and pve are good and fun, they are not repetitive
not even close as pvp battle is, as there is all ways some one else in the ship on
the other side.
I opened this thread expecting an 'easy' and 'inexpensive' solution to fixing PvP only to find neither and instead found a hard and very expensive solution, apparently.
None of this will happen.
Retired. I'm now in search for that perfect space anomaly.
there are layers of easy my friend, if you won't the easiest, then what we have atm, is that. but as you can see it, it is not working. so we need a balance, it can't be more easy then what i am suggesting. in simple terms, this is one database that compare just one number and matching it up, and set of "IF" rules, so everyone can have good experience in the end.
the first step in providing a solution is to state the problem you are solving.
we can guess at it from your post, but its better not to do that.
It looks pretty restrictive. Waiting around for specific ships to form a team? Or is it a point system were a sci ship is worth less than a tac ship or something like that? I didnt understand that part.
hey noroblad, as i see it problem is wait time, it is just to long. restrictions on the class are so there is more balance teams.
edit
but restrictions are not the problem here, thats why we have "IF" rules, as time pass the rules loosen up. and as i know it, sci is a killer in pvp.
That won't even touch on nine tenths of the problems with PvP.
Also, the solutions you stated are anything but easy and inexpensive. You have to remember, cryptic actually gave up adding an already built PvP map (the facility map in the Dominion arc was originally going to be added to the PvP queues). Much earlier, there was a bugged space map, which they simply removed instead of fixing it. Nothing that requires more than a switch flip is going to be done.
Cryptic is more likely to remove the PvP queues entirely... Which they won't do because that requires too much work in itself (maybe the next UI revamp). There is no reason for them to put any effort into a part of the game that's played by a tiny segment of the playerbase and highlights all the issues with the game.
I used to enjoy taking part in PvP every now and then, I've never been particularly good at it - but it was nice to dip my toes in now and then (maybe once or twice a month), and used to do the same for the 'mine trap' salt vampire que (also now completely dead).
Even as somebody who is not that bothered by PvP, I've noticed that it's almost impossible to get a full que anymore.
Your solution is interesting, but does not rectify the underlying reasons why nobody que's for PvP any more - (which there are far better qualified people to explain than me).
Wait time is high because people don't play it. They don't play it because there is no compelling reward coupled with the outstandingly high "buy in" to gear out enough to be even remotely competetive, and the only game is shoot each other (no other game modes etc really). Crypic doesnt waste money on it because its not played, and its not played because there is no investment in it...
Put an orange quality worthwhile XIV item up for grabs for winning like 50 matches. Qs will stop being empty. Now that is a cheap, easy fix. Won't last forever unless they rotate the reward monthly or something but its cheap and it would work.
edit. - as i was told, i need to state what is the problem that i am ofering solution to (i thought it was obvious, my mistake).
problem is a wait time, and no existing matchmaking.
this is my solution to it.
1. remove all the choices and replace it with one que
2. leave only fed vs kdf, alliance vs alliance, and one side fleet training ques in a way that players should not be able to chose witch one they won't, but system choose automaticly. system do it in the way that will mix up players in que that are available and make it best fit.
3. simplified and straightforward matchmaking based on win ratio
- you will need time for statistic to kick in, but after 30 days you should have
a base big enough to start making balanced match.
- every battle room should be based on the first player in wait line. so if the player
has 49% win ration, every player in the room should be +/- 2% on him
- after 20 sec. loosen up the rules, like 20 sec. up, +/- 3%, 25 sec 4%,
30 sec one more cruiser or escort in 2% zone, etc... (you boys have statistics, it will be
easy to figure it out). this way every one will play in there own class. were they will
have fun instead of now, being owned buy a pro pvp-er that can smoke them in a 5 sec. thus
no one is playing it in public ques.
- if possible make bigger teams, 7 vs 7 cross my mind (for more then one reason),
main one simplicity, 1 sci. ship, 1 drednought, 1 carrier, 4 cruiser and escorts
- this should speed up the ques as it will be faster to find players in time.
remember in the begging matches will not be balanced, but over time statistic will iron
out everything
4. don't worry about the balance of anything in the begging, things can be iron out with time
5. exploits, can be only done in reward system, so solution is simple. private room, yes, reword for private match, no.
reword only for public que.
6. boost it with the event
now there are more then one reason why to make pvp popular
1. it will bring more money to the game (everything that makes more money to the game i
am for it), people will start playing with there setups, and setups from pve will not
work in pvp (not because cryptic will make it like that, but because pve setups simple don't work in pvp right now,
because of the different play style), which will then force players in finding new solutions and investing in to gear and ships.
2. while i know there are plenty of people that dose no't won't to play pvp in STO, there
are plenty that do wont to play it, and no one is forcing any one to join pvp. it is an added feature.
3. this is my opinion base on some experience, this is very easy and inexpensive way to
add value to the game that will benefit the game, the company and the community more then any other
single story episodes that you add every month. while those stories and pve are good and fun, they are not repetitive
not even close as pvp battle is, as there is all ways some one else in the ship on
the other side.
hopes some one reads it, and that is doable.
Yeah, "no."
SJO<- Late Alpha player lifetime subs*3 for the family before launch.
I've got an easier solution: The Federation-Klingon armistice breaks down during formal Peace Treaty talks. The war is back on. We (the players) have a living, breathing, thinking enemy again.
PvE is great for story, but AI is limited and sometimes you just need to beat the ever living TRIBBLE out of a real person. A brain that can react and respond to all the different things you're going to do. You need a Player to play against... and as long as the in-game Armistice and alliance holds strong, we won't have that.
I've read many, many threads about what killed PvP and why... I think they're all wrong. It had nothing to do with poor development, or overpowered C-Store equipment, or too much Fed focus and not enough Klink attention, or too many competing queues, or not enough queue variety, or anything else. None of that. It died with the LoR expansion. We're at peace, no reason to fight anymore.
Individually, we might not realize that is why we stopped PvPing, but the masses much easier to predict than the individual. It's the same reason we can predict, with relative accuracy, voting trends based on economic factors even if we've never personally met anyone who has ever voted... A player might have quit PvP because of "this" or "that", but the player-base quit PvP because we don't have a non-AI enemy anymore. It's that simple.
You want PvP? Start the Fed-Klink war back up again.
the only simple/easy solution would be putting players in npc ships with fixed builds and all traits from reps, spec, mastery etc disabled.
Similar to what vanilla pvp tried to do, right?
A bit more than that - predefined builds. A bit like the Champions Online F2P archetypes perhaps.
I think that could be something that might "save" PvP - except it's not that easy as a solution. Both from a technical point of view, and from a business point of view. Predefined, fixed builds engineered to be balanced lower the need for new ships for players, since they must still be balanced with the ones before. And someonhow all this effort has to pay off - but will it, or is it just too late? If you're a big fan of PvP games, you probably left STO already. Will you return*? And if you hate PVP, you probably got into STO because it was pretty much irrelevant to you. NO forced PvP, no special PvP rewards you could also use for your PvE stuff.
*) I am not a big PvP fan in general, but I used to love STO's PvP, enoguh to make me leave when I realized that all the new TRIBBLE like set items or universal consoles made it more and more imbalanced, without any real effort to reign it in for PvP, nor any development spend on it. I did return. But not to play PvP. I did return for the PvE, particular all that mission content that had been released while I was gone, and since I returned.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Comments
None of this will happen.
we can guess at it from your post, but its better not to do that.
It looks pretty restrictive. Waiting around for specific ships to form a team? Or is it a point system were a sci ship is worth less than a tac ship or something like that? I didnt understand that part.
edit
but restrictions are not the problem here, thats why we have "IF" rules, as time pass the rules loosen up. and as i know it, sci is a killer in pvp.
Also, the solutions you stated are anything but easy and inexpensive. You have to remember, cryptic actually gave up adding an already built PvP map (the facility map in the Dominion arc was originally going to be added to the PvP queues). Much earlier, there was a bugged space map, which they simply removed instead of fixing it. Nothing that requires more than a switch flip is going to be done.
Cryptic is more likely to remove the PvP queues entirely... Which they won't do because that requires too much work in itself (maybe the next UI revamp). There is no reason for them to put any effort into a part of the game that's played by a tiny segment of the playerbase and highlights all the issues with the game.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
Even as somebody who is not that bothered by PvP, I've noticed that it's almost impossible to get a full que anymore.
Your solution is interesting, but does not rectify the underlying reasons why nobody que's for PvP any more - (which there are far better qualified people to explain than me).
Put an orange quality worthwhile XIV item up for grabs for winning like 50 matches. Qs will stop being empty. Now that is a cheap, easy fix. Won't last forever unless they rotate the reward monthly or something but its cheap and it would work.
Yeah, "no."
SJO<- Late Alpha player lifetime subs*3 for the family before launch.
PvE is great for story, but AI is limited and sometimes you just need to beat the ever living TRIBBLE out of a real person. A brain that can react and respond to all the different things you're going to do. You need a Player to play against... and as long as the in-game Armistice and alliance holds strong, we won't have that.
I've read many, many threads about what killed PvP and why... I think they're all wrong. It had nothing to do with poor development, or overpowered C-Store equipment, or too much Fed focus and not enough Klink attention, or too many competing queues, or not enough queue variety, or anything else. None of that. It died with the LoR expansion. We're at peace, no reason to fight anymore.
Individually, we might not realize that is why we stopped PvPing, but the masses much easier to predict than the individual. It's the same reason we can predict, with relative accuracy, voting trends based on economic factors even if we've never personally met anyone who has ever voted... A player might have quit PvP because of "this" or "that", but the player-base quit PvP because we don't have a non-AI enemy anymore. It's that simple.
You want PvP? Start the Fed-Klink war back up again.
I wouldn't be surprised if it was removed entirely one day. *cough* no win scenario *cough*
Similar to what vanilla pvp tried to do, right?
Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
I think that could be something that might "save" PvP - except it's not that easy as a solution. Both from a technical point of view, and from a business point of view. Predefined, fixed builds engineered to be balanced lower the need for new ships for players, since they must still be balanced with the ones before. And someonhow all this effort has to pay off - but will it, or is it just too late? If you're a big fan of PvP games, you probably left STO already. Will you return*? And if you hate PVP, you probably got into STO because it was pretty much irrelevant to you. NO forced PvP, no special PvP rewards you could also use for your PvE stuff.
*) I am not a big PvP fan in general, but I used to love STO's PvP, enoguh to make me leave when I realized that all the new TRIBBLE like set items or universal consoles made it more and more imbalanced, without any real effort to reign it in for PvP, nor any development spend on it. I did return. But not to play PvP. I did return for the PvE, particular all that mission content that had been released while I was gone, and since I returned.