Every time you do PVE with five unknown captain, sight they don't listen they just what they think is best they just do something and get mad and angry when they lose because off it... Just today same thing happen again they fight while they shouldn't because it takes to long and getting angry and upset because they can't get the bonus. They don't watch the chat or have audio offline so it has no use to command a team to succeed if they keep radio silence and doing there own stuff.... Why do people not listen I hope I will never encounter them in a real battle if the choice was real to loose something. To bad people don't listen. Should this change when people could loose dillithium over this or EC or even stuff that matters to them ? I think it will and to be truthful they should have PVE redone in a cense where you can make a team discuss the mission and then go in. That's how it was with STF's never understood why they removed that option anyway.
What are your thoughts on this ?
[SIGPIC][/SIGPIC]
"Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
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My second is: this is the price you pay for PUGs. Some players also do not use English as a first language, so you can bark orders until your face turns purple, but if you're playing with, say, a Russian player it won't make the blindest bit of difference.
If you PUG learn to accept that you'll get good teams as well as bad and always be prepared to be the one who carries your team.
That means the generally accepted L>R in ISA for example might not always work or you might need more than one probe guard in KSA.
In some ways pug matches are a lot more challenging that premades where the whole 2 min affair runs more like a fairground ride than something with any degree of variation. You never know what you'll get in a pug and it keeps you from getting complacent and lazy.
A good player should be able to adapt to any situation, even though sometimes you have to admit defeat. You can't win 'em all.
If I have a team that doesn't know what it's doing, I'll happily carry them, hopefully they'll learn from what they see on screen, rather than from someone who sounds like they're blowing a gasket over the speakers.
Overall I agree with what you say, and if I was to extend a bit at what I think you're getting at, it would be that the social aspect in STO with random players is rather mediocre. Then again, is it worse, or better, than other similar MMO teams with random players? I don't play other MMOs to know the answer to this.
Times are changing. Queues are emptier than before, or at least take a huge hit from just one event (The Breach). The players still left I suspect, at the two extreme ends, are either long-time well-equipped and very capable players who already know mission objective and expect others in the team to know what to do and how to work together, hence no need to chat. Then, there's the newer players, who for whatever reason hop into advanced or elite queues and are too overwhelmed by everything. If they aren't outright hostile without provocation, some of them may benefit from chat instructions (target/do x because mission objective y and optional/mandatory objectives z).
Then there's the 'grey zone' where players can come in with a lot of capability but zero know-how thinking DPS is the solution to everything and so interact with mission parameters or FAW away at everything including things that do not contribute towards the mission nor help the team, and worse, attack things that should be left alone or actually cause mission failures.
There's also many of us who use budget alts extensively who, if working as a team, have more than enough of everything to stand a good chance at most of the optionals, especially if there's just one more on a main in the team. Alts are fun, and still effective with just mission gear and a few little things from the exchange. Skill alone and mission know-how routinely save missions and contributes more to the team than the clearly more powerful team members in it.
I always like seeing those who are clearly trying, and willing to learn and even communicate even if it ends up in a language no one on the team knows.
Failed missions, and missed optionals are costly enough in time and diminished or lack of rewards. Even if ship damage or player injury become much more costly than visiting an engineer and sick bay, this would unfairly punish the newer players and the F2P model, and otherwise promote defensive flying and DPS-tanks while punishing other strategies (ex. high risk assaults, Raiders).
Change is definitely needed and long overdue in the sense of balancing rewards across different missions so no matter which one queues for it will be as worth it as the remaining popular ones. Pug queues that haven't started in a long time and where queued members have waited a long time in for a full team should especially benefit. Sure, this will be taken advantage of by a fleet or channel or group of friends who all will jump in an unpopular queue with an infinite wait time (--), but the advantage is the 1 or more players waiting on it will have a chance to play it then when those decide to queue for it.
Yes and no. For instance the last ISE I did that failed the optional ... 4 of us went one way, another guy went the other way. I didn't even notice until a nanite sphere healed the transformer and I was wondering how that even happened and I saw. It went pear shaped from there. We never focused fire on the nanite spheres, eventually half the people went to the other side. Me and another guy stayed on the left side. A lot of deaths. Took about 20 minutes and 2 of the ships left, and were eventually replaced. We finally got it all done. But the entire time that one ship who went right, stayed right, doing circles, lovely wonderful circles, soloing (and not making much headway at all until we finally killed the left side) on that transformer.
Now, keep in mind, I didn't get angry at all. I was amused at how it happened. I don't stress about PUGs. I didn't say anything. I just tried to adapt and we eventually got done and got through it.
So I'm only sharing this story to point out that being able to adapt is good advice. But there are situations (like my anecdote) where there was no real way for us to adapt since you know one of the most basic strategies of the encounter was ignored.
But hey, I chose to PUG. I get what I get. It's random. And I actually enjoy seeing the new and unusual ways things can go poorly. I really do only count on strategy and teamwork when I'm with a private group or my fleet.
I do agree with you both, I'm not the barking type nor the yelling one, Always asking how we play that said I think it was a bit better back then when you could find your own team mates to do stuff if the fleet is not there so I don't need a book to bark orders in Russian, Oops Russians mostly can understand english very well. but there are a lot Germans who don't speak english very well.... So yes there is a barrier here... But most only games has chat rooms where you can team up and do stuff together... Problem solved I think ??
"Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
You can actually mute individual players on your team.
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Was he attacking the main structure then ???
"Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
Wish I had something like that lolzzz
"Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
"Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
LOL, some people still don't realise that VOX is horrible. I guess push-to-talk is just too much work for them.
Eh... I actually had a DPS Channel person bail on me when a friend invited him to our premade group. Apparently a couple of use weren't DPS Heavy enough for him.
normal text = me speaking as fellow formite
colored text = mod mode
As far as using the team chat and typing instructions goes, I am afraid that (i) no-one will actually read it and even if they do glance that way the chances are that they will not be set-up just to see messages and will miss it anyway. (ii) By spending time typing instructions during combat, you are just making the problem worse as you will not be 100% participating in the task at hand.
With regard to the rogue elements, I don't think new players who have jumped straight into ISA, for example, to get some elite reputation reward are the main issue as most will hold back and follow the herd. I get the impression that most rogues either do it deliberately for kicks or simply believe they "have the power".
I would agree with this, every run is different and the team composition doesn't guarantee that the correct skillsets will be available every time. Of course it is nice when you can take out the first cube in ISA, then run left and have someone drop a gravity well on the nanite spheres to delay them followed by the rinse and repeat for the right hand side with everyone moving on to the gateway before the tac cube, but it doesn't always happen. You can get players invisi-torped by the gateway if they stray too close or caught by a core breach and the whole thing can fall to bits if it happens to the wrong player. Or you get someone caught on the wrong side of the tac cube and they lead it round to where it can interfere. The challenge is to adapt.
It was a typo. I make them frequently. Meant advanced. And mostly I was just sharing an anecdote. It's not a benchmark for anything at all. I didn't notice until the optional failed. But I myself don't get upset if an optional fails, especially on Omega rep since I've long since gotten every item I'd have ever wanted from the rep itself, so I'm only in the mission because the queues pop fast or I want to collect a parse for myself. I guess my only point was, in that particular story, we did eventually adapt. And finish the mission. But the one player that caused the need to adapt was particularly funny to watch as the other 4 of us had to deal with the chaos of their going rogue and they just kept flying in that same circle.
And it was the type of situation where I've seen a lot of players get very upset.