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Should the available range of DPS across player characters be narrowed for better game balance?

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    risingwolfshadowrisingwolfshadow Member Posts: 619 Arc User
    Yes! Please make solving this a #1 priority!
    A simple fix would be to give NPCs some sci spam. Let them experience what PvP is like now.
    Imagine watching a group of "top DPSers" get hit with GravWell3 follow med by sensor scramble then FBP3.
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    e30erneste30ernest Member Posts: 1,794 Arc User
    No, there may be some issues with that, but the devs should work on several other things first.
    The problem with a BV rating like that is trying to factor in player skill. As an avid reader and poster at various build pages, I can see so many people with "uber" builds but with mediocre performance. I've seen people copy 100k builds (complete with upgrades) but only manage to do 30k out of it. In this very thread, someone was asking why despite him copying every single trait, item and BOff ability, he isn't able to use his skills as often as the player he copied that build from.

    When you've got a skilled player like that, it'll also change how he interacts with lower end ships. He/she can build a MkX ship for example and still do 50k DPS. I think that's a bit difficult to factor in a game were 1+1 isn't always = 2.
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    davideightdavideight Member Posts: 458 Arc User
    Yes, this is somewhat important, but there is one other issue that I would have to be solved first.
    questerius wrote: »
    For the sake of argument, how would you go about putting a cap in place of roughly 50k DPS

    Just plain and simply cut the damage of all Mk XIV Epic gear? If that was done, then what incentive would people have to upgrade their gear at all.?


    no we dont need a cut of dps at 50k.

    what this game needs is a slightly less rewarding minmaxing courve (minmaxing is to powerful towards dps, get some 1%crit here and there and your dps somewhat doubleso0)

    and what we need as second part of the package is a way to make sure the minimal dmg isnt ever so low.


    the problem basically is the split between bad player, common player and minmaxers.

    the dps between bad and minmaxed is of a 100times potency. sometimes even far more. not becasue the evil minmaxers, those give up a lot of utility and defense/healing for that.

    but the bad players need to be adressed.

    either by securing even autofire is delivering enough dmg, even if you suck at combining skills and synergies

    or by making sure this kind of person cannot ruin other ones games (exclude them from adv and higher until some decent gear/dps was reached at least once?).

    or

    make the game more accessible and reasonable for new players. i see too many people that dont use fireonmymark on tacs or sensor scan or cetrain "baseline" strategies even.


    the problem in this game is, you can do wrong a lot, but STILL can add yourself to adv queuees.
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    e30erneste30ernest Member Posts: 1,794 Arc User
    No, there may be some issues with that, but the devs should work on several other things first.
    I'm interested in this concept (having never played table-top RPGs) so pardon if I try to dig deeper with potentially stupid questions...

    What happens to alts and alt-holics?

    This becomes more important on "events" in the game where you are stuck playing the same queues across every alt to get a measly reward. Does that mean where people used to do 3-5min runs on 15 alts, they'll now have to do 15min runs for 15 alts daily?

    I mean, that isn't a problem for me (having just 2 active toons) but I know a large portion of the player base maintains multiple alts. Isn't this just going to shaft them?

    Also... "Tours".

    Earlier today I was doing a chain of Borg space tours and found that the completion times of doing PUG BDA, CSA, HSA, KSA and ISA usually line-up nicely so that when you've completed that line, you're ready to go back to the start. 15min runs would usually mean that you'll essentially be done with CDs after 2 runs. Wouldn't that kill other maps even more since it'll be just more economical from a rewards standpoint to just stick to 2 maps?

    The more I think of it, the more I'm thinking that 5-min runs are the sweet spot for most players. Longer than that (see Counterpoint, Gateway to Grethor, Azure Nebula Rescue and all the other time-gated queues) and they don't get run.
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    spiritwalker1969spiritwalker1969 Member Posts: 406 Arc User
    No, the game's balance is fine as it is.
    Whilst some of the ideas being proposed undoubtedly may seem feasible on paper, one question remains unanswered - can the game engine actually utilise this idea or can it be modded economically to accomodate it?

    Before anyone jumps in and shoots this down, consider for a moment some of the issues which have resulted due to a small change to the game engine. Unfortunately, I suspect that ideas such as this would simply be sidelined due to either the difficulties presented by integrating this into the existing framework or because the development time required would essentially be non-productive with regard to new content being available. Despite the beliefs of a large section of the playerbase, resources are finite and any major change to the core mechanics such as this would require resources, i.e. developers & coders that would otherwise be working on other aspects of the game.

    The bottom line would probably be that without a steady, regulated stream of new content players will drift away and the promise of a system which might level the playing field in terms of DPS wouldn't be sufficient to keep them hanging around.
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    e30erneste30ernest Member Posts: 1,794 Arc User
    No, there may be some issues with that, but the devs should work on several other things first.
    sophlogimo wrote: »
    e30ernest wrote: »
    [...]
    The more I think of it, the more I'm thinking that 5-min runs are the sweet spot for most players. Longer than that (see Counterpoint, Gateway to Grethor, Azure Nebula Rescue and all the other time-gated queues) and they don't get run.

    But then, wouldn't we rather want missions that are designed to last 5 minutes and be exciting while doing so?

    Some people seem to think the current status quo is exciting enough. Note that STO has a lot of casual players.

    Me personally, if I had to change something, I'd make NPCs hit harder. It seems NPCs generally hit for 3-4k DPS in Advanced, and maybe 5-6kDPS in Elite (I can't remember details since I am not in the computer with my logs) with the occasional high spike in the 50-100k range in advance (depending on your resistances) and higher on Elite (again depending on your resistances). I'd say, keep the spike, keep the NPC HP, but increase their pressure damage by about 1-2k DPS more in Advanced, while raising up damage resistances in Elite (like it used to be in Hive). Tank ships can go 5k HPS on average (based on what I get from my Galaxy), with some specialty heal boats going up to 10k HPS or higher. Either should be able to take the heat of added pressure damage.

    On top of that, I'd remove player immunities and change those immunities to high DR buffs (in the case of traits like Invincible) or high Defense buffs (in the case of R&R or Pilot Maneuvers) for short periods. It'll make players almost invincible or unhittable, but won't make them invulnerable (effectively eliminating 0% GDFs). Seriously, you don't need immunities against NPCs. The best tankers in the game do well without them.

    This will create more build diversity, make taking hits less trivial and I would think it'll narrow down the DPS gap to an extent as well because pure DPS builds will get hit more as well as harder so they'll need to build more survivability. Pure DPS builds will still be viable, but they'll have to run with an aggro-tank or a healer if they want to maximize their damage output. Likewise, Tanks and Healers will be more useful, as well as damage mitigation builds (hello drain builds!) and CC/Debuff ships.
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    angrytargangrytarg Member Posts: 11,001 Arc User
    edited May 2016
    The poll options are somewhat flawed, I can't really vote for anything.

    Balance is not fine, the game is more or less completely broken. But applying some sort of cap or a new mechanic to filter people out doesn't solve anything.

    The game balance was mostly fine before we got passives, specs and traits that simply add damage out of nowhere on top of what players were already able to put out. Upgrading items from mk xii to mk xiv nets damage increases of over 100% - it's all these things players get "on top" for not doing anything that completely decouples game contents and individual players from each other and Cryptic is unable or unwilling to cope for it. More shinies, more flashies, more numbers piling on top on top on top don't help make the game better. When we still had something reminiscent of the trinity, cruisers, science vessels, escorts/raptors, battlecruisers and carriers with Mk X weapons the game was in my opinion more fun and a bigger challenge without being tedious. Of course today some people are used to three minute runs of content for rewards they pile up to buy new items from a shop - the game completely lost the focus what a hack & slay MMO like this should be about. Any attempt to "slow down" gameplay will of course feel like a block of lead slowing you down.

    The game has severe problems, but those aren't solved by changing or adding some numbers. Look at Diablo 2 for example - a lightning sorceress that puts out 14k dps with AoE abilities (of course dps being a formula - you can't simply "cap" that) of course goes through trash mobs faster than a 6k dps berserker barbarian. Now comes a lightning immune boss mob - suddenly the berserker shines in single combat and copes for the sorceress' weakness. STO completely lacks this scenario, there is nothing one player or build really can't do that would require someone else or another approach, AoE damage abilities are the answer to everything while healing and resistances are automated. That's a more severe problem than a minority of players being able to trick the system and study static missions like a dance.​​
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    e30erneste30ernest Member Posts: 1,794 Arc User
    No, there may be some issues with that, but the devs should work on several other things first.
    sophlogimo wrote: »
    But how would we justify that the NPC's hit so much weaker than any halfway competent player?

    When you have an NPC with large hit points, to balance it out, you'd want it to hit weaker, or else nothing will survive in front of it (high damage + high HP leads to its own imbalance).

    What's going on right now is that you either kill the NPC faster than it can kill you (brute force) or you soak up the damage at the expense of DPS so that you'll eventually kill the NPC and survive (as was the case in HSE pre-nerf). Based on my parses, the average high DPS ship heals for around 1.5k HPS. They don't have to heal as much because they can kill the NPCs before it kills them. Raising the damage (even slightly) is enough to tip some builds into needing more survivability.

    It's not going to eliminate high DPS but it will spice things up a bit more I think.
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited May 2016
    No, this is not important enough to require developer attention
    e30ernest wrote: »
    sophlogimo wrote: »
    e30ernest wrote: »
    [...]
    The more I think of it, the more I'm thinking that 5-min runs are the sweet spot for most players. Longer than that (see Counterpoint, Gateway to Grethor, Azure Nebula Rescue and all the other time-gated queues) and they don't get run.

    But then, wouldn't we rather want missions that are designed to last 5 minutes and be exciting while doing so?

    Some people seem to think the current status quo is exciting enough. Note that STO has a lot of casual players.

    Me personally, if I had to change something, I'd make NPCs hit harder. It seems NPCs generally hit for 3-4k DPS in Advanced, and maybe 5-6kDPS in Elite (I can't remember details since I am not in the computer with my logs) with the occasional high spike in the 50-100k range in advance (depending on your resistances) and higher on Elite (again depending on your resistances). I'd say, keep the spike, keep the NPC HP, but increase their pressure damage by about 1-2k DPS more in Advanced, while raising up damage resistances in Elite (like it used to be in Hive). Tank ships can go 5k HPS on average (based on what I get from my Galaxy), with some specialty heal boats going up to 10k HPS or higher. Either should be able to take the heat of added pressure damage.

    On top of that, I'd remove player immunities and change those immunities to high DR buffs (in the case of traits like Invincible) or high Defense buffs (in the case of R&R or Pilot Maneuvers) for short periods. It'll make players almost invincible or unhittable, but won't make them invulnerable (effectively eliminating 0% GDFs). Seriously, you don't need immunities against NPCs. The best tankers in the game do well without them.

    This will create more build diversity, make taking hits less trivial and I would think it'll narrow down the DPS gap to an extent as well because pure DPS builds will get hit more as well as harder so they'll need to build more survivability. Pure DPS builds will still be viable, but they'll have to run with an aggro-tank or a healer if they want to maximize their damage output. Likewise, Tanks and Healers will be more useful, as well as damage mitigation builds (hello drain builds!) and CC/Debuff ships.

    The shift from Shadows of Luclin (where the entire end-game was filled with a slog through NPCs that had millions and millions of hit points) to Planes of Power (where enemies had less hit points relatively, but hit like mack trucks) was really effective and fun in Everquest. So I would certainly support your idea. It does also add viability to tanks and tank builds, so I may be biased. However STO is very "battle mage" friendly ... in that I think DPS builds would merely have to adjust some of their choices to build some survivability back into their choices so they'd all be fine.
    [SIGPIC][/SIGPIC]
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    e30erneste30ernest Member Posts: 1,794 Arc User
    edited May 2016
    No, there may be some issues with that, but the devs should work on several other things first.
    The shift from Shadows of Luclin (where the entire end-game was filled with a slog through NPCs that had millions and millions of hit points) to Planes of Power (where enemies had less hit points relatively, but hit like mack trucks) was really effective and fun in Everquest. So I would certainly support your idea. It does also add viability to tanks and tank builds, so I may be biased. However STO is very "battle mage" friendly ... in that I think DPS builds would merely have to adjust some of their choices to build some survivability back into their choices so they'd all be fine.

    They will adapt yes, but that's part of the fun isn't it?

    Like I said, it won't eliminate DPS altogether, but it would make plain DPS impractical unless you have a team that allowed for it. It's like the old HSE runs where you needed 1 or 2 tank ships to allow for 2 or 3 high DPS ships to do their jobs effectively. Or you can do it with all tank ships.

    Worth noting that back then, only a few were able to hit the magic 100k number in HSE because of that survivability requirement. 150k ISA ships were whittled down to 70-80k. After the "nerf" to the Tac cube's resistances, pure DPS builds were able to come in so the number of 100k HSE runners swelled.
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    dareaudareau Member Posts: 2,390 Arc User
    No, there may be some issues with that, but the devs should work on several other things first.
    Here's a thought for everyone:

    Remember back in the days of "escorts online", when running 2x AP-B and BFaW (2x for "global" cooldown attainment) was the game? And all of a sudden someone "stumbled" on the "Technicianed A2B" trick of taking their one copy of A2B & BFaW and have it run at "global cooldown" as well as the escorts were, so therefore "cruisers were deemed competitive"?

    And Science vessels were panned not because things like CC never had a use, but because they couldn't "contribute" the "max damage causing" stream of BFaWed AP-Bs via at least 4x forward weapon emplacements...

    Well, that was because - semi obviously - AP-B was the "best damage multiplier" and of course BFaW would let that damage hit 5x things instead of 1x thing. And whatever ship, with whatever method, of having these two powers fire off at the "best possible rate", aka "global cooldown", was "competitive" - everything else was not.

    Well, the multipliers have gone off the deep end. For everyone, including my "beloved" Science types - and therefore all of a sudden Science can be deemed "competitive", and meanwhile the game's fast becoming "do you have the right multipliers and the know-how to apply them? Then you're "competitive" - otherwise, GTFO"...

    So, I'm thinking the game needs to be "rebuilt" some - with either less overall reliance on multipliers, or "streamlining" the multipliers so that they're not stacking into the 100x "base" damage range.

    Personally, I'm of the "old school" D&D type of thought, where outside of playing "element damage vs. elemental weakness" games, the only multipliers to damage were critical hits and backstabs (of which the conditions to land one were fairly esoteric) - and the "base" damage of the "common" weapon remained 1D10 from L1 through L20+, what differentiated the L20's damage dealing ability from the L1s were the amount of "Additive" damage boosts the player had and the frequency of landing hits... (5 attacks at L20 vs. 1 at L1)...
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    No, this is not important enough to require developer attention
    e30ernest wrote: »
    They will adapt yes, but that's part of the fun isn't it?

    Yes! It really is a big part of the fun. I think you're on the right track. I fear my personal bias may play a part in your suggestion. I've played a tank in some for or another in every MMO I've ever done. Like at this point it's mostly just habit. (I was actually kind of surprised when I took a step back and looked at my actual playstyle in STO and it turned out that, true to form, flying a cruiser type ship with survival BOFF skills has been my most comfortable build and ship choice since day 1, and it was a total facepalm moment, I was like, DUH!)

    But I think in STO, since adding survivability is possible without sacrificing DPS too much, that's where I think your ideas really start to show they can work with the game. And your HSE example pretty much drives that home for me.

    I think you're on to something. Definitely.

    [SIGPIC][/SIGPIC]
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    artemida82artemida82 Member Posts: 44 Arc User
    I really need yours help. I have problem with my moving on the Ground scenarios. I playing on my notebook Lenovo G50-70 more then 2 and half years. Evertyhing was O.K., before season 11.5. Now in a groung mission my charakter in "B" mode going only forward. I have still click on button "Ctrl", if I want turn not only with camera look, but with my charakter move. Anytime, when I do not running and I stoped, I must have one my finger on Touchpad (for move), with another my finger click on Ctrl, and after I could moving with my charakter for look around, see enemies, could shooting and moving on ground. But if I stop run (moving), after I must doing everything again. What is wrong with Options?! I'am absolutly powerless and tired from that problem. Thank you, for any resolution and answer. Sincerelly, author and writer Victoria Kanakaredes.
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    e30erneste30ernest Member Posts: 1,794 Arc User
    No, there may be some issues with that, but the devs should work on several other things first.
    AFAIK the NPCs follow the same math governing player damage. They are just deliberately weakened so players can keep up.

    We already know what happens when Cryptic gives NPCs powers.
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    whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    @sophlogimo

    Really high and low dps has been out there for more than 6-8 weeks and you havent adapted and are still complaining.
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