Open up the PvE queues by taking away the minimum number of players needed. Allow full away teams with player.
If fleets want to band together 5+ in a team then let them do it on the private queues.
No more waiting ages to get onto a mission. Come on cryptic, give us a break please. A miracle cryptic might listen.
Well a guy can hope.
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My character Tsin'xing
Problem is STFs tell you a story. And usually quite a good one.
My character Tsin'xing
The problem isn't too many queues. The problem is that some queues are not attractive enough to play.
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But good luck to anyone who wishes to do so!
I am sure it is a great story that i am not on at 4 am in the morning to hear.
...As with every other topic trying to fix the fundamental problems with the game.
The message is clear: this is what you get, nothing more, now buy more expensive stuff, and when you already own the stuff you wanted, gamble away for even more expensive and rare stuff.
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There's also a reason i don't play certain queues, the 2 biggest contributiors are 1. the length of time to complete, and 2. the PvE broken up into time gated sections.
Rotation is not a solution. Simply temporarily removing a lot of playable content to force people to play other missions has never worked out well. Even if people would continue to play, they'd most likely still choose the one mission (out of the 10-15 that are available that week) that are done in as little time as possible.
And that problem is most likely a result of the attitude most players have: if it cannot be completed in a fraction of the time (see, for example, all the hate against time-gated stuff) and if you cannot shoot your way through, it's simply not liked and no one will play it. One can argue whether this has to do with mission design or... well, players design or human 'design' in general
I don't think the missions themselves are the problem. They're more interesting to me than the average space mission, especially when comparing them to the space missions that contain either one big enemy (like CCA) or that are nothing but a race and fight for instead of against enemies ('follow the fastest flying ship and keep up with that single player if you and the rest of the team want to have a chance to contribute anything') like ISA.
Maybe it's just that people want to fly ships, or that ground missions usually require more thought and team work instead. Not to mention that it's more difficult to stack dozens of buffs that all increase your performance. Ground builds require more thought as you simply cannot excel in everything and you have to work within the restrictions of your career. That might make it more difficult or less accessible for the average player. I wouldn't consider that to be a flaw though. If you want to solve the problem of 'dead' or rather underpopulated queues, I don't think it will help to change the missions or ground mechanics and restrictions themselves. The ground part is an example of how the space part of the game should be.
To be honest, there is little replay value for most of the queues if you've completed your reps and don't need the marks. In my opinion they should add Elite Mark sinks where you can trade Elite Marks for special consumables, accolades, upgrades, etc.
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(thinking back to WoW, and the various threads talking about how people just wanted to slam out their daily dungeons in 15 min, and how it was so "selfish" of people in PUGs to expect the rest of the party to help them finish a dungeon quest they had - which might take a few more minutes... /facepalm)
I'mma go with "human nature" for 500, Alex.
Of these only SCR is obtained via queues.
My character Tsin'xing
My character Tsin'xing
I'm not entirely sure if you're trolling here or just naive of the situation. 50 players in CCA is NOTHING compared to what you used to have every evening pre-DR launch. You'd easily see several hundred players in each of the top 5-10 missions along with a variety of other queues running with only minimal wait (how often have you seen Vault Ensnared pop these days?).
Believe me, the queues these days are effectively dead outside of ISA and CCA, with the very occasional smattering of KSA/CSA/Fleet Alert.
I think the first part of your post is a perfect example of the issue here. Whether the majority of players are that way inclined or not, the overwhelming trend is to go towards the quick-fire 2-5 min runs, and avoid anything that last any longer. The game is so grind intensive it seem people are genuinely looking at it more like a time:reward ratio for a job than a game they could enjoy by doing something different.
Part of that is Cryptics issue as they make the content, plus they also make the grind that pushes people to the paths of least resistance. But the players also are to blame as we blindly go along with it.
Completely agree.
In addition some queues, ground, are so difficult that players do not publicly play them. These either need to be tweaked, some mission mechanics better explained, or in the worst case removed. In particular, the Attack on Terrok Nor Elite queue is barren, and successfully completing the specialist optionals seems to have been limited to a few players.
No trolling intended. I, like most players that run repeatedly those 2 Queues, probably came from other games that keep you occupied with outrageous difficult missions to give you scraps in return. I really wish there were more like crystal fast queues. I played every single mission on the game with 4 toons, and on each of them I read / saw / heard every inch of the story, I really appreciate a good made game, but on the daily stuff, I kinda don't want to spend half hour for 1 rare ore or 1 component for reputation mission.
Well said.
We can only hope that, as more players complete their upgrades, they'll start looking for other things - even missions that are less rewarding but something different than the 1000th ISA or CCA - to play.
I've found that, now that I no longer really need the materials or dilithium, I'm more inclined to play stuff such as Azure Nebula, Undine Assault, Gateway to Grethor etc.
Perhaps time gates aren't the best solution, but at least they're ensuring that not every mission is done within 5 minutes. I think that, if they'd address issues such as balance and ensure the viability of different roles and a move away from killing everything, it would also help. If the sole objective in most queues is to kill everything in sight, it's probably not that surprising that people want to be done with it as quickly as possible.
More interesting objectives and tasks, different (non-resource) rewards for different queues and more dynamic gameplay so that missions can be done with players specialising in different things instead of ever-increasing DPS numbers would make other queues a lot more interesting to many people I think. I really enjoy missions such as Undine Assault and Azure Nebula. No need to worry about your DPS vs. others' DPS, and in most of the teams I've been in, everyone just looks for a way to make himself useful, either through supporting someone else, or just focussing on stuff such as closing errant rifts. These missions are almost like ground missions: everyone gets to do his or her own thing, and there's no need to stay with the group and prove yourself or watch everything being vaporised in mere seconds.
That's what makes a mission well designed IMO. And fun to play.
I think this would help some as for ones who loves the story. It would give a reason to do them.
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