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Miner Instabilities post patch.... -_-

Didnt take the Cryptic fun police long to realize people were enjoying a que. Now its almost unplayable. It was fun before the patch, it was a challenge for newer players or causal ones. The more elite players could grind it for fun or to help new players out. But god forbid we should be having fun. Crank the health and damage on everything! We must kill the ques even more! Guess I will be writing the one que I actually enjoyed for once off.
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Comments

  • risian4risian4 Member Posts: 3,711 Arc User
    Haven't tried this queue yet, but I've heard that it was too easy before. And since there are already too many easy 'elite' queues (DRSE, BOTSE to a lesser extent), it's a good thing they're changing it. Especially if it being too easy was unintended.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    I'll find out for myself when I get home tonight.
  • lopequillopequil Member Posts: 1,226 Arc User
    I think they've taken it too far with the patch. Before it was a cakewalk, nice to enjoy it while it lasts. But now... there's a difference between challenging and just aggravating. The NPCs seem to have more health than Herald Defilers (not to mention how many of them can heal themselves) and although their damage hasn't increased too much there are so many of them that the slightest bit of aggro will mean you're dead. Quickly. Repeatedly. Simply increasing the enemies' stats is not a good way to increase difficulty.

    The friendly NPCs seem to have been beefed up, thankfully, but if we're honest no-one cared about keeping them alive before.

    Lastly, injuries. Again, it was nice while it lasted but given how often the player gets knocked down (it'll happen well before you get to the crowded section) your average player will have to fill half their inventory with regenerators to reach the end.
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  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    Yeah a few fleet-mates and guys on various channels were saying it's pretty much un-puggable now.

    Pity as it was really a good queue and i was enjoying it. Not going to play it now if its just another example of hit-point sponges passing for elite content. Honestly, if that's all they can think of to make things a challenge or stop us farming too easily then just make a timed shooting gallery with dumb NPC sponges to shoot at for 10 mins, it would be less painful that the missions are becoming.
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  • lopequillopequil Member Posts: 1,226 Arc User
    Since you brought up PUGs there's something I'd like to mention: people often say that the cure for an overly difficult mission is to team up. That's all well and good but I think it's fair to say that most matches are PUG matches. That isn't going to change; missions should be designed bearing in mind that teamwork is going to be minimal at best.
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  • misterferengi#8959 misterferengi Member Posts: 486 Arc User
    edited September 2016
    I was afraid it would be scaled up to un-fun proportions. Shame as this was one of the better newer Stf's they added to the queues.
    I'm sure as always a small group of players will adapt to the changes, but I'm not one for hit point sponges and spending x amount of time hitting the respawn button. I'll stick to space combat
    Post edited by misterferengi#8959 on
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  • risian4risian4 Member Posts: 3,711 Arc User
    lordsteve1 wrote: »
    Yeah a few fleet-mates and guys on various channels were saying it's pretty much un-puggable now.

    Elite content was never meant to be PUGable. The whole idea is that you need to work together and/or come up with a plan to complete it, possibly even needing players who are fulfilling different roles. Not every random group of derps should be able to get through, so if the patch made this harder or impossible to PUG, then I'd say they did a good job on making it a true elite queue.
    nabreeki wrote: »
    I think the answer is: play better, strategize, and get better gear. too many people jump on elite STFs not know the basic mechanics of the game. People who spam RESPAWN seem to blame Cryptic for player shortcomings.

    Indeed. It's bad enough that one can see players running around with no idea what to do when playing Hive ground elite. Or that I get teams in KAGA where I'm killing more drones than the rest of the team combined, in less time even in most cases. Some people should know that they're not ready yet, there's nothing wrong with the Devs pointing that out by creating a true Elite queue.



    For those who are experiencing problems: you don't have to play Elite. No one is going to force you, practice on normal or advanced. I think we can reasonably assume that most players on the Forum are above average and that they should see this as a challenge.

    I'm sure most of the posters here will eventually laugh about this anyway.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    I just pugged it.

    It's doable, but tough. Need to play it at least once on all my captains to get a better feel and form a better opinion.
  • risian4risian4 Member Posts: 3,711 Arc User
    jaguarskx wrote: »
    I just pugged it.

    It's doable, but tough.

    As it should be then :)

  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited September 2016
    risian4 wrote: »
    jaguarskx wrote: »
    I just pugged it.

    It's doable, but tough.

    As it should be then :)

    Sort of. I found one of my Injuries re-applying stacks of itself every couple seconds, up to 50 stacks... I'm going to keep a list and see how prevalent it is.

    Otherwise, yeah, tough but doable. Bring enough Regenerators, though. :tongue:
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    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
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  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited September 2016
    My team and I played it yesterday. We judged it to be tougher but doable. It should be noted that not only the enemy critters have been made more potend but the friendly NPCs as well. The result is that the mission is harder, yes, but it is not more annoying.

    I think I can live with the change. Cryptic also left the rewards alone meaning we still get ~1500 Dil, ~250 marks (with daily) and 2 elite marks.

    If one does not do this elite map for the marks one earns roughly 4,5k Dil within 15 minutes in there.

    Despite the increase in difficulty MIE is still my favorite map at the moment. Fair effort/reward ratio.
    Post edited by peterconnorfirst on
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    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • burstorionburstorion Member Posts: 1,750 Arc User
    Dead queue walking! All bow your heads as this mission walks the green lightyear to the exnerfecution room!
  • a3001a3001 Member Posts: 1,132 Arc User
    Just a bit too tough, so I think I'll downgrade myself to advanced for a bit
    Rejoice JJ Trek people....

    http://www.arcgames.com/en/games/star-trek-online/news/detail/10052253

    Why are you not rejoicing?
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    risian4 wrote: »
    Elite content was never meant to be PUGable. The whole idea is that you need to work together and/or come up with a plan to complete it, possibly even needing players who are fulfilling different roles. Not every random group of derps should be able to get through, so if the patch made this harder or impossible to PUG, then I'd say they did a good job on making it a true elite queue.

    Thing is though it "should" be possible to manage it with a pug if people communicate before starting, in the warm-up period.
    But now it looks like it'll need a dedicated team with specific roles and classes, that's going against the very idea of the pug runs.
    I'm all for having tougher content that you can't just mash through with spam abilities but I think everyone should be able to give it a shot, and that means playing it in pugs as well as premades. At the very least i'd expect pug run players to be using team chat at the start to say what they plan to do, but i'd think expecting a mission to only be possible with a pre-set team specifically designed for it is a bit far.
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  • trennantrennan Member Posts: 2,839 Arc User
    It went from easy to challenging.... now we must call the WAAHHHHHBulance!
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  • atnquickatnquick Member Posts: 51 Arc User
    Pugged it a couple of hours ago, and while Elite isn't a cakewalk anymore we didn't have any issues finishing it.
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  • lopequillopequil Member Posts: 1,226 Arc User
    Second run through was much better and I ascribe this to having a full time medic on staff.
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  • kayajaykayajay Member Posts: 1,990 Arc User
    The Queues on EVERYTHING are dead...
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  • misterferengi#8959 misterferengi Member Posts: 486 Arc User
    edited September 2016
    Q. If Elite content is not supposed to be PUGable then why have that content listed in the public queues ?.
    A. Because it is supposed to be PUGable although a challenge to complete and does require team work. (Team work in a PUG ?that'll be the day)

    Problem is that players don't know their limits or acknowledge their limits, so bad players will queue for whatever, get wiped constantly and whine that the content is to hard instead of excepting that maybe it is them that is the problem and stepping down a level.

    I am seriously rusty in ground STF's as I stopped playing them after Delta Risings release. It showed as initially I was getting wiped pre-patch Miner Norm/Advance and Elite. i adapted and realised my setup was wrong. I was geared for ground to do dps only so had little to no resists, so any aggro and it was face in the dirt. (Voth BZ put me in a false sense of awesomeness and showed just how easy that zone is) Changed to a more balanced setup and pre-patch Miner was kicking its TRIBBLE instead of it kicking mine. Yet to try the new Elite might have to try it with a pre-made in one of the DPS channels.

    https://youtu.be/CG2cux_6Rcw
  • wendysue53wendysue53 Member Posts: 1,569 Arc User
    edited September 2016
  • wendysue53wendysue53 Member Posts: 1,569 Arc User
    edited September 2016
    risian4 wrote: »
    jaguarskx wrote: »
    I just pugged it.

    It's doable, but tough.

    As it should be then :)

    Sort of. I found one of my Injuries re-applying stacks of itself every couple seconds, up to 50 stacks... I'm going to keep a list and see how prevalent it is.

    Otherwise, yeah, tough but doable. Bring enough Regenerators, though. :tongue:

    This was an issue I mentioned as well. Full stacks of every injury with only a couple of times of having to rez.

    I don't think this was due to the guns the Roms used, since that didn't do much damage, but maybe to another one of their weapons, which can kill you instantly if you get hit with it at all. Not sure which weapon, nor how to avoid it. Wasn't used by them before the update. And other than the screen flashing white just before you die, there's no way to know you're about to be hit with it.

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  • itpalgitpalg Member Posts: 340 Arc User
    lopequil wrote: »

    The friendly NPCs seem to have been beefed up, thankfully, but if we're honest no-one cared about keeping them alive before.

    I always care when on my sci officers, and when on eng, I shield them, use my rep regens on them, use my rep nano regen on them, etc.
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  • wendysue53wendysue53 Member Posts: 1,569 Arc User
    well, if all the Friendlies die, it's Mission Failure, so keeping one alive (which isn't hard) should be a minor goal at least.
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  • wendysue53wendysue53 Member Posts: 1,569 Arc User
    edited September 2016
    It's a full Rescale of the NPCs to be closer to the actual level of the players who are supposed to be running the different Modes of the PVE. They focused on Elite in the discription, but as they all work from a basic template, they probably had some affect on the Normal and Advance modes as well.

    From what I understand, their game engine actually looks at the level of the players currently in the event to determine where the NPCs are going to be scaled to for that individual event.

    The scale has a minimum and maximum allowable level for the NPCs for each mode, which is why a lvl 60 player can run Normal/Advanced without it popping God-level NPCs on the recruits.
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