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How to save PvP

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  • anazondaanazonda Member Posts: 8,399 Arc User
    Saving PvP?

    Easy... remove the e-peen strokers
    Don't look silly... Don't call it the "Z-Store/Zen Store"...
    Let me put the rumors to rest: it's definitely still the C-Store (Cryptic Store) It just takes ZEN.
    Like Duty Officers? Support effords to gather ideas
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2017
    ssbn655 wrote: »
    Better idea and has been said by me many times "Limit ships to PRE-MADE T-4 with Level 12 White gear and consoles. You pick a ship from the menu and off you go. No more battle of the wallets but a true battle of skill.

    If you want to avoid a battle of the wallets and keep it simple, you'd have to keep out lockbox boff abilites, lockbox traits, specializations, Delta/Temporal special toon unlocks, .....

    Ok, getting tired of thinking of all the extra stuff available.

    FYI - Battlezones were supposed to be for PvP originally. Then they decided to put them up for PvE and TRIBBLE PvP.

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  • jbmonroejbmonroe Member Posts: 809 Arc User
    sophlogimo wrote: »
    The analysis is incorrect. PvP is not dead because of story issues with the factions. PvP is dead because the game mechanics can no longer support a fun PvP environment.

    I believe that this is the first time in recorded history that those three words have appeared consecutively in a sentence.

    boldly-watched.png
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  • talonxvtalonxv Member Posts: 4,257 Arc User
    jbmonroe wrote: »
    sophlogimo wrote: »
    The analysis is incorrect. PvP is not dead because of story issues with the factions. PvP is dead because the game mechanics can no longer support a fun PvP environment.

    I believe that this is the first time in recorded history that those three words have appeared consecutively in a sentence.

    You've never played Wargamming titles.
    afMSv4g.jpg
    Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!

    http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
  • nikeixnikeix Member Posts: 3,972 Arc User
    sophlogimo wrote: »
    The analysis is incorrect. PvP is not dead because of story issues with the factions. PvP is dead because the game mechanics can no longer support a fun PvP environment.
    jbmonroe wrote: »
    I believe that this is the first time in recorded history that those three words have appeared consecutively in a sentence.

    Sounds more like either an issue with your personality type or you're just really bad at finding games you'd enjoy.

    Huttball (a Star Wars: the Old Republic PvP mods) is AWESOME :).

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  • neoakiraiineoakiraii Member Posts: 7,468 Arc User
    edited February 2017
    I'm a President, not a Doctor, but even I can tell PvP is dead Jim

    Also Why would we be at war Again with the Klingons....When DS9 did it, it made sense, when STO did it, dumb they just ripped off DS9, just with the Undine, and even then it still made no sense why the Federation would condemn the Klingons when they were right lol

    Plus STO is heading into a mega Alliance, that's gonna head into a Galactic Union of Planets or Ultra Mega Federation....Hell the Tzenkethi called out Alliance ships, instead of saying Federation and Klingon ships

    At this point, they might as well add A.S.S to our ships HA!
    GwaoHAD.png
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  • dracounguisdracounguis Member Posts: 5,358 Arc User
    edited February 2017
    1.) Klingons will drink root beer w/ prune juice chaser.
    2.) Wish the PvP had died before my 30 second RSP3 got nerfed to hell! ;) That's the good thing about NPCs... they don't whine on the forums about this or that being OP.
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  • qjuniorqjunior Member Posts: 2,023 Arc User
    The bottom line is, how would Cryptic/PWE make money from PvP ? Especially when it's supposed to be balanced (like in restricting people to "Vanilla" ship builds) ?

    Before a company undertakes an investment, they need to figure out how to monetize it. Leaving all lockbox stuff out of PVP would undermine their money-making strategy. But if you leave it in, you would never get any sort of balance into place.
  • talonxvtalonxv Member Posts: 4,257 Arc User
    Here's what we can do:

    CQ2Bwo6.jpg
    afMSv4g.jpg
    Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!

    http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
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  • qjuniorqjunior Member Posts: 2,023 Arc User
    sophlogimo wrote: »
    qjunior wrote: »
    The bottom line is, how would Cryptic/PWE make money from PvP ? Especially when it's supposed to be balanced (like in restricting people to "Vanilla" ship builds) ?

    Before a company undertakes an investment, they need to figure out how to monetize it. Leaving all lockbox stuff out of PVP would undermine their money-making strategy. But if you leave it in, you would never get any sort of balance into place.

    That has been answered long ago: With a battle value system. Your ship is measured and assigned a battle value, and the two teams are not of equal numerical strength, but of equal combined battle value.

    You could then participate in a T1 Oberth and still contribute to the team effort, and also expect a balanced match.

    So, basically Lord Super-Rich forces every other team member into unarmed shuttles so he can keep all his special stuff ? Sounds great, but that proposed system would probably require a lot of work (besides not making sense). And while Captain Scimitard vapes all "balanced" members of the other team, the shuttles can fly circles around him and cheer. :p
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  • edited February 2017
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  • qjuniorqjunior Member Posts: 2,023 Arc User
    sophlogimo wrote: »
    qjunior wrote: »
    sophlogimo wrote: »
    qjunior wrote: »
    The bottom line is, how would Cryptic/PWE make money from PvP ? Especially when it's supposed to be balanced (like in restricting people to "Vanilla" ship builds) ?

    Before a company undertakes an investment, they need to figure out how to monetize it. Leaving all lockbox stuff out of PVP would undermine their money-making strategy. But if you leave it in, you would never get any sort of balance into place.

    That has been answered long ago: With a battle value system. Your ship is measured and assigned a battle value, and the two teams are not of equal numerical strength, but of equal combined battle value.

    You could then participate in a T1 Oberth and still contribute to the team effort, and also expect a balanced match.

    So, basically Lord Super-Rich forces every other team member into unarmed shuttles so he can keep all his special stuff ? Sounds great, but that proposed system would probably require a lot of work (besides not making sense). And while Captain Scimitard vapes all "balanced" members of the other team, the shuttles can fly circles around him and cheer. :p

    Huh? WHAT? No.

    The match is 5000 points vs. 5000 points. One player brings 5000 points of battle value. He is his team, no further players needed. The other side brings 500 points of battle value per player, which means ten people on that side enter the match.

    As the battle value for the match can be adjusted as people wish, it could also be a match 50,000 vs 50,000, with ten players on each side on the gear level of the first one in the above example. Oh, and that newbie with 500 points just joins one side, and no significant imbalance is caused. Not from gear and build, that is.

    Well, okay, that makes a lot more sense. My imagination was running wild there. :D

    The question is then if the investment in such a system would lead to more revenue.
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  • snix#6028 snix Member Posts: 11 Arc User
    qjunior wrote: »
    The bottom line is, how would Cryptic/PWE make money from PvP ? Especially when it's supposed to be balanced (like in restricting people to "Vanilla" ship builds) ?

    Before a company undertakes an investment, they need to figure out how to monetize it. Leaving all lockbox stuff out of PVP would undermine their money-making strategy. But if you leave it in, you would never get any sort of balance into place.

    I think a valid solution for the return of a PvP community is a separation between the level 60 "hero characters", and level 1 - 30 play.

    Gear, new ships, etc. that are mostly tied to purchase remain as they are. They are designed for the endgame and long time player base. They can remain 'broken' for PvP play because their purpose is for the PvE content and each player can remain the "hero" of the ongoing story.

    The formal PvP queues, however, need to present a game that is balanced and more approachable in order to grow a larger community. The only place that currently exists in game is at the lower player levels. So, to avoid the massive amount of work that it would take to re-balance the entire game (and avoid affecting endgame players powers/gear), the first 30 levels of the game are examined (which are already much closer to the original design pace).

    In order to provide interesting rewards, play in the formal PvP queues provides some account wide reward (either a Reputation or Admiralty system) that feeds into what a player's "hero" characters are already after.

    The result for PvP players:
    They get a more balanced environment to play the core mechanics against other players. Generally these players are after the fun of the experience as the primary reward, but they still receive in game rewards to be used for their "hero" characters.

    The result for PvE players:
    They are largely unaffected by the change. They are provided a new Reputation/Admiralty grind to pursue if they wish to gain the rewards that they are after for their "hero" characters, in an environment that is more challenging (but still possible to play).

    The result overall:
    More players actually playing in the PvP queues, thus the chance for a community to grow. More players means more potential endgame "hero" characters, which means more potential revenue.

    -snix

    BTW: There is currently a channel for this low level play called LowTierPvP, open to help build a community interested in this experience.
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  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    Yeah, forcing PvP story missions on players is a good way to cull the player base because once players realize that they cannot progress the main story until they win one or a series of PvP matches, then the desire to continue playing will plummet. Most players, including myself, do not spec out their captains and starships for PvP matches.


    If PvP is to make a comeback in STO, then Cryptic will need to develop an advanced matchmaking queue that is capable of analyzing the gear installed on a ship in addition to the captain's Spec Tree, then allocating a score to that captain and ship. This should be done each and every a player wants to a matchmaking queue. As long as a player is in the queue that person cannot change any skills or allocated unused specialization points. Additionally, the player cannot switch ships while waiting in the queue.

    The scoring system means each piece of gear must be assigned either a defensive or offensive value, or both. Set powers will also need to be assigned similar values. The same must be done for captain skills and the Spec Tree. And of course the ship's tier level also comes into play.

    The overall score would be used to place PvP players in brackets. Players within the same bracket can challenge each other. This would prevent someone with a ship that is only capable of doing 25k DPS against someone who can do 100k DPS. This is a rather simplistic model though, since I do not believe how it is described is advanced enough for proper matchmaking.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    sophlogimo wrote: »
    qjunior wrote: »
    sophlogimo wrote: »
    qjunior wrote: »
    The bottom line is, how would Cryptic/PWE make money from PvP ? Especially when it's supposed to be balanced (like in restricting people to "Vanilla" ship builds) ?

    Before a company undertakes an investment, they need to figure out how to monetize it. Leaving all lockbox stuff out of PVP would undermine their money-making strategy. But if you leave it in, you would never get any sort of balance into place.

    That has been answered long ago: With a battle value system. Your ship is measured and assigned a battle value, and the two teams are not of equal numerical strength, but of equal combined battle value.

    You could then participate in a T1 Oberth and still contribute to the team effort, and also expect a balanced match.

    So, basically Lord Super-Rich forces every other team member into unarmed shuttles so he can keep all his special stuff ? Sounds great, but that proposed system would probably require a lot of work (besides not making sense). And while Captain Scimitard vapes all "balanced" members of the other team, the shuttles can fly circles around him and cheer. :p

    Huh? WHAT? No.

    The match is 5000 points vs. 5000 points. One player brings 5000 points of battle value. He is his team, no further players needed. The other side brings 500 points of battle value per player, which means ten people on that side enter the match.

    As the battle value for the match can be adjusted as people wish, it could also be a match 50,000 vs 50,000, with ten players on each side on the gear level of the first one in the above example. Oh, and that newbie with 500 points just joins one side, and no significant imbalance is caused. Not from gear and build, that is.
    That could actually be a good system. It wouldn't require a huge pool of players waiting to be matched and wouldn't negate the company's business model.

    The value calculation could also use PvP rankings instead of or in addition to gear scores.

    Although having players set the "target value" themselves would never work in public queues. Because it won't always be a 5k and a bunch of 500's in the 5k queue. It could be a whole load of 100's and I doubt the game can handle a 50v50 match (I'm assuming here a player would simply be forbidden from bringing a 10k ship and filling both teams by himself). On the other hand, a 5000 point player may be equal to ten 500 point players in deathmatch, but in Capture and Hold a solo player no matter how good would always lose to a team of 10 simply because he could only be at one node at a time.

    So realistically the "target value" would have to be automatically set based on the players present.

    And of course, there would still need to be competitive rewards to be able to attract a lot of players.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    If you want a F2P space combat game that is focused on PvP, then perhaps you should check out Dreadnought which is currently in beta.

    https://www.greybox.com/dreadnought/en/
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