Please use this thread to post feedback and issues found for the new queue Core Assault.
New Feature:
- War Game Scenario - Core Assault:
- This is a new style of queue where players train against the environment and themselves in a in a cross faction 5v5 space War Game Scenario.
- Captains will race starships and complete challenges through a station in the Adelphous System .
- For Tribble only, this queue will have no cooldown.
- This is still a work in progress.
- For more details, please visit the Core Assault blog at: http://www.arcgames.com/en/games/star-trek-online/news/detail/10457082-war-games-scenario:-core-assault
Comments
Like the 45 secs at the start to read how to play it not long enough.
The key part alone is every confusing, like what am I suppose to do, only hit the blue ones? or do we all take the key to the door at once and hit?
Like really needs a better read out on how to play.
p.s. I would never ever ever ever pug that map
Edit: Did the map, I agian the key part was bugged the 1st time. The data core pattern at the door never showed the pattern
First and foremost, allowing only one member of a team to interact with the objective at a time in many of these portions opens up the map to massive trolling potential. One person on a team can completely block your team from going anywhere. I think having the door to the next area automatically open say, 30-60s after the enemy team has opened theirs, or automatically after 5 minutes, would help there.
Second, teams can queue for this. If you want these matches to be "balanced" for the matchmaking system, then need to have it work like the solo-duo PvP queue. Otherwise, full pre-mades are going to go in, wreck people hard, and people will never queue for this again. Retracting this as I won't run this without a team that knows how to do it. After having run it with quite a few people over on Tribble, I can't see myself or a quite a few others running this without being in a pre-made coordinating team. Getting people to follow the objectives can be pretty difficult, and trying to do that with Holodeck pugs is going to be a nightmare.
Third, will need more testing, but some of the areas feel a bit long. On the initial play-through they started to feel a bit repetitive to me, but I'll largely blame the first point for that. But letting multiple people interact with the objectives would be very good so that we don't get trolled or get locked in because someone doesn't know they interacted with the stuff.
For Relay Charge:
Combination Lock:
Fourth, there should be a safe spawn zone. As it is, it respawns people out in the open, ripe for spawncamping.
Finally, this is one queue where I feel there shouldn't be 3 difficulties. Fighting the NPCs isn't really the big goal here, those challenges are. With 3 difficulties, it's just going to keep 1-2 versions of this completely dead. Need to focus everyone into one version of this, then let the matchmaker system balance people out after it's gathered enough data.
In one playthrough one section had both the "combination lock" icons AND "Tractor Pull" door keys. The team got confused and instead of tractoring the door keys, they went off trying to do the "Combination Lock" mission (I don't know why, since it wasn't shown in the mission tracker).
Edit: In another playthrough we had the combination lock icons appear in the defeat the swarm segment. Looks like they were meant of a section further down the line and for some reason spawned in an earlier one.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
I know I would never queue up for it if the map didn't allow me to play it with my friends. Your own post says the map has massive trolling potential, why should I ever full-pug it?
U.S.S. Buteo Regalis - Brigid Multi-Mission Surveillance Explorer build
R.R.W. Ri Maajon - Khopesh Tactical Dreadnought Warbird build
My Youtube channel containing STO videos.
Only one person on a team can interact and if that person have no idea what to do it can completely block your team from going anywhere.
The team matching is not good is no balance for pug. Maybe you can have a buff to the player that gets killed and a penalty to the player that wins. That way after a while it will balance up.
Yeah, I retracted that after having done some more runs. Trying to get people in pugs to coordinate to this level is going to be a nightmare. I can't see myself running this either without being in a team with others that know the objectives and will actually do them. Had a few runs on Tribble already where we can't even get people to go sit in the box in the Jack In a Box portion.
Firstly, thank you for all the feedback.
I've already started on the reported bugs.
I will definitely look into Relay timing and visibility issues. We definitely don't want players to be stuck by their own teammates trolling them.
And I'm talking to people to see what we can do about the safe respawn zones (there were some technical things that I had to work around, and it's obvious you guys aren't happy with how that turned out).
There is a lot of new ground that we're dealing with here (at least for us), so it has definitely been an itterative process, but I'm definitely listening to you guys and will try to knock out various pain points where I can.
To many visuals going on that I get visual lag on my computer. I have to reduce the Resolution Scale down to 0.50 just to smooth things out. Casual players who use the built-in graphics card on their computer may have trouble with this.
The combinations are too lengthy. 3 or 4 would be preferable, but 5+ is just too much to run around when no one knows what they are doing.
So true. All players have to stay in a box for progression, but if one player is out, progression is decreased. Would be nice if you only needed 3 in a box rather than all.
I do agree with szim that this may be dead on arrival in pug-mode. Private groups will definitely have a better chance at completing. Pug-mode = troll-mode.
The lock's are not balanced. If get the combinations you probably lose.
In my opinion the fastest to slowest order to open locks
Swarm ( tribble got lots of strong players)
Box
Tractor Pull
Relay (charging is buged sometimes you cant recharge after discharge)
Combination Lock
PSA. PvP queues exist in the game...
TLDR: The little arrow at the bottom corner of the minimap. It is a drop down list that has access to pvp queues.
Cryptic. If you are going to all this trouble to make PvP happen. How about,
.1. Actually telling the players, through the game, that there is such a thing as PvP queues.
.2. Making it a whole lot easier to find. At the very least, give it its own icon next to the PvE queue icon instead of hiding it away in a tiny dropdown that no one uses for anything.
So, with all the talk of the new matchmaking system for pvp queues, it occurred to me, they are talking about pvp queues as if they already exist.
As far as I can remember, the game has never told me about this. It gave me a single pop up once about the open pvp/e zone that you can enter. But it never told me about being able to queue for pvp the same way you can for pve.
So I went looking for this mythical place.
I found a setting in keybinds to open pvp queues... But the keybind seems to be bugged for me and does nothing.
So I started opening all the other windows, settings, etc to see if I could find a way to click my way to pvp. No luck there.
I eventually found it. 15 minutes or more of actively looking, with the sole purpose of finding access to the pvp queues.
That little arrow at the bottom corner of the mini map. The one the game only directs you to once, and just to get access to your bridge for that one misson. The little triangle button that as far as the game told me, had no real purpose so I never looked at it again. Thats where it is.
The most obscure place it could possibly be.
Around that time you probably think: "PvP, oh, I should try that out later when I figured out how to play this game a bit better" and then you level to 60 over a few days or weeks and have long forgotten it.
And about the PvP round at the end, I'm not sure why it's even there. Every time I played the queue, one team managed to blow other team's core up before others even got into the core room, so only PvP took place after mission had officially ended and we had that "you will be removed from map in X seconds" timer ticking. But I'm not complaining, as I'm not a big fan of PvP anyway.
U.S.S. Buteo Regalis - Brigid Multi-Mission Surveillance Explorer build
R.R.W. Ri Maajon - Khopesh Tactical Dreadnought Warbird build
My Youtube channel containing STO videos.
Introducing a new facet of PVE like this would be the perfect time to upgrade the queue system so that pre-match chat is possible before entering the game itself. Much like the way a private room starts up.
All the elements are there already... I would hope it would be as easy as coding a new process flow. These types of team plays live and die based on the team interaction. Promoting this anyway you can will be critical.
Furthermore, can I suggest you have a training queue that rewards 1000-2000 unrefined dilithium set at normal difficulty and recruit capable players within the game to run it with people who wish to train and experience it. Have 1 capable player leading each team. I am sure that between the DPS Channels and Reddit Channel there will not be a shortage or players capable and willing to give their time. Maybe even reward these players with a master key for their troubles or something like that.
Have the dil payable from a mission chooseable from J screen (available tab) so that it can only be done once or twice and can't be abused.
There does not seem to be any warning it is about to happen. It is the most annoying part of the PvE. Seems with the NPC and PLAYERS that can attack you in the core. The whole defensive burst of the core is overkill. Especially when making it that powerful.
Now if you are just going to leave a comment that I have a bad ship or loadout. You're not helping. Good for you if you are so uber that you want to come here and use the posts to demean those who have an honest opinion about their own play experience. I am part of a building fleet and do not have access to fill my ship with all elite fleet consoles, weapons and such. Good for you if you do. But if I have Very rare Purples outfitted from reputation and mission sets and I am playing the normal level PvE I should not be made to feel like it is my fault for not having the Uber elite equipment.
So ARC Devs...this is just for you. You wanted feedback and honestly I enjoy the PvE....I just think that whole core burst one hit kill is too much and frustrating when you get to the end. It even seems to extend past 10K, so can hit me when I cannot hit it.
I actually like this cue. Very diverse types of ships and player skill levels.
When I get to the core I usually see 1 of 3 things happen depending on both teams mission progress.
1.) 1 team targets the other teams core..(Usually the other team hasnt completed all the objectives).
2.) Both teams Ignore the cores and go 5 v 5
3.) 1 team that came out last defends their core (slowing the other teams win) Just to make them earn the win.
Rouge Sto Wiki Editor.