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Queues are dead, does cryptic has any plan to get ppl to use them?

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  • ussvaliant#6064 ussvaliant Member Posts: 1,006 Arc User
    People still bite on that "everything everyone likes should be taken out of the game" guy lol.

    Yup but given up now.
    maR4zDV.jpg

    Hello rubber banding my old friend, time to bounce around the battlezone again, where are all my bug reports going?, out of love with this game I am falling, As Cryptic fail to acknowledge a problem exists, Shakes an angry fist, And from Support all I'm hearing are the sounds of silence.
  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    I still think Cryptic needs to use their playtime metrics to recalculate the mark rewards of all the queues.... weekly :p
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  • baddmoonrizinbaddmoonrizin Member Posts: 10,302 Community Moderator
    To be honest the best answer, the right answer, to old queues being empty is to do a rotating double-rewards thing for them.

    Simple as that.

    Agreed
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  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    I don't think that double rewards would actually be enough for some of them.
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  • angrytargangrytarg Member Posts: 11,001 Arc User
    I don't think that double rewards would actually be enough for some of them.

    Rare tech drops as a incentive to keep playing them. We had this, it worked, it was removed because people were crying it wasn't "fair" to be subject to a random drop chance - but you simply cannot listen to every complaint, especially if it's nonsensical like that.​​
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
  • szimszim Member Posts: 2,503 Arc User
    angrytarg wrote: »
    I don't think that double rewards would actually be enough for some of them.

    Rare tech drops as a incentive to keep playing them. We had this, it worked, it was removed because people were crying it wasn't "fair" to be subject to a random drop chance - but you simply cannot listen to every complaint, especially if it's nonsensical like that.​​

    I agree. Introducing very/ultra rare tech drops that can be exchanged for special space/ground sets or vanity items would be a big deal. It certainly would be more exciting than waiting for 40 days to complete reputation number 25.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited April 2017
    Hm how about a new currency like Bonus Dilithium Refinement Vouchers?

    Something like “Play 10 PvE and have enough to refine additional 5k”.

    Other than that I’m afraid we are out of options. The STO player base is the laziest and most spoiled one imaginable. Everybody is swimming in rewards peeps get for doing nothing. No map can keep up with that.

    Play active = refine more Dil would work in my opinion.

    If some f2p dudes need to grind a bit more to make up for a bad Zen/Dil ratios as a result I couldn’t care less.
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  • asuran14asuran14 Member Posts: 2,335 Arc User
    I could see maybe something like both a daily, and a weekly mission that is handed out for players to complete. While the missions could have the player need to complete certain specific ques for the daily mission, or even several ques in the case of the weekly mission. The mission could give several different things as a reward like a loot/reward box that could contain both normal dil an normal/elite marks to a chance at unique set of rewards, but the key thing would be making the rewards for completing the mission worth doing the que it is associated with.
  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    edited April 2017
    angrytarg wrote: »
    I don't think that double rewards would actually be enough for some of them.
    Rare tech drops as a incentive to keep playing them. We had this, it worked, it was removed because people were crying it wasn't "fair" to be subject to a random drop chance - but you simply cannot listen to every complaint, especially if it's nonsensical like that.​​
    Back then it was the ONLY way to get the stuff. It was problematic because you basically had to roll the dice to see if you EVER got it.

    the idea of getting lucky drops at random is fine.
    Post edited by markhawkman on
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  • storulesstorules Member Posts: 3,253 Arc User
    My prediction...PVP queus will also be deader...give it about 2 months from launch and by Risa start it will be as always deserted.
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  • ussvaliant#6064 ussvaliant Member Posts: 1,006 Arc User
    [quote="angrytarg;c-13201045
    Rare tech drops as a incentive to keep playing them. We had this, it worked, it was removed because people were crying it wasn't "fair" to be subject to a random drop chance - but you simply cannot listen to every complaint, especially if it's nonsensical like that.​​[/quote]

    QFT as pretty much the whole game is build on random chance. Plus when we had the random drops before the Omega Rep the Borg ground runs were really active. Now they are a dead queue outside of private channels

    Crafting - trying to get the mods you want
    Lockboxes
    R&D boxes - PvE drops/Lockbox or C-store
    Upgrading - rarity is random mods on most items
    Doffing - Rarity chance for success
    Admiralty - Rarity chance for success
    And anything else I may have forgot
    maR4zDV.jpg

    Hello rubber banding my old friend, time to bounce around the battlezone again, where are all my bug reports going?, out of love with this game I am falling, As Cryptic fail to acknowledge a problem exists, Shakes an angry fist, And from Support all I'm hearing are the sounds of silence.
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    shanizle wrote: »
    nimbull wrote: »
    nimbull wrote: »
    What's that? I'm too busy playing SWTOR at the moment and getting great drops that don't have to go through an 8k-9k cash refining limit.
    And in STO I can get enough marks to get through a 40 day reputation in literally less then a day since battlezones, pve queues, and RAs, give out so many marks you don't even have to try to get them.

    Not that big of a deal since you are limited to one rep project a day to actually get the reputation. Also I was talking currency not rep.

    it is a big deal when you can get that rep and then not have to play that que for 40 days, because that means that que will be dead, which is the issue, their entire rep system discourages people from playing the ques, and then they keep adding ques as if that would solve something.

    Its a fair point.
    Sometimes I think things would be better if the rep equipment would only drop from there associated queues.
    But at this point, that may be thinking too far outside the box.
    [img][/img]OD5urLn.jpg
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    I don't think that double rewards would actually be enough for some of them.

    I think most would bite at the opportunity. The problem would occur when the longer less rewarding queues are highlighted.
    Then people would skip them. Even with double rewards.

    If there was a rebalancing of the queue rewards (as many people suggest here). Then an hourly system could give life to the dead queues.
    [img][/img]OD5urLn.jpg
  • redvengeredvenge Member Posts: 1,425 Arc User
    Its a fair point.
    Sometimes I think things would be better if the rep equipment would only drop from there associated queues.
    But at this point, that may be thinking too far outside the box.
    So, to fix the ques, you kill the Battlezones... way to think "outside the box".

    The Reputation system is a store. You save up your currency, then buy what you want. Why some posters wants to go "full lockbox" with the ques is beyond me.

    I find the ques boring and repetitive. The content itself is not enjoyable.
  • angrytargangrytarg Member Posts: 11,001 Arc User
    Back then it was the ONLY way to get the stuff. It was problematic because you basically had to roll the dice to see if you EVER got it.

    the idea of getting lucky drops at random is fine.

    I will agree that STO always sucked at providing worthwhile alternatives. It would be fine to try again and again to get the epic gear, if on the way there would be drops that would be worth something, sometimes even better than the uniques. But this game never had that and under these circumstances I can understand the criticism. But back then and especially today the drops aren't mandatory. They would be more vanity items for people that really wanted to try and I guess it would be enough. It'd be completely fair and should provide enough incentive to run the queues now and then.​​
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
  • innuwarriorinnuwarrior Member Posts: 305 Arc User
    New season's coming, lets see if we'll see more queues being used. My guest is nothing will change.
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  • thunderfoot#5163 thunderfoot Member Posts: 4,540 Arc User
    Removing parts of the game Cryptic doesn't like is the best 'fix' ever and the players love it.
    A six year old boy and his starship. Living the dream.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    ruinthefun wrote: »
    Well, as we can see on Tribble, they've solved the problem of the empty queues: Player counts on queues are now REMOVED. We can no longer see that they are empty. Sure, this will make them MORE empty, because without any idea of what queues still live, people will be stuck in lines that will never spawn because nobody can tell if it will ever pop at all...but you can't SEE any of that.

    Out of sight, out of mind -> Invisible, insane.
    Of course we can see that they're empty. When you join one and it doesn't pop, it's obviously empty.

    And then, when the last 10 queues you checked were empty, the others probably are too. Waste of time checking them all.

    And if they were empty yesterday and no evidence says otherwise, they must be empty today no point checking anymore. Queues are all dead, might as well stop wasting time just close the window and do something else.

    Yeah, this'll make them more empty.
  • ightenighten Member Posts: 181 Arc User
    Does seem like this is perhaps the first step at looking in the future and simply dropping the entire thing - lets hope they come up with something that works by next year
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  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    Any extra rewards or double rewards for a rotating system of queues need to be something that people want to repeat to keep the players in there. So don't make it one-off tech pieces like it used to be, because even with random drops once everyone has the gear the queues are dead again.
    Extra dilithium or marks might work. People always need those, but it'd still have to make a ~20 min queue compete with a sub-2 min ISA or CCA run, so it's gonna be tough to balance.

    I'd say add something that'll remain consistently desirable but will still have a lowish drop rate that keeps people playing. Lobi crystals? Costume unlocks? Those key-bundle insta-epic tech upgrades? Something like that.
    Sure they can all be farmed but at least the queues will be filled up more and it'll still be down to random chance.
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  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited April 2017
    redvenge wrote: »
    Its a fair point.
    Sometimes I think things would be better if the rep equipment would only drop from there associated queues.
    But at this point, that may be thinking too far outside the box.
    So, to fix the ques, you kill the Battlezones... way to think "outside the box".

    The Reputation system is a store. You save up your currency, then buy what you want. Why some posters wants to go "full lockbox" with the ques is beyond me.

    I find the ques boring and repetitive. The content itself is not enjoyable.


    How would having the rep gear being dropped in their associated queues kill battlezones ? That seems to be a leap.
    And how is that going "Full Lockbox" ?
    Full Lockbox would be all sets and gear moved into lockboxes.
    No one here has suggested such an absurd thing, so I'm not following that line of logic.

    Further, if you think about it, Wouldn't BZ's get the same drop treatment based on their mark type ? If so one could argue BZ's would be the best place to grind for such a drop system, as you can keep playing it, no cooldowns etc.

    Rep gear aside, they could (if they wanted to) make a new ground and space set for each mark type.. or even some new consoles and have them only drop in their associated queues. I don't see that as a problematic.

    Changing the current rep store structure is not a great idea like I said, that ship has sailed. But there are other alternatives they could try.

    I miss the gameplay aspect of getting special drops as seen in other games. But it just doesn't exist in STO.
    The closet thing we have to it currently is the Large Batts that drop in Borg STFs. And perhaps 1st 2nd and 3rd place prizes in CCA.
    But CCA rewards are not very exciting.
    You can safely vendor trash them in 9/10 cases.

    I think special drops could add some excitement, and purpose to queuing up.
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  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    lordsteve1 wrote: »
    Extra dilithium or marks might work. People always need those, but it'd still have to make a ~20 min queue compete with a sub-2 min ISA or CCA run, so it's gonna be tough to balance.
    I still like the idea of the devs using a script every week to recalculate mark and dil payouts based on completion time. :p
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  • nimbullnimbull Member Posts: 1,564 Arc User
    edited April 2017
    shanizle wrote: »
    nimbull wrote: »
    nimbull wrote: »
    What's that? I'm too busy playing SWTOR at the moment and getting great drops that don't have to go through an 8k-9k cash refining limit.
    And in STO I can get enough marks to get through a 40 day reputation in literally less then a day since battlezones, pve queues, and RAs, give out so many marks you don't even have to try to get them.

    Not that big of a deal since you are limited to one rep project a day to actually get the reputation. Also I was talking currency not rep.

    it is a big deal when you can get that rep and then not have to play that que for 40 days, because that means that que will be dead, which is the issue, their entire rep system discourages people from playing the ques, and then they keep adding ques as if that would solve something.

    Your confusing rep with tokens for said rep. Also that excess rep you are talking about is still able to be used and turned in to dilithium which gets bottlenecked as a currency because of refinement.

    Both SWTOR and STO have the same problem. I
    Hm how about a new currency like Bonus Dilithium Refinement Vouchers?

    Something like “Play 10 PvE and have enough to refine additional 5k”.

    Other than that I’m afraid we are out of options. The STO player base is the laziest and most spoiled one imaginable. Everybody is swimming in rewards peeps get for doing nothing. No map can keep up with that.

    Play active = refine more Dil would work in my opinion.

    If some f2p dudes need to grind a bit more to make up for a bad Zen/Dil ratios as a result I couldn’t care less.

    That play 10 PvE thing would get me going more for the extra refinement. Make it something like this:

    Daily:

    Play 3 different PvE maps for an extra 1.5-2K refinement

    Note: You could play the same three maps every day or add a 100 extra refinement bonus for playing different maps from the day before?

    Weekly:

    Play 10-20 different PvE maps for an extra 5-8K.

    Note: Requires playing unique maps for the extra weekly bonus refinement. This will get people to spread out more.

    You could even have it increase the refinement rewards if you do higher difficulties. Say like an extra 500 refinement per difficulty.

    Weekly all normal: 8K
    Weekly all advanced: 8.5K
    Weekly all elite: 9k
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  • grendelthewise#0990 grendelthewise Member Posts: 640 Arc User
    I went over to the Tribble test server to play just for the reason the queues were dead. There I can do the story line missions, duty officer assignments, admirality missions, try out new gear without grinding much anymore, and enjoy the peace and quiet.
    Fleet Admiral of the U.S.S. ATTILA KHAN-CDA (NX-921911).
  • warpangelwarpangel Member Posts: 9,427 Arc User
    lordsteve1 wrote: »
    Any extra rewards or double rewards for a rotating system of queues need to be something that people want to repeat to keep the players in there. So don't make it one-off tech pieces like it used to be, because even with random drops once everyone has the gear the queues are dead again.
    If we're talking rare drops, if ever "everyone has the gear" that means the drop rates are way too high.

    If we're talking not-so-rare drops, players should need more than one. Like requiring extra copies of the item to upgrade it, etc.

    And the drops should be tradeable, so to make their value self-balancing (less played queue -> less available item -> higher price -> more incentive to play the queue).
    Extra dilithium or marks might work. People always need those, but it'd still have to make a ~20 min queue compete with a sub-2 min ISA or CCA run, so it's gonna be tough to balance.
    It's not at all tough to balance just set a reward X dil/Y marks per minute and multiply by average completion time. Foundry missions already have something like that going on for the reward.

    For those queues that can actually fail, additional multipliers could be added to reward difficulty.
    I'd say add something that'll remain consistently desirable but will still have a lowish drop rate that keeps people playing. Lobi crystals? Costume unlocks? Those key-bundle insta-epic tech upgrades? Something like that.
    Sure they can all be farmed but at least the queues will be filled up more and it'll still be down to random chance.
    No. It must be something that can't be acquired anywhere else.
  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    nimbull wrote: »
    That play 10 PvE thing would get me going more for the extra refinement. Make it something like this:

    Daily:

    Play 3 different PvE maps for an extra 1.5-2K refinement
    We already know that the devs can make missions give refined dil if they want to, but they don't. An extra-special mission could have that as a feature.
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