I'm mostly running it to grind out the rep on one toon. After that I think I'll pass for alts. That being said, doing one game a day over the weekend gets enough marks to run the rep projects through the week without having to queue up. More so depending on when you queue you'll most likely get teams who have no idea or care on what to actually do and it's easy to breeze through the Core mission. I've yet to encounter other players in the mission from the other team. They're usually stuck on a door somewhere. Finally the gear to me is underwhelming since I don't really PvP to begin with.
Just out of curiosity and if you don’t mind my asking of course but what do you do in STO during your active (so not doffing & admiralty) gaming times?
Not much considering I'm waiting on times and RNG to upgrade gear a lot of times. So much so that it doesn't require much of a grind for dilithium and other things because of the wait times involved as well as refinement limits for a single character. (No I don't want thousands of alts refining just for one toon I enjoy.)
If CBS hadn't imposed the restrictions they did on certain ships I'd be playing Fed more if those ships were more available. Also since Cryptic/PWE has spent a lot of time feeding the whale Fed faction while throwing table scraps at Romulan and KDF factions I don't have much of a grind for bridges, ships, etc as I would if I played Fed and it offered ships I liked that weren't in the price range of a first born child because of the rarity.
So most of my time is spent in pure PvE queues, red alerts, and other things. I did try PvP in STO a while back but vaping killed that and since it's still around I see no reason to be a part of that now outside of finishing the new rep grind. Since that is stupidly easy to do and rewards people for losing so well it'll be a brief run on that just to finish the PvE aspect of the rep grind itself and cash in the final T5 goodies for dilithium.
The funny thing is before Delta Rising I was leveling alts like crazy and buying all kinds of ships. Amazing how the game has changed for me.
The new maps are the best thing cryptic released in ages. They are motivating, challenging, fun and pay out awesomely. DPSer, PvPer, peeps with intuition and foresight, leaders and coordinators, all can contribute, all are welcome.
Eh, I'm with you in spirit but in the end, these kinds of threads are like echo chambers.
When I played WoW 12 years ago, I played on PvP servers. I didn't mind getting flattened once in awhile because after ~40 levels (PvP didn't really start until ~20) of stoically soldiering on, I got to do the flattening. We'd occasionally have epic battles outside instances, just sporadic skirmishes. I LOVED battlegrounds...spent a LOT of time in them. It was ultimately RL that pulled me away, but much like PvP only made up maybe 15~20% of WoW servers, in STO the majority is likewise not going to be inclined toward PvP.
...and that's okay.
Cryptic surely has far better analytics on the subject than my outdated anecdotes, so they're simply trying to capture that percentage of the player base who wants X and will be more likely to stick around if X is around, and more importantly GOOD. With existing PvP queues being pretty bare bones and unrewarding, this second take on it is a good first step...and hopefully the X% who they know will like this sort of thing will be granted future improvements to PvP balance and more instances with PvP elements.
PvP builds and PvE builds are different animals, and PWE balances the game with NPC damage sponges and increasing numbers of them. If only PWE spent as much time on NPC logic as they do creating OP magic to counter the stupid NPC damage sponges the game might find it's own equilibrium between PvP and PvE builds, and likely bring PvE players to where they could actually enjoy PvP.
PvP builds and PvE builds are different animals, and PWE balances the game with NPC damage sponges and increasing numbers of them. If only PWE spent as much time on NPC logic as they do creating OP magic to counter the stupid NPC damage sponges the game might find it's own equilibrium between PvP and PvE builds, and likely bring PvE players to where they could actually enjoy PvP.
In all honesty, I think Cryptic needs to go through every item (or at least make algorithmic changes) so that PvP and PvE power levels are different. Stuns and stun-like powers automatically are reduced by 50% duration in PvP, so why can't be that be done for damage and other debilitating effects?
PvP builds and PvE builds are different animals, and PWE balances the game with NPC damage sponges and increasing numbers of them. If only PWE spent as much time on NPC logic as they do creating OP magic to counter the stupid NPC damage sponges the game might find it's own equilibrium between PvP and PvE builds, and likely bring PvE players to where they could actually enjoy PvP.
In all honesty, I think Cryptic needs to go through every item (or at least make algorithmic changes) so that PvP and PvE power levels are different. Stuns and stun-like powers automatically are reduced by 50% duration in PvP, so why can't be that be done for damage and other debilitating effects?
pffftttt. Recipe for disaster. THAT is how things got so out of balance. PvE and PvP builds should be mostly interchangable, and NPC's should be tuned to make the game playable. Ideally, a PvE only player shouldn't notice a difference between an NPC enemy and a PvP player except the live player being a bit less predictable.
I actually like Core Assault despite hating PvP in any form. It's a great bit of fun and the difference in reward between winning and losing isn't that great. I don't believe this would fall on it's face, and if Cryptic reassessed all the rewards in the other queues, it should be a mainstay in the queues for a few years to come.
You have the Romulans that have very few ships along with the Klingons in the same area.
This is incorrect. There's a plethora of ships available now for all Factions and plenty of choice for all career tracks too. I have no problem outfitting my Roms and KDF with a decent ship. Just because there is a slightly smaller choice doesn't mean there aren't decent choices.
"You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
I agree that the cPVE concept is likely to fail. While I don't mind the Binary Circuit queue, it's not really that interesting to play. After completing the REP, I won't return to it.
PvP builds and PvE builds are different animals, and PWE balances the game with NPC damage sponges and increasing numbers of them. If only PWE spent as much time on NPC logic as they do creating OP magic to counter the stupid NPC damage sponges the game might find it's own equilibrium between PvP and PvE builds, and likely bring PvE players to where they could actually enjoy PvP.
In all honesty, I think Cryptic needs to go through every item (or at least make algorithmic changes) so that PvP and PvE power levels are different. Stuns and stun-like powers automatically are reduced by 50% duration in PvP, so why can't be that be done for damage and other debilitating effects?
pffftttt. Recipe for disaster. THAT is how things got so out of balance. PvE and PvP builds should be mostly interchangable, and NPC's should be tuned to make the game playable. Ideally, a PvE only player shouldn't notice a difference between an NPC enemy and a PvP player except the live player being a bit less predictable.
Now that's a recipe for disaster. I would certainly quit if the NPCs worked like players and I wouldn't be the only one.
PvE players like "damage sponge" enemies over one-shotting, power-spamming, self-healing enemies.
i personally have been enjoying the new queues and have had some good fun for it. I do enjoy the puzzle solving and the pretty clever way Cryptic has reintroduced PvP to us through cPvE queues. These queues have staying power and the more people play em the faster they will be done and these queues are relatively fast.
PvP builds and PvE builds are different animals, and PWE balances the game with NPC damage sponges and increasing numbers of them. If only PWE spent as much time on NPC logic as they do creating OP magic to counter the stupid NPC damage sponges the game might find it's own equilibrium between PvP and PvE builds, and likely bring PvE players to where they could actually enjoy PvP.
In all honesty, I think Cryptic needs to go through every item (or at least make algorithmic changes) so that PvP and PvE power levels are different. Stuns and stun-like powers automatically are reduced by 50% duration in PvP, so why can't be that be done for damage and other debilitating effects?
pffftttt. Recipe for disaster. THAT is how things got so out of balance. PvE and PvP builds should be mostly interchangable, and NPC's should be tuned to make the game playable. Ideally, a PvE only player shouldn't notice a difference between an NPC enemy and a PvP player except the live player being a bit less predictable.
I had a nice post written up and it vanished. So I'll just cliff's notes it. I only meant that as a stopgap. I understand manual rebalance would be herculean effort. NPCs and players are, and forever will be, distinctly different...no turning back the clock on that one.
Stuff like cutting invincibility in half when hit by player, capping damage resist, capping damage type bonuses, percentage reducing this and that, cutting debuff durations and capping their skill bonuses vs players can go a long way.
Ya, my last comment just vanished too. Was just saying my vanilla geared ship killed a few live players in the PvE competitive arena but got crushed in the Ragnarok episode mission because the NPC's cheat. At least with live players you know they're only using what the game allows them, with NPC's they're either cheating to win, or have more hitpoints than 100 elite PvP built ships.
Yep. Expecting a good PvP experience from a bunch of random players with widely different skills, builds, and experience is futile. It's a team map with no teams, for the most part. If it were fleet v. fleet or some other pre-built combination, that would be interesting, though. Not sure why Cryptic thought a PvP map would work before they had even fixed PvP.
Whats needed to fix the cesspool PVP is would be premade ships and premade stations where everyone has the same tier and level gear. This way noon ehas an advantage due to a build or BOFF set. This would turn PVP into a true contest of player skill instead of mash the space bar I win you lose suckfest that it is.
Ya, my last comment just vanished too. Was just saying my vanilla geared ship killed a few live players in the PvE competitive arena but got crushed in the Ragnarok episode mission because the NPC's cheat. At least with live players you know they're only using what the game allows them, with NPC's they're either cheating to win, or have more hitpoints than 100 elite PvP built ships.
Funny you mention that - whilst I would NEVER claim to be particularly good at any aspect of the game, I did play an instance of Core Assault earlier - once the mission itself was over a little PvP battle ensued and I wound up in combat against a Universe class; and was very surprised that I actually did enough to send that ship to respawn. In a FT5-U Rhode Island.
Definitely a fluke though - I suspect it was an new/inexperienced player and I simply got lucky. Anyway, only mentioned it as, regardless of the circumstances, it felt like a real David and Goliath moment.
That's always a good feeling, congrads. Keep looking for those opportunities, many times even the best non-pvp'ers are just as squishy against an unpredictable opponent.
Yep. Expecting a good PvP experience from a bunch of random players with widely different skills, builds, and experience is futile. It's a team map with no teams, for the most part. If it were fleet v. fleet or some other pre-built combination, that would be interesting, though. Not sure why Cryptic thought a PvP map would work before they had even fixed PvP.
Whats needed to fix the cesspool PVP is would be premade ships and premade stations where everyone has the same tier and level gear. This way noon ehas an advantage due to a build or BOFF set. This would turn PVP into a true contest of player skill instead of mash the space bar I win you lose suckfest that it is.
Except that very few people would care. that would lead to a contest of who has the best "skill" at setting magic keybinds. Also, most people would get ganked endlessly even without those. So double whammy. then you have to factor in how Cryptic would monetize it, which means that it will either become assymetrical, or a money pit. Both of which would result in it being a waste of Cryptic's time to implement.
@newromulan#1567 if other teams are getting through the locked doors first to get the core that has nothing to do with being a pvp-god, but everything to do with working as a team.
If a team is beating you through the doors it's because they are working together to open them. No amount of DPS or pvp eliteness will beat good honest team play in those early stages.
I recognize why my 'teams' were severel times failure to get to the pvp zone. Frequently it was the match a symbol failure. The thought was that perhaps many players have been playing and not even getting to pvp. Therefore, there could be a lot less pve player sent to respawn every few seconds. A couple of good pvp players that I have met could send and did send the average pve player to respawn after a few seconds of entering the chamber. How long will those pve players keep queing up?
Have you counted the number of Marks you got for this little PvP venture?
Of course they don't, some good payouts and you even get the Elite Marks regardless if you won or lost. But people don't look at that, right? Running it on Advanced, the payoff is good. This isn't like a normal PVE queued instance where a random idiot can cause the entire mission to fail and you're left with a handful of marks and the instance going into a 30 minute CD. The new ones you get paid out well regardless.
I used to be a PVPer long ago, stopped at around when Dyson Rep was new (yes, that long ago) with what I felt to be a lot of power creep already. The power creep today is insane but I'm willing to give it a whirl.
The new content had me doing PVP for the first time in years, working off some old PVP oriented quests that had been just sitting there in the "Active" list, untouched for years. Will see how it goes but this lets me try ships, builds that are not optimal for PVE that would otherwise work in PVP.
Anyways, come to a PVP, PVE-PVP zone, be prepared. If people come looking to only farm, just realize, some of us are here to farm the players
PvP builds and PvE builds are different animals, and PWE balances the game with NPC damage sponges and increasing numbers of them. If only PWE spent as much time on NPC logic as they do creating OP magic to counter the stupid NPC damage sponges the game might find it's own equilibrium between PvP and PvE builds, and likely bring PvE players to where they could actually enjoy PvP.
This has been something I asked for going back to the months before Delta Rising came out, especially with the talk about the time of making the NPCs better. They came out to be only damage sponges.
The pace and sheer variety of attacks is a great separator between PVP and PVE, among other things. All those spammy attacks, consoles, abilities that players can do are now being done to you, and lots of guys may not be prepared for that. Players are not used to massive drain abilities absolutely shutting them down in PVP with spike attacks laying into them shortly after them. They are not used to disables (especially with the Hot Restart nerf), shield bypasses, etc.
In contrast are NPCs that just do unbuffed attacks on players and you'll be lucky if one NPC in that large clump does any sort of special attack, and even then, maybe one or two types.
In contrast in PVP you got someone setting you up with buff strips, tractor beam, then someone else laying in with APA3+APO3+CRF1+BO3+Quantum HYT2+Etc. when your Bonus Defense is gone to the s--ters.
Anyways, I'm drifting off topic. When I stopped PVP I did miss the pace and sheer variety of things you can see, the unpredictable nature of players compared to the very static nature of PVE. I hoped Cryptic would have brought that unpredictability with smarter NPCs but that is probably something not possible. It's not just this game. NPCs, Bots in other games are worthless and never anywhere close approaching to even a novice player fighting you.
I agree pvp can be fun. I will definitely be dusting off my KDF bop and Rommie vapes build, maybe even my rommie science torp bomber. I will be hunting players and not marks for sure if I stick with this cPve. Any old school Feddies here remember way back to being taken out in Kerrat by a HY tri-cobalt torp when that was OP? Old school I tells you. Anyway are tri-cobalt torp even in the game still??? ;-)
Just finished a pug match, going up against a 5 man premade. They were a good pvp team, killed me one time as I tried to take out the core, then said f this, and focused on taking out players. Took down 4 kills before they got our core.
So I guess premades Que up for this? Anyways I see this kind of thing pushing pug pve players away. Still it was a fun if quick match.
One issue, one ship had some ability that was able to 1 shot any ship in its cone(was a Temporal ship I think) In one shot they vaped 4 ships!!! One ability takes out 4 ships at full strength?? And I had TT, hull resistance and epts active and several other buffs. What kind of OP ability is this? And next time it came off cooldown and could fire again it took out 3 players in its path with full shields and hull???!!!! If this is the stuff available then I am done with pvp again. (unless it was the map that did it and not a player)
I don't believe it will fail. Personally, I've enjoyed it so far and so have my friends/fleetmates. I personally know of only a few people who don't like it. It's something different.
Those that do not like it, the general consensus is that they "don't like losing". If you cannot stand losing, you probably shouldn't be playing video games. Stick to PvE. Having PvP and competitive PvE has no impact on your fun.
Yet another person who just doesn't get it. PVP and Competive PVP/PVE WILL and has negativly effected PVE with the nerfs and "rebalence. Why? It's simple really there is no seperate gear set for PVE or PVP. So buffing a skill or capt's. trait for PVP will overpower for PVE likewise nerfing something to balance PVP will create issues ofr PVe especially those of us who play at the higher difficulty level. Until PVP gets its own unique gar and traits there will be issues that make PVE suck for us better geared and skilled players. For the average normal diffculty levle player they will not notice but seriously unless you are new to the game who plays at that levle anymore anyway? What should have happened was the new PVP and Comeptive PVP/PVP should have gotten was a levle playing field wih locked premade ships, gear and boff's so everyone is on equal footing with zero "power creep", no min/maxers, no wallet warriors or all epic geared ships. A level playing field where everyone has the same tier ship and gear.
I think competitive PvE will have limited success , sure its not for everyone and imo will be a mostly abandoned queue once reps start finishing save for the hardcore PvPers.
Just finished a pug match, going up against a 5 man premade. They were a good pvp team, killed me one time as I tried to take out the core, then said f this, and focused on taking out players. Took down 4 kills before they got our core.
So I guess premades Que up for this? Anyways I see this kind of thing pushing pug pve players away. Still it was a fun if quick match.
One issue, one ship had some ability that was able to 1 shot any ship in its cone(was a Temporal ship I think) In one shot they vaped 4 ships!!! One ability takes out 4 ships at full strength?? And I had TT, hull resistance and epts active and several other buffs. What kind of OP ability is this? And next time it came off cooldown and could fire again it took out 3 players in its path with full shields and hull???!!!! If this is the stuff available then I am done with pvp again. (unless it was the map that did it and not a player)
Odds are it was an epic level heavy weapon they are so Overpowered it isn't funny. I have them on my escorts and the electrcal one hits 5 ships in a row with no damage reduction. Its sick. I know one person with a rail gun who parsed his damage and that one mount was 1/3 of his total dps. Think about it. And people cried Neu Torps were oped?
I agree pvp can be fun. I will definitely be dusting off my KDF bop and Rommie vapes build, maybe even my rommie science torp bomber. I will be hunting players and not marks for sure if I stick with this cPve.
Any old school Feddies here remember way back to being taken out in Kerrat by a HY tri-cobalt torp when that was OP? Old school I tells you. Anyway are tri-cobalt torp even in the game still??? ;-)
It's simple really there is no seperate gear set for PVE or PVP. So buffing a skill or capt's. trait for PVP will overpower for PVE likewise nerfing something to balance PVP will create issues ofr PVe especially those of us who play at the higher difficulty level. Until PVP gets its own unique gar and traits there will be issues that make PVE suck for us better geared and skilled players. For the average normal diffculty levle player they will not notice but seriously unless you are new to the game who plays at that levle anymore anyway? What should have happened was the new PVP and Comeptive PVP/PVP should have gotten was a levle playing field wih locked premade ships, gear and boff's so everyone is on equal footing with zero "power creep", no min/maxers, no wallet warriors or all epic geared ships. A level playing field where everyone has the same tier ship and gear.
Yes. Cryptic continues to try to cram all types of play - casual, end-game (farming), PvP - into one content box and pretend they are all the same so content gets dumbed down to avoid scaring away the casual players, gear/skills/traits/abilities keep getting introduced to attract the advanced players leading to power creep, and fear of alienating the PvP crowd keeps Cryptic from sandboxing PvP despite its completely separate gear needs and skillsets. "Competitive PvE" is a perfect example of Cryptic trying to please everyone at once which is why I think it will ultimately fail.
I do think it is an interesting PvP map, though, and probably a welcome addition to PvP captains. I'm just not sure there is enough player interest to keep the map viable in the public queue system in the long run; I'm already having trouble finding matches. Core Assault seems made for pre-builts so maybe that's it's saving grace.
Also, I think Core Assault would have made a great small craft map with the PvP balance problem partially solved by the limited gear/BOff slots. But then I think most indoor space maps a bit ridiculous for capital ships.
If space que would be like ground one, then it would be fun... In ground que, if you have desire to TRIBBLE enemy team, or just stall them, you can always take control of borg drone and play with them...your personal equipment does not have any impact on enemy team whatsoever, and yet you can still make them suffer... Space que is good until you see enemy team, and if you do meat them, then all you see is "immunity" spam and its text flying over the ships... So yeah, grund que is great, space is just one big PvP c*ap with same broken mechanic that exist in clasic PvP maps...
It’s really fascinating. I spend my in game time pretty much the same way you do. Still I don’t consider most activities a grind but rather fun. Some of the stuff is relaxing other exciting but never boring or annoying. I also managed to overcome the obstacles DR posed and managed to get my 10 toons up to top again.
For me the key factor of it all is companionship in form of channel crowd, fleet mates, in game friends and even some I know in real live. They are much more important than the actual content we enjoy.
I hope you are in good company too. If not feel always free to send me a mail in game and to join mine. We PvE(p) most of our time but do so together by either teaming up and pug or organizing full premades. There are also no performance requirements or any bull like that, only to play along and give the best you can perhaps.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
Odds are it was an epic level heavy weapon they are so Overpowered it isn't funny. I have them on my escorts and the electrcal one hits 5 ships in a row with no damage reduction. Its sick. I know one person with a rail gun who parsed his damage and that one mount was 1/3 of his total dps. Think about it. And people cried Neu Torps were oped?
Is anything ever *not* OP in your books?! LOL. If anything, the Heavy Weapon electrical thingy is remarkably underwhelming, really. 'Not even worth slotting' someone said the other day in channel. And, unless people already found an exploit, these HW's can't be boosted by anything either.
The Epic railgun is good, certainly, but nowhere near OP. Especially since it's considered a heavy weapon (as opposed to just another of your regular weps).
Now that's a recipe for disaster. I would certainly quit if the NPCs worked like players and I wouldn't be the only one.
PvE players like "damage sponge" enemies over one-shotting, power-spamming, self-healing enemies.
I'm kind of in-between on this issue in the sense that I'd want everything to be more plausibly realistic. Everything functions "the same" as in no NPC/player difference, but every ship is at a different, but appropriate level. Orion ships would be super-weak for example, but Iconian Herald ships would be nigh-invincible.
That would defeat the whole purpose of STO being a "game" with a story behind it, rather than an actual virtual world though.
Comments
Not much considering I'm waiting on times and RNG to upgrade gear a lot of times. So much so that it doesn't require much of a grind for dilithium and other things because of the wait times involved as well as refinement limits for a single character. (No I don't want thousands of alts refining just for one toon I enjoy.)
If CBS hadn't imposed the restrictions they did on certain ships I'd be playing Fed more if those ships were more available. Also since Cryptic/PWE has spent a lot of time feeding the whale Fed faction while throwing table scraps at Romulan and KDF factions I don't have much of a grind for bridges, ships, etc as I would if I played Fed and it offered ships I liked that weren't in the price range of a first born child because of the rarity.
So most of my time is spent in pure PvE queues, red alerts, and other things. I did try PvP in STO a while back but vaping killed that and since it's still around I see no reason to be a part of that now outside of finishing the new rep grind. Since that is stupidly easy to do and rewards people for losing so well it'll be a brief run on that just to finish the PvE aspect of the rep grind itself and cash in the final T5 goodies for dilithium.
The funny thing is before Delta Rising I was leveling alts like crazy and buying all kinds of ships. Amazing how the game has changed for me.
Eh, I'm with you in spirit but in the end, these kinds of threads are like echo chambers.
When I played WoW 12 years ago, I played on PvP servers. I didn't mind getting flattened once in awhile because after ~40 levels (PvP didn't really start until ~20) of stoically soldiering on, I got to do the flattening. We'd occasionally have epic battles outside instances, just sporadic skirmishes. I LOVED battlegrounds...spent a LOT of time in them. It was ultimately RL that pulled me away, but much like PvP only made up maybe 15~20% of WoW servers, in STO the majority is likewise not going to be inclined toward PvP.
...and that's okay.
Cryptic surely has far better analytics on the subject than my outdated anecdotes, so they're simply trying to capture that percentage of the player base who wants X and will be more likely to stick around if X is around, and more importantly GOOD. With existing PvP queues being pretty bare bones and unrewarding, this second take on it is a good first step...and hopefully the X% who they know will like this sort of thing will be granted future improvements to PvP balance and more instances with PvP elements.
So don't worry about it.
Awoken Dead
Now shaddup about the queues, it's a BUG
In all honesty, I think Cryptic needs to go through every item (or at least make algorithmic changes) so that PvP and PvE power levels are different. Stuns and stun-like powers automatically are reduced by 50% duration in PvP, so why can't be that be done for damage and other debilitating effects?
pffftttt. Recipe for disaster. THAT is how things got so out of balance. PvE and PvP builds should be mostly interchangable, and NPC's should be tuned to make the game playable. Ideally, a PvE only player shouldn't notice a difference between an NPC enemy and a PvP player except the live player being a bit less predictable.
Awoken Dead
Now shaddup about the queues, it's a BUG
This is incorrect. There's a plethora of ships available now for all Factions and plenty of choice for all career tracks too. I have no problem outfitting my Roms and KDF with a decent ship. Just because there is a slightly smaller choice doesn't mean there aren't decent choices.
PvE players like "damage sponge" enemies over one-shotting, power-spamming, self-healing enemies.
I had a nice post written up and it vanished. So I'll just cliff's notes it. I only meant that as a stopgap. I understand manual rebalance would be herculean effort. NPCs and players are, and forever will be, distinctly different...no turning back the clock on that one.
Stuff like cutting invincibility in half when hit by player, capping damage resist, capping damage type bonuses, percentage reducing this and that, cutting debuff durations and capping their skill bonuses vs players can go a long way.
Awoken Dead
Now shaddup about the queues, it's a BUG
Whats needed to fix the cesspool PVP is would be premade ships and premade stations where everyone has the same tier and level gear. This way noon ehas an advantage due to a build or BOFF set. This would turn PVP into a true contest of player skill instead of mash the space bar I win you lose suckfest that it is.
That's always a good feeling, congrads. Keep looking for those opportunities, many times even the best non-pvp'ers are just as squishy against an unpredictable opponent.
Awoken Dead
Now shaddup about the queues, it's a BUG
My character Tsin'xing
If a team is beating you through the doors it's because they are working together to open them. No amount of DPS or pvp eliteness will beat good honest team play in those early stages.
Of course they don't, some good payouts and you even get the Elite Marks regardless if you won or lost. But people don't look at that, right? Running it on Advanced, the payoff is good. This isn't like a normal PVE queued instance where a random idiot can cause the entire mission to fail and you're left with a handful of marks and the instance going into a 30 minute CD. The new ones you get paid out well regardless.
I used to be a PVPer long ago, stopped at around when Dyson Rep was new (yes, that long ago) with what I felt to be a lot of power creep already. The power creep today is insane but I'm willing to give it a whirl.
The new content had me doing PVP for the first time in years, working off some old PVP oriented quests that had been just sitting there in the "Active" list, untouched for years. Will see how it goes but this lets me try ships, builds that are not optimal for PVE that would otherwise work in PVP.
Anyways, come to a PVP, PVE-PVP zone, be prepared. If people come looking to only farm, just realize, some of us are here to farm the players
This has been something I asked for going back to the months before Delta Rising came out, especially with the talk about the time of making the NPCs better. They came out to be only damage sponges.
The pace and sheer variety of attacks is a great separator between PVP and PVE, among other things. All those spammy attacks, consoles, abilities that players can do are now being done to you, and lots of guys may not be prepared for that. Players are not used to massive drain abilities absolutely shutting them down in PVP with spike attacks laying into them shortly after them. They are not used to disables (especially with the Hot Restart nerf), shield bypasses, etc.
In contrast are NPCs that just do unbuffed attacks on players and you'll be lucky if one NPC in that large clump does any sort of special attack, and even then, maybe one or two types.
In contrast in PVP you got someone setting you up with buff strips, tractor beam, then someone else laying in with APA3+APO3+CRF1+BO3+Quantum HYT2+Etc. when your Bonus Defense is gone to the s--ters.
Anyways, I'm drifting off topic. When I stopped PVP I did miss the pace and sheer variety of things you can see, the unpredictable nature of players compared to the very static nature of PVE. I hoped Cryptic would have brought that unpredictability with smarter NPCs but that is probably something not possible. It's not just this game. NPCs, Bots in other games are worthless and never anywhere close approaching to even a novice player fighting you.
Any old school Feddies here remember way back to being taken out in Kerrat by a HY tri-cobalt torp when that was OP? Old school I tells you. Anyway are tri-cobalt torp even in the game still??? ;-)
So I guess premades Que up for this? Anyways I see this kind of thing pushing pug pve players away. Still it was a fun if quick match.
One issue, one ship had some ability that was able to 1 shot any ship in its cone(was a Temporal ship I think) In one shot they vaped 4 ships!!! One ability takes out 4 ships at full strength?? And I had TT, hull resistance and epts active and several other buffs. What kind of OP ability is this? And next time it came off cooldown and could fire again it took out 3 players in its path with full shields and hull???!!!! If this is the stuff available then I am done with pvp again. (unless it was the map that did it and not a player)
Yet another person who just doesn't get it. PVP and Competive PVP/PVE WILL and has negativly effected PVE with the nerfs and "rebalence. Why? It's simple really there is no seperate gear set for PVE or PVP. So buffing a skill or capt's. trait for PVP will overpower for PVE likewise nerfing something to balance PVP will create issues ofr PVe especially those of us who play at the higher difficulty level. Until PVP gets its own unique gar and traits there will be issues that make PVE suck for us better geared and skilled players. For the average normal diffculty levle player they will not notice but seriously unless you are new to the game who plays at that levle anymore anyway? What should have happened was the new PVP and Comeptive PVP/PVP should have gotten was a levle playing field wih locked premade ships, gear and boff's so everyone is on equal footing with zero "power creep", no min/maxers, no wallet warriors or all epic geared ships. A level playing field where everyone has the same tier ship and gear.
My character Tsin'xing
Yes. Cryptic continues to try to cram all types of play - casual, end-game (farming), PvP - into one content box and pretend they are all the same so content gets dumbed down to avoid scaring away the casual players, gear/skills/traits/abilities keep getting introduced to attract the advanced players leading to power creep, and fear of alienating the PvP crowd keeps Cryptic from sandboxing PvP despite its completely separate gear needs and skillsets. "Competitive PvE" is a perfect example of Cryptic trying to please everyone at once which is why I think it will ultimately fail.
I do think it is an interesting PvP map, though, and probably a welcome addition to PvP captains. I'm just not sure there is enough player interest to keep the map viable in the public queue system in the long run; I'm already having trouble finding matches. Core Assault seems made for pre-builts so maybe that's it's saving grace.
Also, I think Core Assault would have made a great small craft map with the PvP balance problem partially solved by the limited gear/BOff slots. But then I think most indoor space maps a bit ridiculous for capital ships.
It’s really fascinating. I spend my in game time pretty much the same way you do. Still I don’t consider most activities a grind but rather fun. Some of the stuff is relaxing other exciting but never boring or annoying. I also managed to overcome the obstacles DR posed and managed to get my 10 toons up to top again.
For me the key factor of it all is companionship in form of channel crowd, fleet mates, in game friends and even some I know in real live. They are much more important than the actual content we enjoy.
I hope you are in good company too. If not feel always free to send me a mail in game and to join mine. We PvE(p) most of our time but do so together by either teaming up and pug or organizing full premades. There are also no performance requirements or any bull like that, only to play along and give the best you can perhaps.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
Is anything ever *not* OP in your books?! LOL. If anything, the Heavy Weapon electrical thingy is remarkably underwhelming, really. 'Not even worth slotting' someone said the other day in channel. And, unless people already found an exploit, these HW's can't be boosted by anything either.
The Epic railgun is good, certainly, but nowhere near OP. Especially since it's considered a heavy weapon (as opposed to just another of your regular weps).
I'm kind of in-between on this issue in the sense that I'd want everything to be more plausibly realistic. Everything functions "the same" as in no NPC/player difference, but every ship is at a different, but appropriate level. Orion ships would be super-weak for example, but Iconian Herald ships would be nigh-invincible.
That would defeat the whole purpose of STO being a "game" with a story behind it, rather than an actual virtual world though.
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