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[Season 13] Official Feedback Thread on the Queues, New UI, and PPS

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  • warpangelwarpangel Member Posts: 9,427 Arc User
    djf021 wrote: »
    It takes sometimes a full 20 minutes to get a binary circuit advanced to pop up to join. It's gotten to where it's not worth it, I play normal now, but even those take a long time considering this is a new que.
    Is anyone else having this problem, or is it just my bad luck?
    All the players are in Elite.
  • ltminnsltminns Member Posts: 12,572 Arc User
    I watched two YouTube videos last night about Binary Circuit Elite. I think I will jump into this right at Elite.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • tygerzztygerzz Member Posts: 105 Arc User
    I always recommend a few run on beginner level, then when you have the mechanics of the run down jump to elite give it a go and if you can handle that stay there,. People tend to gravitate to better rewards, so elite will fill faster then advanced, if an elite option is available
  • ltminnsltminns Member Posts: 12,572 Arc User
    I've never run an Elite anything to this stage (except before Delta Rising when Elite became Advanced and we never saw an Elite again for many of those older Queues). I generally try out Normal first to get the lay of the land but based on posts here many say a waste of time. I may do one Normal first, however.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • tobiashirttobiashirt Member Posts: 630 Arc User
    meimeitoo wrote: »
    As for the new queue UI, it simply needs fixing. The most egregious issues for me:

    1) You can no longer queue for 2 sets of difficulty of the same instane;

    2) Often you're being warped without a hail first;

    3) Unless you undo it all first, you can't add another queue;

    4) There's no way to see what things you're queued for, unless you individually inspect them all (which defeats the entire purpose of an overview).

    Concisely put, these are my main issues as well. The interface isn't aesthetically unpleasing, and the organization by type of marks makes sense. Stuff like dropping due to declines, telling me it's matched and having an option to accept only to have the queued group disband, and dropping people from a queued team...I assume these functionality things are bugs that may take a bit to fix.
  • ktyrrellktyrrell Member Posts: 261 Arc User
    Did no one use the filter in the old queue ui?
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  • lapprenticellapprenticel Member Posts: 254 Arc User
    I have this vague notion that there was some mention of a new 'tool' being used to ensure teams were balanced. While I've not been tracking the results my impression is that I'm getting about 3:1 losses to wins, and things are getting worse. In theory I should have equal odds of being placed on the winning team but what I seem to be noticing is that the other team is usually faster through the stages - my team is usually slower, bumbles around etc. Anyone else noticing skewed teams? If it weren't for the fact I'm only farming it for the dil I'd probably be seriously irked.

    And on a side note, I'm actually thinking BCE might survive as a farming alternative to CCA.
  • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    yeah, I have probably lost more like 5 to 1. it may be that it matches those in the queue then say a premade group joins and well when there are 10 people i assume it starts rather than waiting forever to match closely.

    we don't really know enough about how it works to really know.

    i will say that the majority of matches have been very close. and i don't care about winning or losing.
    Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."

    "With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."

  • baudlbaudl Member Posts: 4,060 Arc User
    probably doesn't even work, so...
    I won more than I lost though...no actual numbers, but I think I lost like 2 or 3, and won twice that. always queued solo
    If we could actually see our E-peen, we could compare the "numbers" ourselves, I guess,
    Go pro or go home
  • saurializardsaurializard Member Posts: 4,404 Arc User
    Since the competitive wargames, with the exception of some parts, like Swarm, the end corridor of each room of Binary Circuit and the last part of Core Assault, involve using brain cells as opposed to gear, it'd be hard for the game to balance teams.
    #TASforSTO
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  • baddmoonrizinbaddmoonrizin Member Posts: 10,907 Community Moderator
    Thread merge due to topic addressing the Player Potential System.
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  • azniadeetazniadeet Member Posts: 1,871 Arc User
    I seriously want to know how this Queue system ever made it through QA. I understand things being buggy on release, but this is unplayable; a universal downgrade from the previous system. So I'm left wondering A- why even do a revamp that adds no functionality, and indeed, takes some away; and B- why rush something that is clearly unfit for wide-scale use?

    Absolutely baffling. It's as if they are trying to kill the PvE community.
  • lapprenticellapprenticel Member Posts: 254 Arc User
    It should be possible to factor in player wins:losses when balancing teams. Gear really only counts for the final stage in BC-.
    Since the competitive wargames, with the exception of some parts, like Swarm, the end corridor of each room of Binary Circuit and the last part of Core Assault, involve using brain cells as opposed to gear, it'd be hard for the game to balance teams.

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  • borgified007borgified007 Member Posts: 150 Arc User
    The New Queue System is Great and the Players LOVE IT!
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  • nccmax2nccmax2 Member Posts: 69 Arc User
    PvE UI:
    Added a filter to display "All" PvE queues, regardless of what it rewards.
    The group invite accept window will always show the create private tab instead of toggling the window.
    Added a message for when a private match group is disbanded due to queuing for a regular match.
    Added button to view the reward cooldowns.
    Resolved an issue where solo players are grouped into a queue group when joining a PvP map.
    Resolved an issue where when a player is set to Team Mode the player would get kicked out a group when invited by a player in Invitation mode.

    Source tribble forum
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  • dracounguisdracounguis Member Posts: 5,358 Arc User
    Wow! Almost as good as the old interface was... ;)
    Sometimes I think I play STO just to have something to complain about on the forums.
  • darakossdarakoss Member Posts: 850 Arc User
    might have missed it but what happened to SB24?????????
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    original join date 2010

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  • skullblits#4627 skullblits Member Posts: 1,273 Arc User
    hey pc guys. did you ever have this annoying problem on your old q system.

    people didn't accept there offer to join the game then you have to wait around.

    also did you have a count down till the game started??
  • szimszim Member Posts: 2,503 Arc User
    azniadeet wrote: »
    I seriously want to know how this Queue system ever made it through QA.

    So, to answer your question on how it made it past QA. They looked at everything people complained about, and they made a fix for it. By all QA standards, it met every goal people said they wanted in a redesign.

    You have no idea what QA is or means.
    Quality assurance (QA) is a way of preventing mistakes or defects in manufactured products and avoiding problems when delivering solutions or services to customers.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited May 2017
    Think the main problem for me at the moment is that the selection between team mode and invitation mode keeps on resetting. Also when players hop characters their old characters remain part of the queue group and need to be administrated manually.

    Other than that the idea behind this new special form or instance of a player group just for the purpose of teamed PvE is very good *if* the system works. If not the pain it causes is really killing the fun as one needs to constantly double check and issue workaround.

    By the great Q I REALY hope that the motivation behind the concept of the new “queue group” is to give the option for the first time in 7 years to bind FED & KDF players together to enable cross faction queue of incomplete teams.


    If they get that one straight I’d salute the new system more than anything else in game!

    P.S.: The new ground map is awsome Cryptic. My compliment to those who designed it.
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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
  • discojerdiscojer Member Posts: 533 Arc User
    I don't know if this is intended or not, but seemingly when you enter the Red Alerts (Tholian or Borg) via the PVE menu, as opposed to clicking on the red alert, moving to that point and space and joining, you are demoted to level 50, but the enemies and such are still level 60.

    This doesn't make a huge different in the Borg one, but more so in the Tholian.
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