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implement friendly fire to game

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  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 5,051 Arc User
    https://www.arcgames.com/en/forums/startrekonline/#/discussion/1229903/area-of-effect-abilities-make-them-all-friendly-fire

    This was discussed not long ago.


    Speaking of which I haven't seen Soph around in a while.

    Maybe he got stuck in one of his anomalies.

    A few very smart people made excellent comments in that thread. Especially the comment that it would require players to think a bit more rather than just always spamming AoE abilities and preferring those over single target abilities.

    I liked that one.

    But yeah, no need to go over the whole discussion again I guess. There are too many downsides, even if it would be logical and would make things more challenging.
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    Anybody remember Tricobalt Mines at system warp-in/undocking points back in the day?

    I member..
  • alexraptorralexraptorr Member Posts: 1,192 Arc User
    aoav160 wrote: »
    Friendly fire, true 3D flight, and may other things were asked of Cryptic and DStahl said that the average player in STO would not be able to handle it. ST: Klingon Academy had all of that years ago.

    Apples and Oranges.
    The one is an MMORPG and the other is a bona fide Space Flight Simulator, two entirely different genres, making it an invalid comparison.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
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  • trennantrennan Member Posts: 2,839 Arc User
    tigeraries wrote: »
    I can see how your space ship won't accidentally shoot non enemy ships... but what's the deal with Grav Well or Tyk's Rift not effecting ALL ships in space? Any AOE Effect should effect all players and npcs equally. Not like these effects have can identify Friend or Foe.

    I've actually suggested this many times in many games... but what people say is true, the griefers would have a field day with it. It's a shame that there are such people out there, they kind of spoil things for everyone (but then, that's their purpose).

    Confuse should do this.

    Imagine that in all the BFAW maps we have. One or two mobs per group that could use a Confuse. It would be hilarious.
    Mm5NeXy.gif
  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    tigeraries wrote: »
    I can see how your space ship won't accidentally shoot non enemy ships... but what's the deal with Grav Well or Tyk's Rift not effecting ALL ships in space? Any AOE Effect should effect all players and npcs equally. Not like these effects have can identify Friend or Foe.

    What and hammer the bfaw spammers even harder because they can't fire their beam spam at targets because they can now kill allied players, and what if one of the most honorable players in the game using such spam attack ends up killing the entire team in a few shots in a PvE game because their dps is so high that the others can't deal with it in between enemy targets.

    it would be same for the cannon scatter and torpedo spread builds out there not to mention other skills like what you mentioned gw, tykens, anything from the other specialist skills for your bridge officers.

    Never mind how much players would kill each other in these games just because they can, if this was added, it would make certain skills and abilities totally worthless because of their AoE value to indescriminately target ally and enemy alike. that right there is already enough proof of a potential grief maker if it were ever to come.
    warpangel wrote: »
    Friendly fire is a bad idea in all multiplayer games.

    Nope, it's just bad where friendly fire acts in opposition to other gameplay mechanics. Take a strategic shooter like Rainbow Six Vegas. In that multiplayer, friendly fire could be a very useful limiting mechanic that encouraged players think before they lobbed. This complimented other gameplay elements that pushed in the same direction. It was a good thing (and it also prevented a certain type of exploit.)

    But then take Halo multiplayer, which is very much in the moment. There, friendly fire can simply be an annoyance that adds too much force to the left (ie. negative) side of the probability distribution curve. With it gone, matches tend to function better and it avoids the exploit of people simply trying to be annoying (which a shooter that lives in the moment has a somewhat greater proportion of in favoring more instant gratification.)

    Context is what matters. When reduced to its bare thematic essentials, STO gameplay lives somewhere between the aforementioned two. But the mechanics are wildly different. Adding friendly fire would have disastrous consequences but not for the reasons where it causes dysfunction in Halo or similar multiplayer games. We do not have the control necessary to make friendly fire anything more than ad hoc PVP. If added, it would simply result in dead team mates (or an abandoning of AOE abilities like scatter volley and gravity well.)

    Here, it wouldn't simply be bad. Friendly fire would be apocalyptic, that's the point to stress (if only for the OP.)

    You should of seen the massacres on wolf et over the years, because one person wanted to kill all his allies and had no intention of stopping until a ban was put in place to prevent him and others like him from doing what they do. it doesn't matter what types of mechanics are at play, when you kill an ally on purpose, all it shows is that you can't be trusted around your team when none of them want anything to do with you. No one likes players who causes friendly fire incidents either and it's lead to grievers being turned into targets for legitimate players to grief back.

    Nothing good will ever come out of friendly fire, the opportunity to be able to kill your allies no matter the reason is just too tempting to some people.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Friendly fire isn't.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    aoav160 wrote: »
    Friendly fire, true 3D flight, and may other things were asked of Cryptic and DStahl said that the average player in STO would not be able to handle it. ST: Klingon Academy had all of that years ago.
    The average player of STO might not be the average player of Klingon Academy.

    There might be a reason there is no Klingon Academy II: Electric Bat'leth or a Klingon Academy Online.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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  • alcyoneserenealcyoneserene Member Posts: 2,414 Arc User
    Some friendly fire should exist - and doesn't it? When the borg diamond ship uses viral matrix or scramble sensors or whatever science ability, does it not turn allies into targets?

    Other sources indeed should have friendly fire as suggested. STO is a role playing game, so your character and ship systems do the targeting for you, but those shouldn't be infallible or immune to getting confused on occasion for whatever number of reasons, on top of environmental damage.

    To keep the griefing/seeking revenge stuff to a minimum, after destroying friendly ships or players X number of times it could implement a weapons lockout, which is followed by a mission ban for X hours on repeat offenses - this is how another game handles it, although granted it is different and I'm not sure if it would work in STO, bugs and all, but in principle I'm in favor of added realism and such game mechanics.
    Y945Yzx.jpg
  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    Some friendly fire should exist - and doesn't it? When the borg diamond ship uses viral matrix or scramble sensors or whatever science ability, does it not turn allies into targets?

    Other sources indeed should have friendly fire as suggested. STO is a role playing game, so your character and ship systems do the targeting for you, but those shouldn't be infallible or immune to getting confused on occasion for whatever number of reasons, on top of environmental damage.

    To keep the griefing/seeking revenge stuff to a minimum, after destroying friendly ships or players X number of times it could implement a weapons lockout, which is followed by a mission ban for X hours on repeat offenses - this is how another game handles it, although granted it is different and I'm not sure if it would work in STO, bugs and all, but in principle I'm in favor of added realism and such game mechanics.

    Punishment followed by even more punishment isn't an answer, it doesn't help when there is little room to give a player a chance to learn and to help themselves after such a case even so. Now some will be rotten and won't care of any such punishment but some others might be regretful of their actions and want to atone for the wrongs on other players.

    Still the whole thing is a massive risk.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • ashstorm1ashstorm1 Member Posts: 679 Arc User
    Some friendly fire should exist - and doesn't it? When the borg diamond ship uses viral matrix or scramble sensors or whatever science ability, does it not turn allies into targets?

    Other sources indeed should have friendly fire as suggested. STO is a role playing game, so your character and ship systems do the targeting for you, but those shouldn't be infallible or immune to getting confused on occasion for whatever number of reasons, on top of environmental damage.

    To keep the griefing/seeking revenge stuff to a minimum, after destroying friendly ships or players X number of times it could implement a weapons lockout, which is followed by a mission ban for X hours on repeat offenses - this is how another game handles it, although granted it is different and I'm not sure if it would work in STO, bugs and all, but in principle I'm in favor of added realism and such game mechanics.

    You're working on the assumption that all players are roleplayers. And most of them are not... Actually, many players are just here to shoot things indiscriminately "for the lulz" and they probably wouldn't care much about the mission ban.
  • fluffymooffluffymoof Member Posts: 430 Arc User
    Every time a glitch or the zombie patch allowed you to friendly fire in Warcraft...it was abused.

    It was abused to such an extent that people just wound up hiding in the game so they wouldn't be abused by "friendly fire." So, yeah, not a good idea at all.
    One of the many Tellarite Goddesses of Beauty!

    If there are posts here that do not appeal to you, or opinions you disagree with, the best way to deal with that is to resist the urge to add comments. Instead, engage with the content you like! Don't feed the trolls!
  • keladorkelador Member Posts: 318 Arc User
    Friendly fire in STO would be funny we rush it Grave Well, Feedback pulse and beams fire at will...... the carnage!
  • spiritbornspiritborn Member Posts: 4,375 Arc User
    fluffymoof wrote: »
    Every time a glitch or the zombie patch allowed you to friendly fire in Warcraft...it was abused.

    It was abused to such an extent that people just wound up hiding in the game so they wouldn't be abused by "friendly fire." So, yeah, not a good idea at all.

    yeah I remember when after few weeks I ended up hiding on one the floating islands in Shadowmoon Valley when I got fed up with the Wrath of the Lich King pre-expansion event.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    warpangel wrote: »
    Friendly fire is a bad idea in all multiplayer games.

    Nope, it's just bad where friendly fire acts in opposition to other gameplay mechanics. Take a strategic shooter like Rainbow Six Vegas. In that multiplayer, friendly fire could be a very useful limiting mechanic that encouraged players think before they lobbed. This complimented other gameplay elements that pushed in the same direction. It was a good thing (and it also prevented a certain type of exploit.)
    Only if you're teamed with people who don't want to intentionally shoot you in the back.
  • alexraptorralexraptorr Member Posts: 1,192 Arc User
    kelador wrote: »
    Friendly fire in STO would be funny we rush it Grave Well, Feedback pulse and beams fire at will...... the carnage!

    Hate to burst your bubble, but no way that Fire at Will would ever be the cause of Friendly Fire in any other way than it is now.(scramble sensors). It just wouldn't make any sense at Fire At Will essentially means the tactical officer has complete discretion in picking and firing at targets.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
  • jonsillsjonsills Member Posts: 10,460 Arc User
    kelador wrote: »
    Friendly fire in STO would be funny we rush it Grave Well, Feedback pulse and beams fire at will...... the carnage!

    Hate to burst your bubble, but no way that Fire at Will would ever be the cause of Friendly Fire in any other way than it is now.(scramble sensors). It just wouldn't make any sense at Fire At Will essentially means the tactical officer has complete discretion in picking and firing at targets.
    That's your headcanon, perhaps, but mechanically the way it works is that available beam weapons fire at any targets within range. And if "friendly fire" were a thing, your teammates would be considered "targets" by the AI. (AI isn't really all that "intelligent" yet, you see.)
    Lorna-Wing-sig.png
  • trennantrennan Member Posts: 2,839 Arc User
    kelador wrote: »
    Friendly fire in STO would be funny we rush it Grave Well, Feedback pulse and beams fire at will...... the carnage!

    Hate to burst your bubble, but no way that Fire at Will would ever be the cause of Friendly Fire in any other way than it is now.(scramble sensors). It just wouldn't make any sense at Fire At Will essentially means the tactical officer has complete discretion in picking and firing at targets.

    Well no, this could be an ability. Since said control is done via a computer the Tac officer is using. Then make it like the Seduction from an Orion.

    Viral Target Masking:
    To Target:
    Causes a sensor malfunction on the targets ship, making friendly targets enemies.
    *10 second Duration
    45 second cooldown.

    Can be cleared with Science Team.

    The problem with using a computer to target, is that the same computer can be used against you.

    Mm5NeXy.gif
  • alexraptorralexraptorr Member Posts: 1,192 Arc User
    jonsills wrote: »
    kelador wrote: »
    Friendly fire in STO would be funny we rush it Grave Well, Feedback pulse and beams fire at will...... the carnage!

    Hate to burst your bubble, but no way that Fire at Will would ever be the cause of Friendly Fire in any other way than it is now.(scramble sensors). It just wouldn't make any sense at Fire At Will essentially means the tactical officer has complete discretion in picking and firing at targets.
    That's your headcanon, perhaps, but mechanically the way it works is that available beam weapons fire at any targets within range. And if "friendly fire" were a thing, your teammates would be considered "targets" by the AI. (AI isn't really all that "intelligent" yet, you see.)

    Its not headcanon, its a fact.
    Starships and even real modern day militaries employ a little handy system known as I.F.F.(Identify Friend or Foe) that prevents exactly such things from happening. Its also the entire basis for the recent Flight Deck Assault Cruisers universal console: I.F.F. Manipulator.
    trennan wrote: »
    kelador wrote: »
    Friendly fire in STO would be funny we rush it Grave Well, Feedback pulse and beams fire at will...... the carnage!

    Hate to burst your bubble, but no way that Fire at Will would ever be the cause of Friendly Fire in any other way than it is now.(scramble sensors). It just wouldn't make any sense at Fire At Will essentially means the tactical officer has complete discretion in picking and firing at targets.

    Well no, this could be an ability. Since said control is done via a computer the Tac officer is using. Then make it like the Seduction from an Orion.

    Viral Target Masking:
    To Target:
    Causes a sensor malfunction on the targets ship, making friendly targets enemies.
    *10 second Duration
    45 second cooldown.

    Can be cleared with Science Team.

    The problem with using a computer to target, is that the same computer can be used against you.

    We already have that, it's called "Scramble Sensors" :tongue:
    Not to mention a whole slew of universal consoles and traits that achieve similar results, amongst others the afore mentioned I.F.F. Manipulator.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
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  • ltminnsltminns Member Posts: 12,572 Arc User
    Right there is a very good reason for NEVER implementing something like that.
    '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
  • trennantrennan Member Posts: 2,839 Arc User
    jonsills wrote: »
    kelador wrote: »
    Friendly fire in STO would be funny we rush it Grave Well, Feedback pulse and beams fire at will...... the carnage!

    Hate to burst your bubble, but no way that Fire at Will would ever be the cause of Friendly Fire in any other way than it is now.(scramble sensors). It just wouldn't make any sense at Fire At Will essentially means the tactical officer has complete discretion in picking and firing at targets.
    That's your headcanon, perhaps, but mechanically the way it works is that available beam weapons fire at any targets within range. And if "friendly fire" were a thing, your teammates would be considered "targets" by the AI. (AI isn't really all that "intelligent" yet, you see.)

    Its not headcanon, its a fact.
    Starships and even real modern day militaries employ a little handy system known as I.F.F.(Identify Friend or Foe) that prevents exactly such things from happening. Its also the entire basis for the recent Flight Deck Assault Cruisers universal console: I.F.F. Manipulator.
    trennan wrote: »
    kelador wrote: »
    Friendly fire in STO would be funny we rush it Grave Well, Feedback pulse and beams fire at will...... the carnage!

    Hate to burst your bubble, but no way that Fire at Will would ever be the cause of Friendly Fire in any other way than it is now.(scramble sensors). It just wouldn't make any sense at Fire At Will essentially means the tactical officer has complete discretion in picking and firing at targets.

    Well no, this could be an ability. Since said control is done via a computer the Tac officer is using. Then make it like the Seduction from an Orion.

    Viral Target Masking:
    To Target:
    Causes a sensor malfunction on the targets ship, making friendly targets enemies.
    *10 second Duration
    45 second cooldown.

    Can be cleared with Science Team.

    The problem with using a computer to target, is that the same computer can be used against you.

    We already have that, it's called "Scramble Sensors" :tongue:
    Not to mention a whole slew of universal consoles and traits that achieve similar results, amongst others the afore mentioned I.F.F. Manipulator.

    That mostly for the players. I'm talking straight up having the NPC use it more. Get some of this BFAW and such the players like to use turned against them.

    Imagine, Dranuur Gauntlet, or the RA if you're BFAW/Cannon Spread hit your teammates instead of the torps.

    The abilities players can use, the NPCs should use as well.

    I for one would find this fun and hilarious, just to watch.
    Mm5NeXy.gif
  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    nabreeki wrote: »
    Friendly fire is a great idea for STO, but look what happens when you even make the suggestion: a bunch of threatened trolls jump on the thread to shut it down.

    STO needs major restructuring to appeal to a different class of players. Unfortunately, Cryptic has deferred to the "not in the face! not in the face!" crowd for a very long time, and they're in a tough spot. They've chased away the majority of their niche/"gamer" types and are now left with RPers who don't play the game, people who don't know how the game works (and refuse to learn), and players who are so scared of communicating with others (even online) that they try to play the game solo.

    It's a sad situation, as four years ago this game was very engaging for a variety of different player types. Some really popular ideas have been: increased penalties/punishments for failing queues (including permanent death); reducing rewards while increasing difficulties; and open-world (or quadrant) PvP.

    Friendly fire promotes teamwork -- players have to communicate in order to not only complete the mission, but to refrain from killing each other. Trolls will be trolls, but honestly it's pretty easy for trolls to shut down queues now.

    While I expect the usual bubble wrap crowd will come in here to shut this thread down, this is a great suggestion worth exploring.

    "different class of players"? mind elaborating a little on what your thoughts are since you went to the lengths you have to make your point, i'm curious to know more.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • trennantrennan Member Posts: 2,839 Arc User
    nabreeki wrote: »
    Friendly fire is a great idea for STO, but look what happens when you even make the suggestion: a bunch of threatened trolls jump on the thread to shut it down.

    STO needs major restructuring to appeal to a different class of players. Unfortunately, Cryptic has deferred to the "not in the face! not in the face!" crowd for a very long time, and they're in a tough spot. They've chased away the majority of their niche/"gamer" types and are now left with RPers who don't play the game, people who don't know how the game works (and refuse to learn), and players who are so scared of communicating with others (even online) that they try to play the game solo.

    It's a sad situation, as four years ago this game was very engaging for a variety of different player types. Some really popular ideas have been: increased penalties/punishments for failing queues (including permanent death); reducing rewards while increasing difficulties; and open-world (or quadrant) PvP.

    Friendly fire promotes teamwork -- players have to communicate in order to not only complete the mission, but to refrain from killing each other. Trolls will be trolls, but honestly it's pretty easy for trolls to shut down queues now.

    While I expect the usual bubble wrap crowd will come in here to shut this thread down, this is a great suggestion worth exploring.

    "different class of players"? mind elaborating a little on what your thoughts are since you went to the lengths you have to make your point, i'm curious to know more.

    It's the different types of players. Once can refer to them as a class as well.

    Casual, those that play at their leisure or when they actually have the time.

    Standard, those that play regularly, but generally don't worry over the state of the game.

    Softcore, plays regularly, but can see the games faults, and where some changes would do well.

    Hardcore, plays regularly, but gets easily annoyed at the state of the game and how others approach it.

    Role players, contrary to what most believe. These are a mix of every other type of player. It just doesn't appear that way to most.

    Erotic Role Players, mainly play to just get their rocks off, and that's about it.

    Right now, STO caters to mostly to the first two types. Which is why the game is one giant easy mode of play.

    The softcore and hardcore players are the ones that look for the ways in which the game can grow and change. The problem is, finding the middle ground between Casual and Hardcore that most everyone can agree with.

    Role players, will adapt to most any game changes that are made. It is one of their strong suits. Well.. generally speaking. There are some that just don't change at all.

    Erotic role players, they will always be around, as they generally don't care about the game at all. Just their own little world of getting their rocks off.
    Mm5NeXy.gif
  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    trennan wrote: »
    nabreeki wrote: »
    Friendly fire is a great idea for STO, but look what happens when you even make the suggestion: a bunch of threatened trolls jump on the thread to shut it down.

    STO needs major restructuring to appeal to a different class of players. Unfortunately, Cryptic has deferred to the "not in the face! not in the face!" crowd for a very long time, and they're in a tough spot. They've chased away the majority of their niche/"gamer" types and are now left with RPers who don't play the game, people who don't know how the game works (and refuse to learn), and players who are so scared of communicating with others (even online) that they try to play the game solo.

    It's a sad situation, as four years ago this game was very engaging for a variety of different player types. Some really popular ideas have been: increased penalties/punishments for failing queues (including permanent death); reducing rewards while increasing difficulties; and open-world (or quadrant) PvP.

    Friendly fire promotes teamwork -- players have to communicate in order to not only complete the mission, but to refrain from killing each other. Trolls will be trolls, but honestly it's pretty easy for trolls to shut down queues now.

    While I expect the usual bubble wrap crowd will come in here to shut this thread down, this is a great suggestion worth exploring.

    "different class of players"? mind elaborating a little on what your thoughts are since you went to the lengths you have to make your point, i'm curious to know more.

    It's the different types of players. Once can refer to them as a class as well.

    Casual, those that play at their leisure or when they actually have the time.

    Standard, those that play regularly, but generally don't worry over the state of the game.

    Softcore, plays regularly, but can see the games faults, and where some changes would do well.

    Hardcore, plays regularly, but gets easily annoyed at the state of the game and how others approach it.

    Role players, contrary to what most believe. These are a mix of every other type of player. It just doesn't appear that way to most.

    Erotic Role Players, mainly play to just get their rocks off, and that's about it.

    Right now, STO caters to mostly to the first two types. Which is why the game is one giant easy mode of play.

    The softcore and hardcore players are the ones that look for the ways in which the game can grow and change. The problem is, finding the middle ground between Casual and Hardcore that most everyone can agree with.

    Role players, will adapt to most any game changes that are made. It is one of their strong suits. Well.. generally speaking. There are some that just don't change at all.

    Erotic role players, they will always be around, as they generally don't care about the game at all. Just their own little world of getting their rocks off.

    Sorry Trennan i am looking for a reply from Nabreeki and you are not him/her. I'm afriad you can't speak for Nabreeki either because he/she has a very different thought process on what is what, and with all respect to yourself and myself our processes are a little different.

    I'm not going to presume to speak on behalf of anyone with regard to what you think of different type of player. all i know is what Nabreeki wrote and it didn't contain all the details to make a valid point, hence the question.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • trennantrennan Member Posts: 2,839 Arc User
    trennan wrote: »
    nabreeki wrote: »
    Friendly fire is a great idea for STO, but look what happens when you even make the suggestion: a bunch of threatened trolls jump on the thread to shut it down.

    STO needs major restructuring to appeal to a different class of players. Unfortunately, Cryptic has deferred to the "not in the face! not in the face!" crowd for a very long time, and they're in a tough spot. They've chased away the majority of their niche/"gamer" types and are now left with RPers who don't play the game, people who don't know how the game works (and refuse to learn), and players who are so scared of communicating with others (even online) that they try to play the game solo.

    It's a sad situation, as four years ago this game was very engaging for a variety of different player types. Some really popular ideas have been: increased penalties/punishments for failing queues (including permanent death); reducing rewards while increasing difficulties; and open-world (or quadrant) PvP.

    Friendly fire promotes teamwork -- players have to communicate in order to not only complete the mission, but to refrain from killing each other. Trolls will be trolls, but honestly it's pretty easy for trolls to shut down queues now.

    While I expect the usual bubble wrap crowd will come in here to shut this thread down, this is a great suggestion worth exploring.

    "different class of players"? mind elaborating a little on what your thoughts are since you went to the lengths you have to make your point, i'm curious to know more.

    It's the different types of players. Once can refer to them as a class as well.

    Casual, those that play at their leisure or when they actually have the time.

    Standard, those that play regularly, but generally don't worry over the state of the game.

    Softcore, plays regularly, but can see the games faults, and where some changes would do well.

    Hardcore, plays regularly, but gets easily annoyed at the state of the game and how others approach it.

    Role players, contrary to what most believe. These are a mix of every other type of player. It just doesn't appear that way to most.

    Erotic Role Players, mainly play to just get their rocks off, and that's about it.

    Right now, STO caters to mostly to the first two types. Which is why the game is one giant easy mode of play.

    The softcore and hardcore players are the ones that look for the ways in which the game can grow and change. The problem is, finding the middle ground between Casual and Hardcore that most everyone can agree with.

    Role players, will adapt to most any game changes that are made. It is one of their strong suits. Well.. generally speaking. There are some that just don't change at all.

    Erotic role players, they will always be around, as they generally don't care about the game at all. Just their own little world of getting their rocks off.

    Sorry Trennan i am looking for a reply from Nabreeki and you are not him/her. I'm afriad you can't speak for Nabreeki either because he/she has a very different thought process on what is what, and with all respect to yourself and myself our processes are a little different.

    I'm not going to presume to speak on behalf of anyone with regard to what you think of different type of player. all i know is what Nabreeki wrote and it didn't contain all the details to make a valid point, hence the question.

    I'm aware. I was just putting the type/class of player out there. Nabreeki can speak his own mind on it, as I already know, his thoughts are highly likely to differ from my own.
    Mm5NeXy.gif
  • edited November 2017
    This content has been removed.
  • trennantrennan Member Posts: 2,839 Arc User
    https://www.arcgames.com/en/forums/startrekonline/#/discussion/1229903/area-of-effect-abilities-make-them-all-friendly-fire

    This was discussed not long ago.


    Speaking of which I haven't seen Soph around in a while.

    Maybe he got stuck in one of his anomalies.

    A few very smart people made excellent comments in that thread. Especially the comment that it would require players to think a bit more rather than just always spamming AoE abilities and preferring those over single target abilities.

    I liked that one.

    But yeah, no need to go over the whole discussion again I guess. There are too many downsides, even if it would be logical and would make things more challenging.

    Well this one has it's pro's and con's for sure. But, to those that look at the tactical application of the abilities, more so than just spamming them. All abilities become situational. Take for instance, BFAW. I carry the I and III version of this in to the Dranuur Gauntlet and the new RA. That's mainly ensure I seldom have to worry over the Torp spam in the RA, and for Gauntlet, I'm actually trying to pull threat and have the mobs target me. Unfortunately, this never happens until they have destroyed one or more of the satellites.

    Outside of these two, I generally swap out BFAW I to something else. That way, I'm situationally prepared for either the need to go AoE or single target.

    One can go single target AoE as well. The targeting one that directs part of your energy damage to enemies withing, I think, 3km of the primary target.

    So we have several ways to go about doing it. It's just that BFAW is the easiest.
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