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Queues/TFOs, and why most of them don't get played

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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    reyan01 wrote: »
    Interestingly, I didn't receive any 'points' toward Starship mastery progression from playing SB1 advanced. Presumably a bug?
    Were you getting Kill xp? If not then there's your problem.
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    warpangelwarpangel Member Posts: 9,427 Arc User
    reyan01 wrote: »
    Interestingly, I didn't receive any 'points' toward Starship mastery progression from playing SB1 advanced. Presumably a bug?
    Were you getting Kill xp? If not then there's your problem.
    The problem with all the mass slaughter queues is that the respawning enemies either don't give XP at all, or stop giving XP after respawning once.
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    rattler2rattler2 Member Posts: 58,020 Community Moderator
    As far as I know... instances of infinitely respawning enemies are locked out of kill XP because people can farm that.
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    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited October 2018
    sophlogimo wrote: »
    Fortunately, with the matchmaking system, the occasions where you could run into overgeared gamebreaking PUG teammates who ruin the fun for everybody except (maybe, possibly) themselves has dropped signifcantly.

    Here's a badge for you...
    NXoTWyV.png

    Sounds good to me! Considering the number of times I encounter catastrophically under-geared players who could not interact with a map even if they wanted to has increased drastically (not that I mind them at all) I take it as a hint that the new system is working fine. :D

    NOT working fine, if as happened this weekend, a casual player gets into a TFO with one or more DPS-ers who kill the map in less than 60 seconds, and I get stuck with ZERO marks and an AFK ban for "not contributing enough" to the mission :s I had a Mk XIV-equipped ship with lots of buffs, killed a few targets , and next thing I know, the mission's already over; if players are so maxed that they can kill everything despite the nanite spheres, and take all the marks in Advanced, then there is no reason for me to play ANY random TFO... EVER! What happened to the system automatically lessening the disparity between players, so that even low-level players can make some marks in the random queues?

    That sounds awful. Have you been on advanced or normal? Just asking because peeps found that the dmg dealing threshold for the afk pen is around 1% of the team’s contribution.

    By the way10k DPS in ISA for example is considered to be the minimum for a player of a team to bring to get straight with the optional directives. Well since there has not been a 1 mil DPS ISA run in this game as of yet players who bring that minimum in advanced should be entirely save from any afk pens. I also never got any complaints about such pens when playing other maps with players from DPS-Bronze (10k) so I think the scenarios there are likely very similar.

    Of course if you have technical difficulties (SNR/DC) such afk pens can happen but if that was not the case one would need to see if you get them often or if this was just a singular case.
    Post edited by peterconnorfirst on
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    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
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    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    ruinthefun wrote: »
    patrickngo wrote: »
    I theorize that, using ordinary pets, if there is ONLY one player, the delays will be minimal in most cases, but if 2 or more players have pets, drop items, etc then it's going to freeze, usually during the 'escape' scene (escort the escaping ships phase), and completely bug out either during the cruiser attack phase, or delayed cruiser spawns, followed by either a complete failure of the Battleships to show up (and about 15 to 30 minutes of waiting), or, if the pets are persistent, the mission will either freeze entirely, or 'complete' without further combat.
    I have an alternate theory: That because you're KDF, your pets spawn as "Klingons", which must be killed to proceed.

    Lol that would be funy but its an not at all unreasonable theory. :|
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    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    that...might be why some of the runs i go on don't cause issues - the character i'm running them through is a fed​​
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    protoneousprotoneous Member Posts: 2,986 Arc User
    NOT working fine, if as happened this weekend, a casual player gets into a TFO with one or more DPS-ers who kill the map in less than 60 seconds, and I get stuck with ZERO marks and an AFK ban for "not contributing enough" to the mission :s I had a Mk XIV-equipped ship with lots of buffs, killed a few targets , and next thing I know, the mission's already over; if players are so maxed that they can kill everything despite the nanite spheres, and take all the marks in Advanced, then there is no reason for me to play ANY random TFO... [...]
    It can happen very rarely with ISA being a parsing run but really if you find yourself in a situation where other players are doing some decent damage it's been said many times before- just shoot at anything and you're fine... no afk penalty.

    Usually the first thing I do upon reaching L50 on a new toon is hop into an ISA with Mk X gear just to have some fun. Never had any penalties and surprisingly have parsed about double the needed 10K average per player using that level of gear.

    The build threads here have been really helpful as of late for a lot of people, myself included.
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    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited October 2018
    ruinthefun wrote: »
    By the way10k DPS in ISA for example is considered to be the minimum for a player of a team to bring to get straight with the optional directives.
    10K is completely inadequate. You need to bring a minimum of 60K DPS to succeed by the numbers: 50M HP in 900 seconds. Otherwise, success is simply a mathematical impossibility as you will not make the timer. Anyone claiming success on merely 10K is simply being carried, they aren't succeeding on their own merits. They wouldn't even succeed if they multiboxed all 5 participants at this level because it's still shy of 50M HP in 900s.

    I do not consider the term „carrying“ a team-mate which lacks just 2k for a run to potentially succeed due the overall hit points to melt vs the overall mission timer. Thats on the house when running with me but I can see that others with a more elitist attitude or the chronic habit to split hairs might refer to them as being completely inadequate. It’s just not me but each to his own. :)
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    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
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    protoneousprotoneous Member Posts: 2,986 Arc User
    ruinthefun wrote: »
    10K is completely inadequate. You need to bring a minimum of 60K DPS to succeed by the numbers: 50M HP in 900 seconds. Otherwise, success is simply a mathematical impossibility as you will not make the timer. Anyone claiming success on merely 10K is simply being carried, they aren't succeeding on their own merits. They wouldn't even succeed if they multiboxed all 5 participants at this level because it's still shy of 50M HP in 900s.
    Your math is sound but don't think somebody claiming success at 10K is being carried. Had a run during the last Delta recruit event which seemed to be with experienced players on new toons and the right mix of ships... a couple tacs, and eng, and a sci.

    Lowest parse was 8K, a single 20K, with everybody else in the 10-15K range.

    Timing and teamwork made doing the run with that base 60K seem easy. Even if that 8K player just placed some well timed gravity wells and used TBR a couple times and the eng soaked up some aggro everybody did their jobs and contributed just what was needed.
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    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited October 2018
    protoneous wrote: »
    ruinthefun wrote: »
    10K is completely inadequate. You need to bring a minimum of 60K DPS to succeed by the numbers: 50M HP in 900 seconds. Otherwise, success is simply a mathematical impossibility as you will not make the timer. Anyone claiming success on merely 10K is simply being carried, they aren't succeeding on their own merits. They wouldn't even succeed if they multiboxed all 5 participants at this level because it's still shy of 50M HP in 900s.
    Your math is sound but don't think somebody claiming success at 10K is being carried. Had a run during the last Delta recruit event which seemed to be with experienced players on new toons and the right mix of ships... a couple tacs, and eng, and a sci.

    Lowest parse was 8K, a single 20K, with everybody else in the 10-15K range.

    Timing and teamwork made doing the run with that base 60K seem easy. Even if that 8K player just placed some well timed gravity wells and used TBR a couple times and the eng soaked up some aggro everybody did their jobs and contributed just what was needed.

    I think so as well. Team interaction in ISA is everything no matter how powerful the players are. Could be that the hit points were upped a bit when the level cap increase to 65 took place but nothing too serious. In the 3 and 2 man HSE runs I did with tune and others we did have the mission timer on our minds and came to the conclusion that there some 200k team dps is needed for a team to get it straight with the stage 1 timer so 40k per player in a 5 man team. A few seasons back the metal league admins did it with T2 ships and estimated it to be around 150k for the team. That was post DR but still a few seasons back.

    I have no idea why anybody would be interested in the precise figure for ISA. 10k? 12k? 8k? I mean what does it matter in a game where hanger pets or fleet supports already produce such figures. :)
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    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited October 2018
    sophlogimo wrote: »
    ruinthefun wrote: »
    By the way10k DPS in ISA for example is considered to be the minimum for a player of a team to bring to get straight with the optional directives.
    10K is completely inadequate. You need to bring a minimum of 60K DPS to succeed by the numbers: 50M HP in 900 seconds. [...]

    Surely you mean 60k DPS for the entire team, which would mean 12k DPS for the average team member?


    I believe he does mean 60k for the team, yes (55.555, actually, to be precise). In 'ruin' math, I've seen him unwilling to divide by 5 earlier, as he appears to work off the assumption that you need to calculate everything as if you need to carry the whole team (with the rest doing 0 DPS).
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    warpangelwarpangel Member Posts: 9,427 Arc User
    edited October 2018
    Quibbling over the DPS numbers in ISA is not necessary. The timer is optional, so anyone with a half-decent build is capable of finishing it without needing to be carried. That other people come in with high performance builds to carry the average dudes anyway, isn't the average dudes' fault. They could complete the mission on their own, it would just take longer.

    In fact the only objective problem with the situation is the poorly implemented "AFK" system that punishes weak players for something they have no control over, who they're teamed with in public queues.
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    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited October 2018
    sophlogimo wrote: »
    [...]

    I think so as well. Team interaction in ISA is everything no matter how powerful the players are[...]

    It is important, and I would recommend everyone to bring at least TBR to ISA, but "no matter how powerful" is, unfortunately, not true these days. You can just DPS your way through it all without spending a single thought to the mechanics of the nanite spheres and how they spawn, without even understanding what you're doing, just with high FAW damage.

    I think we had similar discussions here in the past about it without the two of us ever reaching an agreement. For what it’s worth we can try again but suggest we save us the trouble if we keep on not managing it.

    You are right that beyond this minimum DPS threshold to beat the timer, let it be this 60k team DPS, nothing matters anymore for the overcoming of any obstacles this map poses. And it is only close to this threshold that a team can enjoy a challenge offered strictly game sided. And even how you do it is entirely up to you for as long as those 60k have been reached at the end. Toy with the critters via repulsors, be afk or dead half the time and bring 120k during the other half. All the same. And true, only the optional offers a bit more here as in some teamplay or alternate ability options to deal with the nanites.

    It is also correct that for faster rewards as in maximized speed runs/records there is not much team interaction required besides shooting everything. Perhaps splitting the group. Granted you have to dive more into recent meta builds, do the grind for the gear, learn to pilot your ship to peak your powers at the right time and when you are satisfied you can call it a day.

    You are not correct however when it comes to DPS records of individual players because all of sudden many aspects you encounter early on suddenly reemerge. Healing, de-/buffing, crowd control, +/- threat mechanics, all is there and well present and required to bring if it is the aim of a team to produce a record for one of its members. To "just fire at will everything” is actually the last thing on the mind of anybody in such a group while the nanites on the other hand suddently are again.

    The latter is what I meant when writing “team interaction is everything” while referring to powerful groups. It is not the challange to just overcome the tiny bit the game throws at us in a pug match, it is the challange we set for ourselves. If it is set high, so is the relevance of teamplay again.
    Post edited by peterconnorfirst on
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    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
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    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    sophlogimo wrote: »
    In ISA, if your DPS is so high that you kill the cube, the sphere, the nanite generators AND the nanite transformers in less time than the nanite spheres need to even reach the nanite transformer, no teamplay or even thinking of any kind is happening, required or even desirable. That is map-breaking DPS.
    Exactly! Its not even map-breaking DPS, it's potential record-run breaking DPS. I mean come on, soloing a side in ISA is childs play but why leave out all those multiple options to increase your numbers so much further when outsourcing the hot stuff to players taking on a support role.
    sophlogimo wrote: »
    And the fact that the game allows that is why many maps aren't played, to answer the question asked in the OP. Too many players have stopped caring about tactics in favor of ever higher DPS beyond the threshold that the game's content actually supports.
    Yea, I noticed that and agree here as well. So many player just care about thier own DPS via the powerful gear they gather. They could do so much better when learning some minor strategies and game mechanics which benefit others or whole teams. I wonder how many good players are out there by now who could easily dish out 300K instead of just 200k in ISA or even much, much more than that. Instead they sadly run into an invisible wall by stacking the odds aggainst their favor with their team mates.
    sophlogimo wrote: »
    But as I wrote earlier, when the matchmaking works, which it sometimes does, that is not a problem. Those who find fun in that kind of game experience can then have it, without those who have a different, more dramatic and tension-rich game in mind loosing their own flavour of fun.
    I shal cross my fingers for that to happen. Players will get better and improve as it is the nature of this game. If the matchmaking ever works only those handfull of players who don't will be left behind having to tend to the easiest map in game as if it would be some NWS. You know, bringing tractor beam repulsors and all to cope with it. No idea to what point the others will have outgrown by then but oh well. :D

    In any case, I'm glad we understand each other on this one.
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    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
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    danaleedanalee Member Posts: 73 Arc User
    I play STO in spurts since launch. Seen various different ideas on gameplay. The longest lasting is the DPS chase. I did it too, even on my cruisers.

    Started playing again recently and decided to throw that out the window. Am having a BLAST taking on different roles rather than simply DPS. Tanking and threat control, allowing everyone else to go hog wild is fun. My little science beast supporting others and sometimes going bonkers with aoe DPS, even using another science ship as a straight up healer has been fun.

    I run advanced TFOs on my main and a char I barely got to 65 that somehow still uses captain gear (don't judge him) and its still dandy. The new kid dies more often than I like but soon he'll be marvelous.

    I am having fun and contributing. Everyone should have fun and contribute. I'd rather fly with fun people than not. The new random TFO feature has been fantastic. I am seeing maps I rarely ever got to do before that I loved, experience different challenges, and typically find good players I enjoy teaming with and end up running hours together.
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    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    danalee wrote: »
    I play STO in spurts since launch. Seen various different ideas on gameplay. The longest lasting is the DPS chase. I did it too, even on my cruisers.

    Started playing again recently and decided to throw that out the window. Am having a BLAST taking on different roles rather than simply DPS. Tanking and threat control, allowing everyone else to go hog wild is fun. My little science beast supporting others and sometimes going bonkers with aoe DPS, even using another science ship as a straight up healer has been fun.

    I run advanced TFOs on my main and a char I barely got to 65 that somehow still uses captain gear (don't judge him) and its still dandy. The new kid dies more often than I like but soon he'll be marvelous.

    I am having fun and contributing. Everyone should have fun and contribute. I'd rather fly with fun people than not. The new random TFO feature has been fantastic. I am seeing maps I rarely ever got to do before that I loved, experience different challenges, and typically find good players I enjoy teaming with and end up running hours together.

    Thats the spirit. Great. B)
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    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
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    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited October 2018
    patrickngo wrote: »
    ruinthefun wrote: »
    patrickngo wrote: »
    I theorize that, using ordinary pets, if there is ONLY one player, the delays will be minimal in most cases, but if 2 or more players have pets, drop items, etc then it's going to freeze, usually during the 'escape' scene (escort the escaping ships phase), and completely bug out either during the cruiser attack phase, or delayed cruiser spawns, followed by either a complete failure of the Battleships to show up (and about 15 to 30 minutes of waiting), or, if the pets are persistent, the mission will either freeze entirely, or 'complete' without further combat.
    I have an alternate theory: That because you're KDF, your pets spawn as "Klingons", which must be killed to proceed.

    hm, that...is a very reasonable theory.

    Oh boy, looks like they messed with advanced of SB1 again. Just ended up in one random with my kling. No problem there with pets now but instead the critters are at -55. :/

    If anybody is curious how a Diamond build plays like on normal when there is nothing broken now is ur chance peeps. :D
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    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
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    danaleedanalee Member Posts: 73 Arc User
    Oh boy, looks like they messed with advanced of SB1 again. Just ended up in one random with my kling. No problem there with pets now but instead the critters are at -55. :/

    If anybody is curious how a Diamond build plays like on normal when there is nothing broken now is ur chance peeps. :D

    Shuttle time!!!

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    ortikantortikant Member Posts: 32 Arc User
    sophlogimo wrote: »
    [...]

    I think so as well. Team interaction in ISA is everything no matter how powerful the players are[...]

    It is important, and I would recommend everyone to bring at least TBR to ISA, but "no matter how powerful" is, unfortunately, not true these days. You can just DPS your way through it all without spending a single thought to the mechanics of the nanite spheres and how they spawn, without even understanding what you're doing, just with high FAW damage.

    Exactly. And I've experienced enough runs with players used to dps it, and lacking that needed dps, to ruin the optionals in pugs. Especially when they try an ISA split run, attacking the right when everybody is still busy with the left, and then dying.
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    alexraptorralexraptorr Member Posts: 1,192 Arc User
    ruinthefun wrote: »
    I do not consider the term „carrying“ a team-mate which lacks just 2k for a run to potentially succeed due the overall hit points to melt vs the overall mission timer. Thats on the house when running with me but I can see that others with a more elitist attitude or the chronic habit to split hairs might refer to them as being completely inadequate. It’s just not me but each to his own. :)
    I'm not using it as a term of disparagement. I'm just speaking on a strictly technical level: That if you're not able to perform the basic damage requirements of the mission without someone else to do it for you, you're being carried. If that person attempts the run without others to carry him, maintaining the same level of performance, he fails. Period. That means he's being carried. I'm not saying I mind carrying people, I'm just saying: Those people are being carried. They're not succeeding on their own merits. 10K isn't even adequate to be carried by the rest of the team if everyone operates on that same level, because pulls only 50K total, shy of the 60K (55.55K) needed to pass.

    How people feel about it is wholly irrelevant: The math doesn't care about your feelings.

    Your math is what is wholly irrelevant, as it fails to account for piloting, team coordination and the use of crowd control abilities.

    If one relies on proper teamwork and coordination such as the synchronized destruction of the generators, and using crowd control abilities to keep the wave of nanite spheres away, then it is easily doable with 10k DPS per man.
    Keep in mind, this encounter was built and designed 7 years ago, long before the game was gripped with the excessive power creep we have today.
    There were was no reputation system, there were no reputation or starship traits, Mk X gear was the standard with Mk XII being exclusively obtainable through STF's, and there was no upgrade system, etc etc.

    But sadly most people around these days don't know this and are just drunk on DPS.
    "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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    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited October 2018
    danalee wrote: »
    Oh boy, looks like they messed with advanced of SB1 again. Just ended up in one random with my kling. No problem there with pets now but instead the critters are at -55. :/

    If anybody is curious how a Diamond build plays like on normal when there is nothing broken now is ur chance peeps. :D

    Shuttle time!!!

    lol yep. :)

    Was curious about elite so permade SB1 with hellspawny, danfai and 2 friends. It is also broke. My turrets one shot critters there. Overall run duration was roughly 7 minutes with me doing just shy of 8k DPS. We are all on equal terms here now.
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    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
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    centaurianalphacentaurianalpha Member Posts: 1,150 Arc User
    sophlogimo wrote: »
    In ISA, if your DPS is so high that you kill the cube, the sphere, the nanite generators AND the nanite transformers in less time than the nanite spheres need to even reach the nanite transformer, no teamplay or even thinking of any kind is happening, required or even desirable. That is map-breaking DPS.
    Exactly! Its not even map-breaking DPS, it's potential record-run breaking DPS. I mean come on, soloing a side in ISA is childs play but why leave out all those multiple options to increase your numbers so much further when outsourcing the hot stuff to players taking on a support role.
    sophlogimo wrote: »
    And the fact that the game allows that is why many maps aren't played, to answer the question asked in the OP. Too many players have stopped caring about tactics in favor of ever higher DPS beyond the threshold that the game's content actually supports.
    Yea, I noticed that and agree here as well. So many player just care about thier own DPS via the powerful gear they gather. They could do so much better when learning some minor strategies and game mechanics which benefit others or whole teams. I wonder how many good players are out there by now who could easily dish out 300K instead of just 200k in ISA or even much, much more than that. Instead they sadly run into an invisible wall by stacking the odds aggainst their favor with their team mates.
    sophlogimo wrote: »
    But as I wrote earlier, when the matchmaking works, which it sometimes does, that is not a problem. Those who find fun in that kind of game experience can then have it, without those who have a different, more dramatic and tension-rich game in mind loosing their own flavour of fun.
    I shal cross my fingers for that to happen. Players will get better and improve as it is the nature of this game. If the matchmaking ever works only those handfull of players who don't will be left behind having to tend to the easiest map in game as if it would be some NWS. You know, bringing tractor beam repulsors and all to cope with it. No idea to what point the others will have outgrown by then but oh well. :D

    In any case, I'm glad we understand each other on this one.

    So there it is, and it's not my build or skills that got me an AFK ban. I frequently finish in the op 3 in CCA, I NEVER got an AFK ban until Random TFO's appeared, and I have been playing Advanced queues for the last 5 years. Most of my builds are at or near full Mk. XV status, along with a long list of passive buffs and active enhanced traits, so I can normally pull my share, even when there are obvious noobs in the mission not following the correct tactical path. I'll take the suggestion somewhere above, and do some more tests on Random, but I'm not going to waste my time subsidizing the "rich getting richer" while having my own reputation progress throttled by the fallout... :*
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