test content
What is the Arc Client?
Install Arc

Disable Runspeed Boosts at The Fast and the Flurrious (except Frosted Boots)

13»

Comments

  • anodynesanodynes Member Posts: 1,999 Arc User
    In previous years, lots of things that could boost run speed were disabled. That was the idea, that players shouldn't get an unfair advantage over others. Skill was supposed to matter, as it should in any race.

    This isn't true at all. Nothing was ever disabled that enhanced run speed. In the first year, the only things that existed that boosted run speed were the Sprint ability and the Frosted Boots, and both were usable. Over the years we've had Cpunter-Command Armor, various reputation traits, at least one lockbox trait, a tribble or two, crafted weapons with [Run] modifier, the fleet buff and Endeavor perks added for everyone, and playable Jem'Hadar, who could use the already-existing Ketracel White buff. None of those were ever disabled, either. It's literally always been a free-for-all.
    This is an MMO, not a Star Trek episode simulator. That would make for a terrible game.
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 5,051 Arc User
    > @skk1701j said:

    > And how often did you get first or second against 5+?

    Probably 1/3 of the races that toon has done, because I am smart enough to find another instance.

    And this counts as skill. Would you like an explanation of how to change instances, skk?

    There is in fact a lot of skill involved in the F&F race. Getting through the corners is 100% skill; no equipment or trait or anything helps you there. But it's a matter of practice. When you've run this race 150+ times over the course of 9 years, as I have, you learn a little about how to manage the corners.

    But if course those that want everything for free don't want to hear about practice, or persistence, or patience.

    Why do people keep saying that corners are a problem?

    If you'd jump the entire race, you wouldn't have to worry about the slippery track and the corners at all. And this is why speed boosts are unfair: because everyone can jump, but not everyone can jump as fast as everyone else. Nor will they ever be able to do so if they're not Jem'Hadar or Caitians for example.

    Even if it were true that taking those corners required any sort of skill, it doesn't have any relevance in the discussion about the advantages players can get from speed boosts. Everyone needs to take those corners, but on the straight parts of the track you still get an advantage with all sorts of speed boosts.

    When you have two equally skilled players, the one without the speed boosts is always going to lose to the player with those boosts. It's that simple because the track is the same for both players so the existence of those corners is not relevant at all.

    To argue otherwise is like saying that it's not relevant that one participant in a race is driving a car while another one is walking, just because there are some corners in the track that both the car and the pedestrian can take just as easily. It makes no sense whatsoever and it does not in any way refute the claim that the participant in the car benefits from its ability to achieve higher speeds.

    I'm not JH or Caitian or Ferasan, and I don't BH. Lord, I despise bunnyhoppers.

    So, how long you going to keep beating this dead horse? Are you not getting your daily fix of self-righteous outrage on Twitter?
    Sooner or later, you are going to realize that this "cancel culture" nonsense doesn't fly in STO, I'm sure...

    Lol what the hell are you talking about?
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 5,051 Arc User
    anodynes wrote: »
    In previous years, lots of things that could boost run speed were disabled. That was the idea, that players shouldn't get an unfair advantage over others. Skill was supposed to matter, as it should in any race.

    This isn't true at all. Nothing was ever disabled that enhanced run speed. In the first year, the only things that existed that boosted run speed were the Sprint ability and the Frosted Boots, and both were usable. Over the years we've had Cpunter-Command Armor, various reputation traits, at least one lockbox trait, a tribble or two, crafted weapons with [Run] modifier, the fleet buff and Endeavor perks added for everyone, and playable Jem'Hadar, who could use the already-existing Ketracel White buff. None of those were ever disabled, either. It's literally always been a free-for-all.

    See my previous post.
  • chastity1337chastity1337 Member Posts: 1,608 Arc User
    anodynes wrote: »
    In previous years, lots of things that could boost run speed were disabled. That was the idea, that players shouldn't get an unfair advantage over others. Skill was supposed to matter, as it should in any race.

    This isn't true at all. Nothing was ever disabled that enhanced run speed. In the first year, the only things that existed that boosted run speed were the Sprint ability and the Frosted Boots, and both were usable. Over the years we've had Cpunter-Command Armor, various reputation traits, at least one lockbox trait, a tribble or two, crafted weapons with [Run] modifier, the fleet buff and Endeavor perks added for everyone, and playable Jem'Hadar, who could use the already-existing Ketracel White buff. None of those were ever disabled, either. It's literally always been a free-for-all.

    This, exactly. He thinks that because all normal captain abilities are disabled, this somehow bolsters his argument, but he's grasping at straws.

  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 5,051 Arc User
    anodynes wrote: »
    In previous years, lots of things that could boost run speed were disabled. That was the idea, that players shouldn't get an unfair advantage over others. Skill was supposed to matter, as it should in any race.

    This isn't true at all. Nothing was ever disabled that enhanced run speed. In the first year, the only things that existed that boosted run speed were the Sprint ability and the Frosted Boots, and both were usable. Over the years we've had Cpunter-Command Armor, various reputation traits, at least one lockbox trait, a tribble or two, crafted weapons with [Run] modifier, the fleet buff and Endeavor perks added for everyone, and playable Jem'Hadar, who could use the already-existing Ketracel White buff. None of those were ever disabled, either. It's literally always been a free-for-all.

    This, exactly. He thinks that because all normal captain abilities are disabled, this somehow bolsters his argument, but he's grasping at straws.

    Alright, for you too then: see my previous post.

    Yeah, 'he' had already answered it.
This discussion has been closed.