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Please Make The Game Just A Tiny Bit Harder

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Imnot sure if everyone will agree with me on this or not.. Im sure there are other posts about this in the archive also, but I thought I would start an Up to date thread on it..

I feel, as does most of my fleet that the game is just a tiny bit too easy right now..

Maybe you could lower the rewards for quests, add in a death penalty ( maybe you could put the crew member vendor back in and any dead crew have to be bought again, this would be a nice money sink as well as deterring people from dying to much, you could have a regen still.. just make the procreation a little less intense).

I am positive that there are other ideas out there as well, possibly better than mine or adding to what ive already thought off. Lets hear them :)

I know that if you lower the skill points rewards for missions, you will also have to alter exploration badges etc to reflect the longerperiods of time spent at that level, also that theres other knock-on effects, but im sure its possible..

You could add in a whole new tutorial for pre-ensign, where you start the game in a runabout.. Do a few things to learn the basics then off you go into the original one where you get your miranda at the end.. possibly 5 grades of cadet in shuttle would suffice..

this would have a double effect, it would increase the gameplay hours till completion, which is currently about 80 i think, or thats the official statement on various interviews. Also it would bring in the "we should start in a runabout" requests and deal with those :)

If you did the runabout idea, you could change the runabout for sale at ds9 to the delta flyer or anything like that..slightly more advanced than the type 2 or whatnot, thats currently there for sale..

If you would like to see the game be a tiny bit harder to level, then put your ideas here.. If you dont want the game harder, then post up some reasons why :)

Thanks for your time.... Tim
Post edited by baddmoonrizin on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I don't think it's just a tiny bit too easy, but just a tiny bit harder would be a step in the right direction ATM.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    At one point in Beta the difficulty was quite hard. There was lots of complaining that it was too tough, so they backed it off again. I imagine most people prefer it this side of things, though I personally preferred it harder (at least in space combat anyway).

    However, in the interests of keep maximum number of ppl subscribed (and therefore more staff/content/investment), they should keep it "easy" to allow everyone to have fun, and not alienate the people who would quit rather than play hard content. One way of avoiding this would be some sort of 'difficulty setting', but its difficult to see how that would be implemented atm.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I see your points..

    Thats why I was shying away from talking about combat etc.. I think the combat difficulty is kinda ok at the moment.. For me its just how fast you level.. Maybe I play to much :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Combat can be fun, but not challenging, and in the few cases when you die, the hp loss has been compressed down to within a few seconds. It is a bit twitchy in combat, not really thinking but reflex.

    But most of the time, there is no real challenge, since having 80% of your firepower AI anyway, how much of the battle do you really effect.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Ah.. it's too easy really. The only time it's really hard is either Admirals showing up unexpectly where they shouldn't, or you screwed up your officer's abilities by replacing them after you promoted them.
    how much of the battle do you really effect.

    Considering I'm one of five people that effectively pull of exploit shots in my away missions, I'm quite effective.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    The Pre-ensign cadet rank would be good i think...it would require a rework of all the skill trees etc tho :S
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Kuomi wrote: »
    However, in the interests of keep maximum number of ppl subscribed (and therefore more staff/content/investment), they should keep it "easy" to allow everyone to have fun, and not alienate the people who would quit rather than play hard content. One way of avoiding this would be some sort of 'difficulty setting', but its difficult to see how that would be implemented atm.


    Personally I think they should leave the difficulty as it is, currently, until they can implement a 'Difficulty Setting'. Then use the current as 'Standard', & have one 'Easier' & on 'Harder' (or two either side).

    What may be easy for one person may be horribly difficult to another. Alienating one to please another is not the way to go.

    For example, I have a horrible time fighting Romulans in Space Fights, their Mogai Escorts can 'turn on a Dime' & in a Cruiser they can sustain fire on one shield & quickly bring it down.

    For those who blaze in, die, come back, die, come back, etc then things may be 'easy', but some of us try 'not' to die.

    In my T4 Cruiser (Galaxy), for the first time, I am actually actively trying to avoid Space Fights. In Exploration Missions, if it turns out to be a Space Combat, I'll most likely leave & drop the mission. Even with 3x +25% Turn Rate Consoles, Space Combat can be painfully long & tough & I've never really been a fan of the Space Combat (I favour the Ground Combat, personally).

    So, to summarize, I say 'Leave the Difficulty' until a Difficulty Slider can be implemented.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Maybe i Worded my post wrong, sorry for that... For me mostly its just how fast you seem to level, not the combat difficulty per say..

    How long did it take you to get your galaxy class?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I miss the closed beta end difficulty....

    It was 'too hard' for many and they whined and complained so it got lowered.

    Its far too easy at the moment, the only way i die is usually because its either 10 levels above me, or im just focused on killing one enemy and ignoring the pounding on my shields...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    cryptic already knows how to do difficulty settings.....they had this feature in COH/COV(city of heros/city of villians). The standard lvl in that game was the lowest or easiest setting, with 5 or 6 higher difficulty settings. Works rather wall too. So it is entirely possible that this could be a feature added in at some point. While I agree is currently easier then it needs too be. You can always fly around in a lower tier ship to make things a little more difficult, ill just deal with it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Personally I think they should leave the difficulty as it is, currently, until they can implement a 'Difficulty Setting'. Then use the current as 'Standard', & have one 'Easier' & on 'Harder' (or two either side).

    This is an MMO, consistency is key.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    The game experience is not the same for everybody. I'm a casual player and i don't play hours and hours to loot good stuffs like a "no-live" do.It's maybe too easy for someone who have a ship with the best equipment available but it's not so easy for someone who fight with basic equipment.

    If you want more difficulty use less powerfull equipment ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Then there should be a death penalty.

    Look, an MMO is based on progression, and if EVERYTHING can be beaten then where is the challenge and inherent "game" aspect of it? If a win is guarunteed, how is it a game?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Death penalty is a MUST and really missing.
    And too much enemies are sitting ducks at the moment, so that 90% of the space battles are dumb and boring.
    It would be a first and good step in the right direction to raise the enemies AI and therefor bring a tactical necessarity and aspect in EACH space battle, without making the enemy ships (e.g. by simply adding hitpoints or shields) "harder"!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I think combat is ok as it is... I think the skillpoint rewards for all the missions etc are too high..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Death penalty is imo NOT a must, provided you increase the difficulty to a level where you have to try and die 30 times before you can finally succeed.

    Recently, we got 5 guys together in the fleet ranging from lvl 14 to 28 and flew to cardassian sector to pick a fight with some Jem H'Dar.

    Enemies were still 6 levels above the lvl 28 guy ... needless to say it was a challenge and it was tremendous fun. The dreadnought in the end got us wondering if we were ever going to complete this encounter.

    We finally managed.

    Afterwards we all agreed that this kind of challenge is what we are all looking for at our own level. Kind of sad that I have to pick a fight with enemies 10 levels above me to get that sense of accomplishment. :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Death penalty is imo NOT a must,

    Ther'es no incentive to save your life then. There's no reason to actually try and stay up outside of DPS.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I agree.... It shouldent be a major death penalty, but something like buying your crew-members back from a starbase or cargo ship.. Lower Regen of dead crew members is needed i think, combined with the option to refill your crew at these locations..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Maybe have a "reserve supply" of crew that will automatically beocme stationed based on AUX power supply until they are gone?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    FreyarH wrote: »
    Ther'es no incentive to save your life then. There's no reason to actually try and stay up outside of DPS.

    How about the incentive to not TRIBBLE up? The incentive to "do it right" and not die? O_o
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Sevok wrote: »
    How about the incentive to not TRIBBLE up? The incentive to "do it right" and not die? O_o

    Because that's not really notable. There's nothing in place to show you did it that way, and in the end the stats won't show a difference between someone who brute-forced their way in, and someone who did it "right".
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    FreyarH wrote: »
    Because that's not really notable. There's nothing in place to show you did it that way, and in the end the stats won't show a difference between someone who brute-forced their way in, and someone who did it "right".

    I know if I TRIBBLE up and died, or if I did it right. I don't give a damn if anyone else knows it. Not that into epeen waving.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Its nice were discussing the death penalty side of things, some good ideas for both sides are coming out here..

    But how do you fell about the skill points rewards for quests? IMO there too high..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Sevok wrote: »
    I know if I TRIBBLE up and died, or if I did it right. I don't give a damn if anyone else knows it. Not that into epeen waving.

    Yet you still get the same gear, same rewards, same Officer Points, same Bridge Officer points. If you excel at it, there ought to be a bonus for doing it "right" or a penalty for doing it "wrong". Otherwise, it's not so much a game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Jezath wrote:
    But how do you fell about the skill points rewards for quests? IMO there too high..

    No. They are not. If you want a game where it takes 6 months to hit max level, play one of the Asian MMOs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    FreyarH wrote: »
    Yet you still get the same gear, same rewards, same Officer Points, same Bridge Officer points. If you excel at it, there ought to be a bonus for doing it "right" or a penalty for doing it "wrong". Otherwise, it's not so much a game.

    Some game rewards come from personal satisfaction... But, clearly, you're not that type of player. We're never going to agree. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    There are a few Zenas Expanse missions even at Rear Admiral 5, with all X green and blue gear that pose quite a bit of challenge. Mainly away missions at 5, but when you start doing Zenas Expanse at Captain 9 or up to Rear Admiral 2, some of the Keldons and larger groups of small ships may pose an Escort a few problems until you max out your gear. The difficulty level seemed to have went from ezmode in the rest of the game (aside from the new Crystalline Entity -- without ramming speed that is) to all out barely winnable without lucky Expose one or two-shot hits. Having 6 of even those little Ensigns coming at you with the dual tetryon cannons is enough to force me to finally use the stack of large Hypospray and Shield Charges I've had since my Commander rank. It should be made to scale better through-out your career, definitely.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Sevok wrote: »
    Some game rewards come from personal satisfaction... But, clearly, you're not that type of player. We're never going to agree. :D

    Maybe. Character progression should be based on how well you play the game. Unfortunately, as is any monkey can make it up there.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    FreyarH wrote: »
    Maybe. Character progression should be based on how well you play the game. Unfortunately, as is any monkey can make it up there.

    I understand what you're saying, but name another Western MMO where that ISN'T true. It's how MMOs work - "time invested = progress".
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    You know, you can always make the game harder by only doing missions above your level.

    I do this my self as fighting +2 enemies is just a bit harder than those easy 0 enemies.
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