Here's our breakdown for death penalty and difficulty slider. We'd really appreciate your feedback on these new features so we can tweak them as they get closer to release.
Death Penalty
If a character is incapacitated, there is a chance of receiving one injury. If any injury occurs, the severity of the injury is determined by chance, modified by the existence of any existing injuries on that character. (The chance of receiving a Major or Critical Injury are increased if the player has already sustained injuries)
The types of Injuries are:
Minor The negative effect of minor injuries is small and only several minor injuries would cause a player to notice a difference in performance
Major - Major injuries feel significant, but the character can continue to function at little performance difference. More than one major injury that modified the same stat would start to affect performance.
Critical - Critical injuries affect character performance. A character can continue and succeed with more than one critical injury, but each critical injury received is costly to treat and will put the character a bit under the potency curve.
Injuries are removed by visiting contacts in the major social hubs or by using an Injury Pack item
Injury Packs come in two types; Regenerators (ground) and Components (space). Each type of pack has three versions, corresponding to the severity of the injury they remove; Minor, Major, Critical. Injury Packs are not available in replicators, but some are available at stores
Difficulty Slider
Players are now able to set their difficulty setting in the options screen or from the episodes tab of the journal UI. Your current difficulty level will also be displayed in various parts of the UI. (Mission tracker, team window, target window)
The available settings are:
Normal STOs default and current setting. If you enjoy STOs difficulty as is continue to play on the Normal difficulty level.
Advanced If you frequently play games and are looking for more of a challenge than STOs default setting choose this difficulty level.
Elite If you are a STO veteran and you want the bragging rights of going against the hardest challenge that STO offers choose this difficulty level.
When teamed it is the Team Leaders difficulty level that is used to determine the difficulty of a map.
A players Difficulty Setting will not affect open maps or persistant maps. (Fleet actions, pvp, ipvp, social maps or deepspace encounters)
A player will only be able to modify their difficulty level when they are on static maps, not on instanced maps. (social maps, sector space)
With greater risk come greater rewards. Playing on higher difficulty levels will grant more rewards from critters than the lower difficulty settings.
Glad there isn't an easier than normal difficulty setting. Glad that the death penalty isn't optional, or overwhelming. Very good changes . . . I may start playing more often if these new and improved features are added.
I thought Friday was "Bad" news day. Glad to see some good news out for once.
This sounds good. It will be interesting to see it in action. I especially like the fact that there will be greater rewards for greater difficulty settings.
I for one don't appreciate the DP. I'm not a talented player, I don't belong to a fleet and I don't like the fact that I'm being penalized for being a crappy solo player.
Thanks a lot to all those pro MMO players for making me feel more inadequate at playing than I already am. :mad:
If I'm not mistaken, the difficulty slider and the death penalty will be tied together somehow (though I could be mistaken )
I would expect that since there are three injury categories and three slider settings each progressive difficulty level will result in more injuries from a matching injury level.
Having to carry special items or travel to a specific place just to remove a injury is a bad idea. Now if we had a sickbay and could simply beam up to our ship to receive medical attention. I would consider that a good thing. Its still inconvenient but not as much as this.
I would expect that since there are three injury categories and three slider settings each progressive difficulty level will result in more injuries from a matching injury level.
The first point on the DP in the OP seems to not agree with you
The first point on the DP in the OP seems to not agree with you
I see what you are saying, but the DP description doesn't mention the level of your opponent. I assume the higher the enemy the more damage (thus the greater the injury level). So setting the difficulty level higher should still result in greater injury levels even though chance is involved.
I see what you are saying, but the DP description doesn't mention the level of your opponent. I assume the higher the enemy the more damage (thus the greater the injury level). So setting the difficulty level higher should still result in a greater difficulty level even though chance is involved.
Here's our breakdown for death penalty and difficulty slider. We'd really appreciate your feedback on these new features so we can tweak them as they get closer to release.
I'm still thinking. Generally, I'm flat-out against a death penalty myself and have nothing nice to say about it.
My intial reaction, however, is if you are going to 'encourage' me carry more consumables, please extend bank by one column and inventory by one row (~six slots) please. Just add it at the very beginning and then add on to both while leveling as normal.
My rationale is that any "all of the above" player (PVP, PVE, Raids) is going to be carrying a cargo hull full of goodies as it is (Batteries, alternate weapons loadouts, raid consumables, alternate raid gear, crafting materials, Aid Planet resources, leaving about 10 boxes already full of drops). I don't believe the intent of the death penalty while I'm in a raid is to force me to drop out and return all the way back to Earth (or whatever) in order to get it cleared, resulting in a good 20 minutes of wasted time each time one's kill count gets too high or having to drop the raid as a whole.
why not add another device slot just for these items on your ship and character? Be able to stack 5 times or what ever, and keep anymore you have in the bank.
Interesting, as soon as I read this update and went to go hop on to Tribble, I notice that my option to select the Tribble test server is missing from my launcher...
I for one don't appreciate the DP. I'm not a talented player, I don't belong to a fleet and I don't like the fact that I'm being penalized for being a crappy solo player.
Thanks a lot to all those pro MMO players for making me feel more inadequate at playing than I already am. :mad:
I would suggest going to Tribble and testing it out and leave/post comments in the Tribble Forums here. Tell your friends who also think along the lines that you do. You HAVE to get your voices heard on this. Test it.
Injures sound good though naturally we'll need to see them in action. IMO minor injuries that can be largely ignored are subpar. Though a minor injuries shouldn't severely disable you it should have some noticable affect.
Also you were rather vague on what injures actually do. What skill debuffs/general debuffs do we actually get to "feel." How will the player *actually* be affected by their injuries.
When you say that a player who has recieved an injury is more liable to get another is that only when you die *with* an injury or something that is forever?
As in Cpt. Joe dies, gets a minor injury then dies again before curing it thereby getting another injury.
Or that PLUS after Cpt. Joe heals himself he is still more liable to get injuries when he dies than Cpt. Awesome who's never once died?
Having to carry special items or travel to a specific place just to remove a injury is a bad idea. Now if we had a sickbay and could simply beam up to our ship to receive medical attention. I would consider that a good thing. Its still inconvenient but not as much as this.
Probably some other better ideas out there.
Yes, because all that tribble food is essential gear to be carrying around with you.
I'd reckon that sickbays will receive this functionality once they're, you know, designed and implemented in-game during Season 2.
Interesting, as soon as I read this update and went to go hop on to Tribble, I notice that my option to select the Tribble test server is missing from my launcher...
They pulled it down for about an hour after the Dev/Player PVP tests were finished.
It should be back up in slightly less than an hour if all goes well.
why not add another device slot just for these items on your ship and character? Be able to stack 5 times or what ever, and keep anymore you have in the bank.
If I read correctly, you will have three types of severity for ground, and then another for space, requiring a different "Crit Pack" for each, a total of six slots. I think extending my "backpack" six slots to accomodate one stack of each is a reasonable request.
I'd reckon that sickbays will receive this functionality once they're, you know, designed and implemented in-game during Season 2.
I'd be less against the death penalty if they had options like this in game. Be even better if they attached some sort of mini-game to sickbay and engineering on your ship to heal crew/remove damage.
Would give a real purpose to ship interiors. But the option to go back to starbase or use kits would still be available to those who didn't want to deal with it.
If I read correctly, you will have three types of severity for ground, and then another for space, requiring a different "Crit Pack" for each, a total of six slots. I think extending my "backpack" six slots to accomodate one stack of each is a reasonable request.
ah yea I forgot about the multiple items to cure different levels of injury
I would suggest going to Tribble and testing it out and leave/post comments in the Tribble Forums here. Tell your friends who also think along the lines that you do. You HAVE to get your voices heard on this. Test it.
Just out of curiosity, what exactly is the point of this death penalty?
Because it looks like it just forces players to carry around a bunch of magic potions to quaff sometimes when they die.
If the player doesn't have the potions on hand, they have to spend time flying somewhere to get them, which sounds like a time penalty, something I could have sworn Craig said the devs were trying to steer around [while conveniently side-stepping the fact that interruption of play was already the main penalty applied to players upon death in STO].
If they do have the potions, they click the appriopriate icon and the debuff goes away.
It sounds like annoying busy-work to me at best, at worst it will reduce the chance that I would ever consider helping another player stay alive upon warping into a DSE to zero [depending on the availability of the critical packs].
Also, remember all those times in your Tier 2 Cruiser when you were eyeballing the one DSE boss squad that wasn't camping the warp-in point? The big boss squad that was a couple levels + to your shiny new cruiser and Tough? You'd look at the one other player who was with you, and then steer toward the mob to see if they followed suit, and then...BAM! Snausages. Say goodbye to those moments.
Or just make sure you have your magic potions handy...
On a less strident note: kudos on the difficulty slider? Maybe now I'll actually die to something other than my cat or this mortal cages insufferable need to pee. Then I can come back here and cry about the death penalty some more! :rolleyes:
hmm. I already have 6 rows of consumable items in my inventory (hypo's, shield charges, batteries etc) how about making all these things stack higher than x5? with these new healing packs.... 3 for both ground and space, i'm going to have no invetory space left.
batteries / hypo's etc need to stack in 30x or something.
Here's our breakdown for death penalty and difficulty slider. We'd really appreciate your feedback on these new features so we can tweak them as they get closer to release.
Death Penalty
If a character is incapacitated, there is a chance of receiving one injury. If any injury occurs, the severity of the injury is determined by chance, modified by the existence of any existing injuries on that character. (The chance of receiving a Major or Critical Injury are increased if the player has already sustained injuries)
The types of Injuries are:
Minor The negative effect of minor injuries is small and only several minor injuries would cause a player to notice a difference in performance
Major - Major injuries feel significant, but the character can continue to function at little performance difference. More than one major injury that modified the same stat would start to affect performance.
Critical - Critical injuries affect character performance. A character can continue and succeed with more than one critical injury, but each critical injury received is costly to treat and will put the character a bit under the potency curve.
Injuries are removed by visiting contacts in the major social hubs or by using an Injury Pack item
Injury Packs come in two types; Regenerators (ground) and Components (space). Each type of pack has three versions, corresponding to the severity of the injury they remove; Minor, Major, Critical. Injury Packs are not available in replicators, but some are available at stores
Difficulty Slider
Players are now able to set their difficulty setting in the options screen or from the episodes tab of the journal UI. Your current difficulty level will also be displayed in various parts of the UI. (Mission tracker, team window, target window)
The available settings are:
Normal STOs default and current setting. If you enjoy STOs difficulty as is continue to play on the Normal difficulty level.
Advanced If you frequently play games and are looking for more of a challenge than STOs default setting choose this difficulty level.
Elite If you are a STO veteran and you want the bragging rights of going against the hardest challenge that STO offers choose this difficulty level.
When teamed it is the Team Leaders difficulty level that is used to determine the difficulty of a map.
A players Difficulty Setting will not affect open maps or persistant maps. (Fleet actions, pvp, ipvp, social maps or deepspace encounters)
A player will only be able to modify their difficulty level when they are on static maps, not on instanced maps. (social maps, sector space)
With greater risk come greater rewards. Playing on higher difficulty levels will grant more rewards from critters than the lower difficulty settings.
Could you pls clarify, in which way the ELITE-Setting will be working:
- more foes or the same amount of foes but just harder?
- in which way harder: more HP, better shields, better weapons?
- harder through better AI?
- or just the Difficulty Setting from the last long weekend of Closed Beta? Which i would prefer cuz that was a perfect setting for good pilots :rolleyes:
Thy for the answer and many thanks for inventing those slider!!!
You saved the day and my subscription fee :cool:
Just out of curiosity, what exactly is the point of this death penalty?
Because it looks like it just forces players to carry around a bunch of magic potions to quaff sometimes when they die.
I am generally pro-DP. However, you have a very good point here. If avoiding the DP is a matter of carrying around "potions" (*vomit*, but your analogy is so apt), then all you've added is busy work. It negates any benefit from the added dramatic tension of being impaired. I suppose this is their way of making the DP optional? So if you don't want to partake in the DP system, you spend the EC to keep a stock of potions? It seems to me this penalizes those that don't want to participate.
In any case, the health pack system has got to go. As was discussed earlier, this would be better as an option to the difficulty slider. I'll happily take that.
Comments
Glad there isn't an easier than normal difficulty setting. Glad that the death penalty isn't optional, or overwhelming. Very good changes . . . I may start playing more often if these new and improved features are added.
I thought Friday was "Bad" news day. Glad to see some good news out for once.
By the sounds of it and my experience on Tribble . . . they are not tied in.
gah! I've been lied to
Thanks a lot to all those pro MMO players for making me feel more inadequate at playing than I already am. :mad:
Probably some other better ideas out there.
The first point on the DP in the OP seems to not agree with you
Note: Edited to clarify last sentence.
ahh I see your point
My intial reaction, however, is if you are going to 'encourage' me carry more consumables, please extend bank by one column and inventory by one row (~six slots) please. Just add it at the very beginning and then add on to both while leveling as normal.
My rationale is that any "all of the above" player (PVP, PVE, Raids) is going to be carrying a cargo hull full of goodies as it is (Batteries, alternate weapons loadouts, raid consumables, alternate raid gear, crafting materials, Aid Planet resources, leaving about 10 boxes already full of drops). I don't believe the intent of the death penalty while I'm in a raid is to force me to drop out and return all the way back to Earth (or whatever) in order to get it cleared, resulting in a good 20 minutes of wasted time each time one's kill count gets too high or having to drop the raid as a whole.
I would suggest going to Tribble and testing it out and leave/post comments in the Tribble Forums here. Tell your friends who also think along the lines that you do. You HAVE to get your voices heard on this. Test it.
Injures sound good though naturally we'll need to see them in action. IMO minor injuries that can be largely ignored are subpar. Though a minor injuries shouldn't severely disable you it should have some noticable affect.
Also you were rather vague on what injures actually do. What skill debuffs/general debuffs do we actually get to "feel." How will the player *actually* be affected by their injuries.
When you say that a player who has recieved an injury is more liable to get another is that only when you die *with* an injury or something that is forever?
As in Cpt. Joe dies, gets a minor injury then dies again before curing it thereby getting another injury.
Or that PLUS after Cpt. Joe heals himself he is still more liable to get injuries when he dies than Cpt. Awesome who's never once died?
Yes, because all that tribble food is essential gear to be carrying around with you.
I'd reckon that sickbays will receive this functionality once they're, you know, designed and implemented in-game during Season 2.
They pulled it down for about an hour after the Dev/Player PVP tests were finished.
It should be back up in slightly less than an hour if all goes well.
If I read correctly, you will have three types of severity for ground, and then another for space, requiring a different "Crit Pack" for each, a total of six slots. I think extending my "backpack" six slots to accomodate one stack of each is a reasonable request.
I'd be less against the death penalty if they had options like this in game. Be even better if they attached some sort of mini-game to sickbay and engineering on your ship to heal crew/remove damage.
Would give a real purpose to ship interiors. But the option to go back to starbase or use kits would still be available to those who didn't want to deal with it.
ah yea I forgot about the multiple items to cure different levels of injury
You are correct. I will.
Because it looks like it just forces players to carry around a bunch of magic potions to quaff sometimes when they die.
If the player doesn't have the potions on hand, they have to spend time flying somewhere to get them, which sounds like a time penalty, something I could have sworn Craig said the devs were trying to steer around [while conveniently side-stepping the fact that interruption of play was already the main penalty applied to players upon death in STO].
If they do have the potions, they click the appriopriate icon and the debuff goes away.
It sounds like annoying busy-work to me at best, at worst it will reduce the chance that I would ever consider helping another player stay alive upon warping into a DSE to zero [depending on the availability of the critical packs].
Also, remember all those times in your Tier 2 Cruiser when you were eyeballing the one DSE boss squad that wasn't camping the warp-in point? The big boss squad that was a couple levels + to your shiny new cruiser and Tough? You'd look at the one other player who was with you, and then steer toward the mob to see if they followed suit, and then...BAM! Snausages. Say goodbye to those moments.
Or just make sure you have your magic potions handy...
On a less strident note: kudos on the difficulty slider? Maybe now I'll actually die to something other than my cat or this mortal cages insufferable need to pee. Then I can come back here and cry about the death penalty some more! :rolleyes:
batteries / hypo's etc need to stack in 30x or something.
Finally...
Could you pls clarify, in which way the ELITE-Setting will be working:
- more foes or the same amount of foes but just harder?
- in which way harder: more HP, better shields, better weapons?
- harder through better AI?
- or just the Difficulty Setting from the last long weekend of Closed Beta? Which i would prefer cuz that was a perfect setting for good pilots :rolleyes:
Thy for the answer and many thanks for inventing those slider!!!
You saved the day and my subscription fee :cool:
I am generally pro-DP. However, you have a very good point here. If avoiding the DP is a matter of carrying around "potions" (*vomit*, but your analogy is so apt), then all you've added is busy work. It negates any benefit from the added dramatic tension of being impaired. I suppose this is their way of making the DP optional? So if you don't want to partake in the DP system, you spend the EC to keep a stock of potions? It seems to me this penalizes those that don't want to participate.
In any case, the health pack system has got to go. As was discussed earlier, this would be better as an option to the difficulty slider. I'll happily take that.