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How would you design a Special Task Force?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Introduction:
While the Special Task Forces prove to be some of the most challenging content in the game, there are some areas the players are frequently discontented with.

This thread is designed not so much as feedback to any particular STF but rather gather what players enjoy about STF, raiding, dungeon experiences in other games.

From those experiences, we'll look at features players like (or would like) to see in high-end Special Task Force content.

Discussion Prompts:

  • Most fun encounter(s) (and why) in current STFs?
  • Least fun encounter(s) (and why) in current STFs?

  • Most fun ecounter(s) (and why) in another MMO?
  • Least fun ecounter(s) (and why) in another MMO?

  • What feature or gimmick would you put in a new STF?
Example responses: (my responses aren't very good - you can do better!) :)
Most fun encounter(s) (and why) in current STFs
Terradome's noncombat animation tell. While it is less enjoyable after repeated attempts, it is quite inventive. Whereas many end-game encounters involve looking for animations tell while in combat, these animations spare you from fighting.
Least fun encounter(s) (and why) in current STFs?
Zergrushes. This term denotes a swarm of enemies - none of whom are challenging alone but wave after wave prove frustrating. They're a huge part of most of the released content. I know of groups that do speed runs by simply ignoring these mobs and heading to the next checkpoint.
Most fun ecounter(s) (and why) in another MMO?
The Sleeper (EQ). This was a massive boss and one that required a great many players. Another unique feature was that the sleeper could only defeat once per server (unless there was a reset).
Another great memory is either the Tempest Spine or Vault of Night/Red Dragon raids in DDO. The former required interesting puzzle mechanics involving objects held - the latter had an involving attacks and means of bringing defenses down (take down protection objects, pay attention to AoE attacks).
Least fun ecounter(s) (and why) in another MMO?
Serpentshrine Cavern (WoW). Unimaginative enemy design, way out-of-the-way (meaning PUGs were out of the question).
What feature or gimmick would you put in a new STF?
I'd love to see an incredibly hard boss fight that requires fleets to complete. New tech would need to be developed to allow groups greater than 5 to form but each fireteam could handle a different objective during the encounter (for example, one 5-person team guards an NPC, another attacks a bosss, while a third has to active devices.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I have little experience with dungeons in other games and I have not done the task forces because for many reason they dont appeal to me. I have seen the walk through videos and read about them and jumping around, coordinating attacks, timers and puzzles dont interest me in a team mechanic, i also dont want to play for 5 or 6 hours in a row. so ill just put down how i would like to see them done.

    I would be happy to attempt the current task force episodes if they could be soloed. I dont have a problem with them being long, tough or filled with puzzles as long as i cant attempt it in my own time without having to worry about other people. I dont want people dropping out half way or even the guilt of having to drop out on other people myself. i like casual teaming not be reliant on others or having to spend ages coordinating attacks, but if i can do it own my own then i would be happy to try them.

    If they have to be kept as teams i would like the difficulty slider to come into it. Have the three setting. Have the normal difficulty be slightly harder than it would be for a story mission but still pretty easy, with no timers, or lockouts etc. Have the Elite as they are now for those that enjoy them and have the advanced setting somewhere in between. I have heard there are lots of zerging so id reduce the number of enemies and just have a few battles that are really tough rather than hundreds of weaker enemies

    Id like to see them bigger so that 10 or twenty people can do them. That would make it slightly easier for people as a larger group means that weaker players or people that dont like the complex puzzles can 'hang back' so to speak and let the more experienced players do the really tricky bits.

    I would put some task forces in at lower levels and gradually increase the complexity, so the level 10 ones are super easy, level 20 ones slightly harder etc to at least get players used to them. the jump from the story missions to task forces in difficulty is a big leap so let players grow accustom to them.

    i hear the task forces are mostly ground, so i would probably do more space or even have complete space task forces as i find space more fun.

    i would probably arrange it like story episodes with 3 or 4 parts so that they can be completed in multiple stages, again to bring it into line with the more casual nature of the game.

    Many people are missing out on task forces and even though they are designed for teams and designed to be tough i do feel that they are missing an opportunity to get more players interested by only appealing to a select few people
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