I just did the Starbase 24 ground part last night and I noticed that all the mobs now respawn constantly to the point when it was not even funny for a Lt4 mission.
Is there a real reason why this change was deemed necesary? I also do not recall seeing this change mentioned in any patch notes. Do we really need more of this awful mechanic all over the place now?
There are not enough people in fleet actions so I implore you tone down the respawn time or be done with it completly because the tedium is putting people off !!!
Seriously this is Star Trek not bleeding Starship Troopers to be cutting through a sea of enemies....
It may have been bugged. I've been noticing that after this latest patch on Holodeck everything is broken that I try to do. The Cure was broken. The second the borg beamed in, progress bar went to 0 on the transformers. I was listening in on Vent while my brother attempted Terradome. They were getting locked in kneeling positions, cameras were spinning around, weapons stopped firing, people stopped moving.
Sometimes I wonder how these things get patched Live. There is a test server with much feedback on it. I guess it is more important to hit a deadline with a faulty product than to take the time and do it right. Hopefully this is just Cryptic teaching the WoWTards to not complain when deadlines are missed in favor of correctly implemented content. I hope this level of quality changes soon.
I did SB24 for the first time yesterday, so I figured it was supposed to be that way. But I was Lt8, so it was a little more manageable. Guess you learn something new.
Sometimes I wonder how these things get patched Live.
I belive i might be able to answer that: There is only a small percentage of players testing on tribble, and even fewer testing the STF and Fleet Action missions.
So the bugs that are discovered are actually just a small percentage of possible bugs, as only a small percentage of possible team/gear combinations are tested.
Thats funny, did it last night on my new science officer who I think was LT5 and was thinking the same thing. Was just me and my away team and still was missing an officer so had a security scrub with me. And the first attempt I did I got smeared thinking it was going to be like any other instance where you just bull rush through it with no strategy. But after the first smearing I thought "Ok guess I'm going to have to work for this" and then was fine after that. Just got to keep moving, had to actually heal some of my officers, and not linger and agro mobs behind you that you already killed once. Had to actually rez a few of my peeps since I had one crappy med tricorder heal since powers are a minimum at that level.
I belive i might be able to answer that: There is only a small percentage of players testing on tribble, and even fewer testing the STF and Fleet Action missions.
So the bugs that are discovered are actually just a small percentage of possible bugs, as only a small percentage of possible team/gear combinations are tested.
No thats not it. I reported many of the problems on previous patches that made it on live. They just didnt do it hoping to mop up later same as with the whole game really.
Thats funny, did it last night on my new science officer who I think was LT5 and was thinking the same thing. Was just me and my away team and still was missing an officer so had a security scrub with me. And the first attempt I did I got smeared thinking it was going to be like any other instance where you just bull rush through it with no strategy. But after the first smearing I thought "Ok guess I'm going to have to work for this" and then was fine after that. Just got to keep moving, had to actually heal some of my officers, and not linger and agro mobs behind you that you already killed once. Had to actually rez a few of my peeps since I had one crappy med tricorder heal since powers are a minimum at that level.
Was kind of fun actually.
By the time I killed one group another had spawn right next to me and all over me until I was beeing attacked from all sides. Sorry to ay but the only place that worked was on full teamed players in fleet actions and not a single players mission where you rely on mentally challenged Boffs to carry you through. For a Lt4 to have to deal with OP swordmasters and ammunition officers who already could wipe my entire teams shields in one sweep, it was complete overkill for them to spawn even before I managed to heal or revive any fallen crew.
I do not know what exactly makes it fun for you, but some people also like to get abused and tied up. Guess I dont like my game to be "kinky"...:rolleyes:
By the time I killed one group another had spawn right next to me and all over me until I was beeing attacked from all sides. Sorry to ay but the only place that worked was on full teamed players in fleet actions and not a single players mission where you rely on mentally challenged Boffs to carry you through. For a Lt4 to have to deal with OP swordmasters and ammunition officers who already could wipe my entire teams shields in one sweep, it was complete overkill for them to spawn even before I managed to heal or revive any fallen crew.
I do not know what exactly makes it fun for you, but some people also like to get abused and tied up. Guess I dont like my game to be "kinky"...:rolleyes:
The only part where they kept spawning right on top of me was the very beginning. To get through that I kept my team on passive and let those NPC security guys get all the agro after the first time I killed them. And just bypassed that part without getting agro. After that it wasn't as clustered as that part. I still had some reagro behind me on occasion but as long as I kept advancing it wasn't to bad. Usually there is one swordmaster or ammunition guy to a group. Would use Weapon malfunction on them that my Engineer Boff has and kill them first. It took a few tries but wasn't impossible.
Yes, I'm leveling up a new Fed and this happened at Starbase 24 but only the first spawn (where you have SF NPCs helping). Also, whatever the ground mission is where you meet up with Miral Paris for the first time had a similar issue - the mobs fighting the colonists (the ones not protecting mission objective locations; the bombs) were constantly and almost immediately respawning. It took some time before I could get far enough away so my BOFs and Ms. Paris would not engage and I could move on with the mission.
It's been like that since I came back after the first big patch. They respawn and they respawn quick. There is hardly a spot you can stop to go for a pee.
I was levelling a new toon and beamed down. Thought "bathroom first" and came back to find myself dead. ( the first time I had ever died outside of a space fleet mission ) and I was quite grumbly about it.
The only part where they kept spawning right on top of me was the very beginning. To get through that I kept my team on passive and let those NPC security guys get all the agro after the first time I killed them. And just bypassed that part without getting agro. After that it wasn't as clustered as that part. I still had some reagro behind me on occasion but as long as I kept advancing it wasn't to bad. Usually there is one swordmaster or ammunition guy to a group. Would use Weapon malfunction on them that my Engineer Boff has and kill them first. It took a few tries but wasn't impossible.
I am not posting this because I could not do it (I actually did just that and finished the mission myself) but because it was hardly enjoyable or necessary for that level if nothing else.
Yesterday I did the mission "Stop the signal" on adavanced diffeculty and found that the Tethys Dread and its infinite frigate spawn killed all the NPCs despite the fact I tried both killing only the smaller ships allowing the bigger to fire on the Tethys, and focus firing the Dread instead to see if that was the fault the first time. Unless I returned difficulty to normal (where the klingons wiped the florr with species 8472) I would not be able to finish the mission. I start to wonder how many other points in the game have been made equally frustrating or nigh impossible because no one thought to check on the infonite spawn mechanic and its effects on the mission script.
Really need to get rid of that mechanic. Instead the can have a number of "waves" like other games do.
I'm going to toss in my "i noticed it too" the other day. Usually I stop a second after each group to let shields charge and tribbles to get petted, but the spawns were near constant so I had to run and gun through most of it.
While it was manageable at times, the BO's were aggroing mobs that I wasn't trying to attract. >.<
Comments
Sometimes I wonder how these things get patched Live. There is a test server with much feedback on it. I guess it is more important to hit a deadline with a faulty product than to take the time and do it right. Hopefully this is just Cryptic teaching the WoWTards to not complain when deadlines are missed in favor of correctly implemented content. I hope this level of quality changes soon.
I belive i might be able to answer that: There is only a small percentage of players testing on tribble, and even fewer testing the STF and Fleet Action missions.
So the bugs that are discovered are actually just a small percentage of possible bugs, as only a small percentage of possible team/gear combinations are tested.
Was kind of fun actually.
No thats not it. I reported many of the problems on previous patches that made it on live. They just didnt do it hoping to mop up later same as with the whole game really.
By the time I killed one group another had spawn right next to me and all over me until I was beeing attacked from all sides. Sorry to ay but the only place that worked was on full teamed players in fleet actions and not a single players mission where you rely on mentally challenged Boffs to carry you through. For a Lt4 to have to deal with OP swordmasters and ammunition officers who already could wipe my entire teams shields in one sweep, it was complete overkill for them to spawn even before I managed to heal or revive any fallen crew.
I do not know what exactly makes it fun for you, but some people also like to get abused and tied up. Guess I dont like my game to be "kinky"...:rolleyes:
The only part where they kept spawning right on top of me was the very beginning. To get through that I kept my team on passive and let those NPC security guys get all the agro after the first time I killed them. And just bypassed that part without getting agro. After that it wasn't as clustered as that part. I still had some reagro behind me on occasion but as long as I kept advancing it wasn't to bad. Usually there is one swordmaster or ammunition guy to a group. Would use Weapon malfunction on them that my Engineer Boff has and kill them first. It took a few tries but wasn't impossible.
I was levelling a new toon and beamed down. Thought "bathroom first" and came back to find myself dead. ( the first time I had ever died outside of a space fleet mission ) and I was quite grumbly about it.
I am not posting this because I could not do it (I actually did just that and finished the mission myself) but because it was hardly enjoyable or necessary for that level if nothing else.
Yesterday I did the mission "Stop the signal" on adavanced diffeculty and found that the Tethys Dread and its infinite frigate spawn killed all the NPCs despite the fact I tried both killing only the smaller ships allowing the bigger to fire on the Tethys, and focus firing the Dread instead to see if that was the fault the first time. Unless I returned difficulty to normal (where the klingons wiped the florr with species 8472) I would not be able to finish the mission. I start to wonder how many other points in the game have been made equally frustrating or nigh impossible because no one thought to check on the infonite spawn mechanic and its effects on the mission script.
Really need to get rid of that mechanic. Instead the can have a number of "waves" like other games do.
While it was manageable at times, the BO's were aggroing mobs that I wasn't trying to attract. >.<
/10char