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Fore go PvE updates, PvP needs MASSIVE work

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited June 2010 in PvP Gameplay
There is nothing left, to do.

You read that right. Many people hit the PvE level cap of 45 within three days of head start. Many people got their max level Mark X pvp gear not long after that thanks to Dailies.

Now what? We have no league or ladder system. So any sort of ranking is not there, thus making current pvp simply a deathmatch style gameplay where you just play it, and thats it. Winning a match has no big reward, losing a match has no real consequence.

And thats just space combat. ground combat STILL needs massive fixes, too easy to hold players, too easy to perma-hold players, too easy to stun or perma-stun players, queues don't auto balance, arranging a team vs team round can be done but it is tedious and often doesn't work. Combat is capped out at what, 5vs5? Shanty Town was a nice change of pace but.. until the bugs themselves are fixed.

Season 2 seems to be mostly fixes but, where are the additions? Where is a ladder, league or ranking system for PvP? Where is the ability to challenge a Fleet to a Fleet vs Fleet fight? Or dare we dream, an open pvp sector for all factions?
Post edited by Unknown User on

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    mavgeek wrote: »
    There is nothing left, to do.

    You read that right. Many people hit the PvE level cap of 45 within three days of head start. Many people got their max level Mark X pvp gear not long after that thanks to Dailies.

    Now what? We have no league or ladder system. So any sort of ranking is not there, thus making current pvp simply a deathmatch style gameplay where you just play it, and thats it. Winning a match has no big reward, losing a match has no real consequence.

    And thats just space combat. ground combat STILL needs massive fixes, too easy to hold players, too easy to perma-hold players, too easy to stun or perma-stun players, queues don't auto balance, arranging a team vs team round can be done but it is tedious and often doesn't work. Combat is capped out at what, 5vs5? Shanty Town was a nice change of pace but.. until the bugs themselves are fixed.

    Season 2 seems to be mostly fixes but, where are the additions? Where is a ladder, league or ranking system for PvP? Where is the ability to challenge a Fleet to a Fleet vs Fleet fight? Or dare we dream, an open pvp sector for all factions?

    Well, have fun expecting fundamental changes for the PvP people, I recon it will take some time. First we're all going to roll PvP Romulans and enjoy the announced FvKvR matches which will take eternal to que up.

    The topic of ladders, etc is good, some companies recognized the value for business, like with Battlefield 2142. The ammount of people who play only or partly because of statistics was always amazing to me. However I doubt that Cryptic has that ammount of cash for such an undertaking. Therefore I believe we will never see it done by Cryptic, or at least not in the next 5 years. Maybe someone will make a private stat server but the lack of the official Cryptic stamp will make it a partly fail.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    mavgeek wrote: »
    Season 2 seems to be mostly fixes but, where are the additions?
    I'd read the notes for Season 2. It's mostly additions, not fixes. :rolleyes:
    Where is a ladder, league or ranking system for PvP?
    Zinc said either 2.x or Season 3 will introduce leaderboards based on statistics they've been tracking on players since launch.
    Where is the ability to challenge a Fleet to a Fleet vs Fleet fight? Or dare we dream, an open pvp sector for all factions?
    Entire fleets (>100 people) cannot fight another fleet due to hardware limitations: both client and server-side.

    Parts of that fleets can create private matches and pit teams of 5-10 against similarly enemy teams. The features aren't robust but it's there.

    New PvP content (be it factions, maps, or new PvP modes under the current user interface) would marginalize all other content.

    We've been working a GUI solution for the queue - as well as creaking tournament and robust private matches (i.e setting kill-counts to 10 or match length to 5 minutes). Check it out here:
    http://forums.startrekonline.com/showthread.php?t=163507
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    mavgeek wrote: »
    There is nothing left, to do.

    You read that right. Many people hit the PvE level cap of 45 within three days of head start. Many people got their max level Mark X pvp gear not long after that thanks to Dailies.

    Now what? We have no league or ladder system. So any sort of ranking is not there, thus making current pvp simply a deathmatch style gameplay where you just play it, and thats it. Winning a match has no big reward, losing a match has no real consequence.

    And thats just space combat. ground combat STILL needs massive fixes, too easy to hold players, too easy to perma-hold players, too easy to stun or perma-stun players, queues don't auto balance, arranging a team vs team round can be done but it is tedious and often doesn't work. Combat is capped out at what, 5vs5? Shanty Town was a nice change of pace but.. until the bugs themselves are fixed.

    Season 2 seems to be mostly fixes but, where are the additions? Where is a ladder, league or ranking system for PvP? Where is the ability to challenge a Fleet to a Fleet vs Fleet fight? Or dare we dream, an open pvp sector for all factions?

    Everything in time, Cryptic has a lot on their plate left to do....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    Ground pvp is balenced, you just need to l2p

    sniper bug, stacking buffs by swapping kits and ques need fixing first.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    How about.. if you que for a pvp match, you are put into said pvp match once it pops. No, sleep, no cancel.. just instant transport to pvp... that MIGHT help some of the balance issues (lopsided teams).

    Oh.. and there is NO way to counter the persistent Borg Sleeper Stun thing. I play alot of sci and nothing seems to work (not even hypos)..--- at least at LtC.

    This post has been edited to remove content which violates the Cryptic Studios Forum Usage Guidelines ~GM Tiyshen"
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    skababy wrote:
    Ground pvp is balenced, you just need to l2p

    sniper bug, stacking buffs by swapping kits and ques need fixing first.

    Like hell ground pvp is balanced.

    There are like 20 different stuns and holds yet like 2 skills to negate them. If you roam a hallway and encounter a SINGLE other enemy player who has the ability to completely lock you down 100% and you have no way to defend yourself - that is imba and broken dude. Disagree with me, prove me wrong then, record videos of you EASILY getting around PERMA-stuns and PERMA-holds.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    mavgeek wrote: »
    Like hell ground pvp is balanced.

    It needs some tweaking, but once you get used to it, it's really not all that bad. Most players just have trouble adjusting to it is all. Which is normal. Stuns are key, teamwork is really helpful. These kinds of things can make for a really harsh learning curve.

    But it's got its good parts. And its balance isn't all that out of whack.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    This post has been edited to remove content which violates the Cryptic Studios Forum Usage Guidelines ~GM Tiyshen"


    Blah. Blah. Blah.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    What did you do otto?
    Well...at least you got someone who works for cryptic to visit the PvP forum.
    If you lucky, it was a dev, heh.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    pairadocks wrote: »
    What did you do otto?
    Well...at least you got someone who works for cryptic to visit the PvP forum.
    If you lucky, it was a dev, heh.

    meh.. you know me.. building bridges, making friends.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    Well, I know I Borg Juice you every time I can, but I know it irritates you :P
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    Sivar wrote: »
    Everything in time, Cryptic has a lot on their plate left to do....

    You win the "Understatement of the Year" award hands-down, my friend...;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    mavgeek wrote: »
    Like hell ground pvp is balanced.

    There are like 20 different stuns and holds yet like 2 skills to negate them. If you roam a hallway and encounter a SINGLE other enemy player who has the ability to completely lock you down 100% and you have no way to defend yourself - that is imba and broken dude. Disagree with me, prove me wrong then, record videos of you EASILY getting around PERMA-stuns and PERMA-holds.

    consumables, gearing right, using stuns back...the long stun everyone has access to is a 5% proc off the phaser stunner. the other stuns your talking about are off sci kits, a sci using these kits gives up a lot of survivability for a stun build. Engies should use turrrets/drones to counter, tacs should use phaser stun to counter.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    BountyXP wrote: »
    You win the "Understatement of the Year" award hands-down, my friend...;)

    Hey what can I say, was just trying to keep things civil and reasonable :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    There is NO way ONE person can keep you stun-locked if you are awake. Stun resists proc for you after first stun. There are things worse than 'stun' people put into their builds. Cryptic has fixed the dual stun pistol build so it cannot lock you now too.
    Ground works fine...
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