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STF Option reward needs rework

sentinel64sentinel64 Member Posts: 901 Arc User
I enjoy team play and am just like everyone else about the optional, "work as a team and work hard to get it." But the team spirit ends when you see only three awards for five players. If the team worked together to get the optional then everyone should walk away with a bonus. Of course, the rare salvage should be a random award to one player, but the other players should get a rare item and one additional chip. No players should get more than one optional award item. Borg Salvage to one and others get rare item and additional chip. If you want team play then reward team play.
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Comments

  • xtremenoob1xtremenoob1 Member Posts: 489 Arc User
    edited September 2012
    I cannot believe you even made this post!

    STFs are so easy! Get a good group, you can hammer all 3 in 30 minutes.

    The optional is a joke, if you don't get it everytime, get a better team. Add team/need/greed/pass rules going in = profit.
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  • dood98998dood98998 Member Posts: 389
    edited September 2012
    I cannot believe you even made this post!

    STFs are so easy! Get a good group, you can hammer all 3 in 30 minutes.

    The optional is a joke, if you don't get it everytime, get a better team. Add team/need/greed/pass rules going in = profit.

    wow. just wow. such. a. troll.
    its hilarious! you have never seen a rainbow boat in your LIFE, or you would recognize 90% of your post as trolling. the good team=all 3 in 30 mins is true, but good teams are so few and far between these days its sad...
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  • resoundingenvoyresoundingenvoy Member Posts: 439
    edited September 2012
    30? Hm. Ground or space? or did you stop just after the optional?

    Start to killing the boss? The best I've done all three ground elites consecutively was near 45min total, iirc.

    Edit: (optional included all three times of course.)
  • elandarkskyelandarksky Member Posts: 1,013 Arc User
    edited September 2012
    sentinel64 wrote: »
    If the team worked together to get the optional then everyone should walk away with a bonus.

    Yeah.. he isnt complaining about the difficulty, rather that when you DO get an optional its on the Need/Greed system,

    e.g. you could have been the main person in getting the optional done, but not get any extra for it because someone else has 'Needed' and got lucky

    I dunno where i stand on this though :)

    I have gotten very lucky in the past and got all 5 loots on an elite, felt rather guilty about it too ^^' But if they did something where everyone got at least SOMETHING for the optional it would be nice :)
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  • sentinel64sentinel64 Member Posts: 901 Arc User
    edited September 2012
    BLUF: Reward the whole team for working as a team, not just part of the team.
  • lostmoonylostmoony Member Posts: 0 Arc User
    edited September 2012
    if 3x junk or 6x junk who cares never have seen somethink usefull in optional reward so still put into replicator get ~20k ec is the reward.

    you really will talk about some EC?:rolleyes:

    and all 3 space mission do in 30 min is no prob good teams do ea mission ~7min so a total of 22 min possible.
  • dood98998dood98998 Member Posts: 389
    edited September 2012
    lostmoony wrote: »
    if 3x junk or 6x junk who cares never have seen somethink usefull in optional reward so still put into replicator get ~20k ec is the reward.

    you really will talk about some EC?:rolleyes:

    and all 3 space mission do in 30 min is no prob good teams do ea mission ~7min so a total of 22 min possible.

    precisely the op's point. optional reward= sh*t that only 3/5 people will get. make the optional reward decent, and give it to EVERYBODY.
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  • velktravelktra Member Posts: 0 Arc User
    edited September 2012
    The whole team really should get the optional loot. I don't understand why it's not already like that. :confused:

    I usually end up guarding the Kang when I run Cure Space (either voluntarily or because everyone else flies off to kill the launch bays). But I think I've only gotten the optional loot once.
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  • johnny111971johnny111971 Member Posts: 1,300 Arc User
    edited September 2012
    Optional loot... instead of dropping anything give a +% buff to getting Tech or PBS in your mission drop.

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  • sean2448sean2448 Member Posts: 815 Arc User
    edited September 2012
    they are hard to get for a reason you get in better loot pool
    not everyon wants to get it or care about it

    infected ground needs major redo so many bus in last 2 crew

    I have foun sniperd ruin that option timer is to fast
    cure space forget it
    Khitomer ground need to start at second elite not first

    cure space write that one off in elite
  • dood98998dood98998 Member Posts: 389
    edited September 2012
    sean2448 wrote: »
    they are hard to get for a reason you get in better loot pool
    not everyon wants to get it or care about it

    infected ground needs major redo so many bus in last 2 crew

    I have foun sniperd ruin that option timer is to fast
    cure space forget it
    Khitomer ground need to start at second elite not first

    cure space write that one off in elite

    yup, tell me about it...
    a huge portion of the posts in the stf horror story thread are cse. all are the same: no one defends kang, or 4 guys defend kang and FAIL at it.
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  • resoundingenvoyresoundingenvoy Member Posts: 439
    edited September 2012
    I actually like that idea of the loot being per teammate or a buff of some kind.
  • almirante345almirante345 Member Posts: 0 Arc User
    edited September 2012
    I do agree, in my opinion we all work to make the optional, not saying that it is not easy but I think we all deserve a good prize. I always do the optional and never get a good prototype borg salvage
  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited September 2012
    Gents -

    I used to fear playing CSE - insert all of the above problems already listed.

    I found a solution. I have completed CSE over 100 times successfully, 12 sets of MACO/OMEGA acquired, while having fun.

    My Secret? Join one of the other, non-public chat channels dedicated to those who like to complete STF's with optionals. The channels I use are:
    • EliteSTF - this channel requires an invite to join, and they have stiff rules (but worth it).
    • PublicEliteSTF - open to all, some rules, greater flexibility and you will find more non-elite missions.

    In both channel cases above, you will be more likely to find serious players. In many cases they will even help you learn all of the tips and game plans. If you are lucky, some players even call out strategy in-game (@sharpe- is one of the best regardless of character, @sitaillyria is a lady of amazing skill).

    CSE strategy is the most complicated if your DPS is moderate. when I say Moderate DPS, I mean 2500-3000. If you're above 5000, there's NO reason why you can have the optionals complete.

    A strategy for CSE I like (my prefereance, but not the only strategy for sure) is MRRMLL. With one escort on Kang for defence, the rest follow this basic strategy:
    1. 'M' - middle probes, and first spawns of BOP and Neghvars
    2. 'R' Right side probes & spawns
    3. 'R' right side cube & spawns (if you are slow)
    4. 'M' spawned raptors and Middle Cube
    5. 'L' Left negvars & then probes. Ignore the second set of negvars.
    6. 'L' Cube, and then the Negvars.

    Couple of points:
    - few players have the skill to manage all of the waves on BOPs on thier own while defending Kang (other than those mentioned above). If you're approaching a wave, shred them as you pass. Drop a turret or two as you pass.
    - as each cube spawns something, kill the cube first (that stops the spawns)
    - don't leave pets attacking the first cube if possible.
    - the first cube should drop by the 9 min mark left on the timer.

    Kang is virtually unhit AND you can complete CSE with 7 minutes to spare (record for any team I have been with was 9:10 left on the clock).

    Admiral Thrax
  • wargibbonwargibbon Member Posts: 62 Arc User
    edited September 2012
    This is all well and good but the drop rates on the space elite STF's has changed of late to non existent.

    Rare Borg prototypes are so rare now, over 50 STF's completed and 1 rare prototype borg shield salvage the whole time. It's an absolute joke. I don't know why they've been turned down as they were rare enough three months ago, but now, totally ridiculous to the point where STF's simply aren't worth playing at all. Factor in the people who haven't got a clue how to do them, and class XII equipment might just as well not exist.
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  • marc8219marc8219 Member Posts: 0 Arc User
    edited September 2012
    I think the main problem with optional loot is that when multiple salvage is given it all goes to one player, it should only be 1 per player.
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  • john98837john98837 Member Posts: 761 Arc User
    edited September 2012
    To me the biggest problem with the optional's loot, and the main loot at the end for that matter, is that its often all worthless junk. With the optional most often its 1 piece of salvage and then 3 or 4 items that are worthless, couldn't even flip them on the exchange for 10k ec.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited September 2012
    wargibbon wrote: »
    This is all well and good but the drop rates on the space elite STF's has changed of late to non existent.

    Rare Borg prototypes are so rare now, over 50 STF's completed and 1 rare prototype borg shield salvage the whole time. It's an absolute joke. I don't know why they've been turned down as they were rare enough three months ago, but now, totally ridiculous to the point where STF's simply aren't worth playing at all. Factor in the people who haven't got a clue how to do them, and class XII equipment might just as well not exist.

    I heard it on good authority (1,000+ day experienced vet player), that Cryptic actually changed the drops to have the spoils go to the one who did the most DPS. It looks like he's right, from what I can tell: being on a tact toon, he can (innately) do more DPS than I can, as an engineer. Hence, he almost always walks off with tons of purple gear and Borg Tech, whereas the rest of us get nothing but Mk XI blue TRIBBLE... if we're lucky even.

    And no, I don't think that's fair, and needs to be changed back.
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  • redsoniavrelredsoniavrel Member Posts: 118 Arc User
    edited October 2012
    Either healing counts too or they've changed it back. Playing Sci Medic, I got the Purple PSG tech on a team with all tacticals and lets face it, if I did the most damage, what does that say about them?
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  • ariseaboveariseabove Member Posts: 186 Arc User
    edited October 2012
    sentinel64 wrote: »
    I enjoy team play and am just like everyone else about the optional, "work as a team and work hard to get it." But the team spirit ends when you see only three awards for five players. If the team worked together to get the optional then everyone should walk away with a bonus. Of course, the rare salvage should be a random award to one player, but the other players should get a rare item and one additional chip. No players should get more than one optional award item. Borg Salvage to one and others get rare item and additional chip. If you want team play then reward team play.

    I used to get very annoyed over that especially at afk's and Rambo's, the afk's cause they would roll on stuff but not help in the mission at all and the Rambo's people who go off half cocked then its you and the rest of the team that has to fix their mistakes to get the optional.

    I still do pugs occasionally and if I do I just pass on everything to save frustration but the solution for me was to stop playing pugs and only play stf's with friends or within the fleet and its a much more enjoyable experience even to the point you don't care about the optional as the reward is been able to play with a great bunch of people and if there is something that you want that comes up you can just say "Hey guys/girls do you mind If I grab that one please?" and 100% time people say yes.

    And remember pugs are simply a stepping stone if you want those optional rewards I highly recommend joining a fleet that plays STF's regularly
  • lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    edited October 2012
    meimeitoo wrote: »
    I heard it on good authority (1,000+ day experienced vet player), that Cryptic actually changed the drops to have the spoils go to the one who did the most DPS. It looks like he's right, from what I can tell: being on a tact toon, he can (innately) do more DPS than I can, as an engineer. Hence, he almost always walks off with tons of purple gear and Borg Tech, whereas the rest of us get nothing but Mk XI blue TRIBBLE... if we're lucky even.

    And no, I don't think that's fair, and needs to be changed back.

    I've observed that this is exactly whats happening- more DPS, more rewards. Is it fair ? Just means the new guy has to work harder to get better gear.
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  • glassguitarglassguitar Member Posts: 427 Arc User
    edited October 2012
    Start by eliminating the need/greed/pass system altogether. It is a completely useless system that does nothing except require a bunch of extra clicks that slow down the game. Team loot should be round robin or random. Imagine (seriously, to the devs, think about it) how much TIME would be better spent shooting at enemies if we didn't have to stop and choose need/greed/pass EVERY SINGLE TIME loot drops. Even the supposed auto loot function stillrequires one click to actually pick up the loot. so every time loot drops, it requires two click from the person nice enough to stop and pick it up, and at least one click per loot bag from everyone else. I am just "guesstimating" here, but I would say at least one minute per run is lost before the optional timer runs out dealing with this useless system.
  • purplegamerpurplegamer Member Posts: 1,015 Arc User
    edited October 2012
    Just came here to post how incredibly idiotic this is. I cannot believe that rewards for mission completion bonuses would fall to need/greed in a team mission. It's bone-headed.

    Rewards for team efforts should go to the whole team. Period.
  • sirsrisirsri Member Posts: 0 Arc User
    edited October 2012
    meimeitoo wrote: »
    I heard it on good authority (1,000+ day experienced vet player), that Cryptic actually changed the drops to have the spoils go to the one who did the most DPS. It looks like he's right, from what I can tell: being on a tact toon, he can (innately) do more DPS than I can, as an engineer. Hence, he almost always walks off with tons of purple gear and Borg Tech, whereas the rest of us get nothing but Mk XI blue TRIBBLE... if we're lucky even.

    And no, I don't think that's fair, and needs to be changed back.



    I've anecdotally noticed my ~8-9k dps tac/escort has much better loot luck than my 7k dps sci/kar'fi and 6.5k eng/chimera but small sample sets and all that. Rewarding dps as 'contribution' isn't a good idea, if your job is to guard the kang or the gate or the like you might be working hard but doing relatively little dps compared to someone who parks shoots moves, parks shoots. But your role is critical. Same with the guy who gets stuck kiting donatra.


    If I were to look at the overall topic on a case by case basis:

    Overall I think the problem with the CSE optional is that if you can't get the optional it's very possible you can't get the mission at all, and this is discovered very late in the process. It's not a granularity thing, if you can just handle bops you might not be able to handle raptors at all, and then suddenly you just die. With my escort I can kill all the probes solo in about 11-12 minutes, but I've had a few groups where everyone else was a 1-2k dpser and the 4 others could handle bops but not raptors + cubes. It ends up wasting everyones time. This mission is problematic in part because it doesn't lead you into how you *should* do the mission, which is to kill probes then kill cubes, but then the jump up in difficulty is huge and a lot of groups can't manage it. People who come in thinking 'kill the cubes in order' don't know, and there's no quick way to convey the strategy.

    Infected space: basically the only way to fail this is if one group member deliberately tries to TRIBBLE up the group by destroying a generator on the wrong side, or if someone over dps's on the correct side *and* you can't mange the nanite spheres/dps check. The latter is a forgivable mistake, the former not really. There's where you need a vote to kick option.

    Khitomer accord space: This requires you be able to trust that the person on probe duty won't wander off, and is actually capable of it. IMO before players get to do elite STF's they should have to solo manage to do an equivalent to the probe killing for 5 minutes, and then kill a pair of spheres. If you're doing 1k dps you can't do probes, and you can't, unfortunately, do much of anything.


    Ground:

    The cure, ground: This seems the easiest one with the ground revamp. Having it so anyone can actually kill the borg trying to turn off generators is good.

    Infected ground:
    Jumping is hard in STO, and this is basically the only place where there is a serious jumping puzzle, and it's right at the end. Bad design needs to be in giant bold letters here. "Just don't suck at jumping" isn't a strategy. The coordination on panels is not a huge problem. At least have the same jumping puzzle room accessible elsewhere so people can practice (without the instant death).

    In this mission you can be a dead man walking from the start, and it's a long mission at the best of times.

    My best suggestion to fix it without radically changing it is let people wear enviro suits and put anchors on the platforms (or let the enviro suits survive the pool of doom).

    Khitomer accord ground:
    Ugh. It's bad but in a different way than Infected. In infected you can be a dead man walking and that's pretty much the cardinal sin of game design. Here you have to trust the person going in the control room can do the job, and if they've never done it before you're going to fail the optional objective. That's unfortunate. But manageable, especially because you can find out pretty quick if you can't make the dps check on the generator things.

    With the ground stuff though, the optional objective is really about knowing where to jump over stuff, what to skip and so on. I guess that's kinda like the optionals in space, but you shouldn't be able to TRIBBLE yourself by doing the obvious thing and run in order killing things in order.
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