There's lots of stuff we want to see fixed, and lots of stuff we've been hoping for, but for everyone there's usually one specific thing that's make or break for them.
Over the past few weeks I've seen a lot of people decide that the game is unsalvageable and decide to abandon it- either temporarily or permanent, and I think that's really sad. This community is small enough as it is.
So what's your top 3 fixes, updates, or improvements that would keep you playing the game if you were going to quit tomorrow?
1) Bug Fixes. Without bug fixes, nothing else matters because you've got a broken base.
2) A review of the interaction between multiple pieces of gear/abilities. Too many things are viewed in isolation, which leads to too many cases of things not working as intended.
3) Combining FvK, FvF, KvK into RvB...generating a "playerscore" (meh, I hate the epeen stuff that will come of it, but oh well) that can be used to separate RvB into two tiers. The two tiers will not be separated solely by gear, solely by their experience, solely by whether they're a premade, etc, etc, etc. It would be a holistic approach - looking at multiple variables. This could create a more beneficial environment to those that are new to PvP, give them a better chance to learn, improve their abilities, etc, etc, etc - before moving on to have fun with the rest of the folks.
For many of us, I think that that "one thing" is simply the straw that breaks the camel's back.
That said,
1. Split teams and solos and the very least. Least it would help provide an easier environment for pugs.
2. Bug fixes and balance passes everywhere.
TIF needs to stop desyncing the screen whenever it's used. Warp Plasma needs to stop disappearing. Web mines need to stop doing unresistable damage. Many abilities need to be looked over to be balanced based on how well they synergise. I could go on and on, but it feels like a waste of time. Sure, Cryptic has balanced some things, but it is so slow-paced, not to mention we catch so much flak from some non-PvPers defending broken mechanics. If those members of the community want their pure braindead PvE push-button nuke mechanics, they're welcome to it.
1) Reintroduce mandatory subscriptions to remove the need for powercreep to make money.
2) Enable a pvp queue mode that uses S1.2 rules/ships/etc.
3) Sack the entire development team.
Let's be realistic here. Unless they start over in terms of balance, things will only get worse. When Borticus finally brought the BFI doff back in line, he went far beyond my expectations and made it incredibly well balanced - but then Cryptic brought the Elite shields and T4 passives and erased all that progress.
I have a lifetime subscription, so I will complain until the bitter end. But I'm afraid that the game is not salvageable anymore. I fear that neither Cryptic's developers have the necessary competence to completely rebalance the game nor Cryptic has any interest to spend resources on pvp.
And just for the record: I still don't have an elite shield.
Maybe one more idea: One of my main gripes with the game (besides the massively deteriorated balance due to consoles/doffs/holdings/reputation) is that the game is too much about acquiring gear. Maybe introduce an option to get all gear for free for pvp purposes? Isn't GW2 doing something like this?
1) Reintroduce mandatory subscriptions to remove the need for powercreep to make money.
2) Enable a pvp queue mode that uses S1.2 rules/ships/etc.
3) Sack the entire development team.
1. Maybe.
2. Certainly not. We grew.
3. Not sure.
We need new pvp content for starters. If we had new content, some broken/unbalanced stuff wouldnt be that much important. Content, content! Maps!
[10:49] [Combat (Self)] Your Proton Barrage deals 96581 (43411) Proton(Critical) to Seto.
Poor soul didnt have time to log out.
We need new pvp content for starters. If we have new content, some broken/unbalanced stuff wouldnt be that much important. Content, content! Maps!
I've always been of the opinion that one of the possibilities that Gozer had for reworking PVP was to simply ignore combat balance and create objective-based pvp that makes this type of balance irrelevant.
But since I have no desire to play objective-based pvp and only want a properly balanced arena that doesn't consist only of cloak oneshots and triple snb kills, it's not something that would increase my enjoyment of the game.
And regarding the S1.2-queue: I understand that many players like their TIFs and Elite Runabouts and everything, that's why I think a "plain pvp" mode without all these additions should merely be an option, not the only choice.
1) Reintroduce mandatory subscriptions to remove the need for powercreep to make money.
2) Enable a pvp queue mode that uses S1.2 rules/ships/etc.
3) Sack the entire development team.
Let's be realistic here. Unless they start over in terms of balance, things will only get worse. When Borticus finally brought the BFI doff back in line, he went far beyond my expectations and made it incredibly well balanced - but then Cryptic brought the Elite shields and T4 passives and erased all that progress.
I have a lifetime subscription, so I will complain until the bitter end. But I'm afraid that the game is not salvageable anymore. I fear that neither Cryptic's developers have the necessary competence to completely rebalance the game nor Cryptic has any interest to spend resources on pvp.
And just for the record: I still don't have an elite shield.
Maybe one more idea: One of my main gripes with the game (besides the massively deteriorated balance due to consoles/doffs/holdings/reputation) is that the game is too much about acquiring gear. Maybe introduce an option to get all gear for free for pvp purposes? Isn't GW2 doing something like this?
Option 4:
Make all non white/common gear ships doffs and boffs destroyable or take non repairable damage over time. If it's not going to be balanced, make people pay over and over for the power creep. I suggested something similar when it was the tail end of being a sub based game. That thread went down in flames though.
Open Sector PvP where you can steal each others' power creepness.
Option 6:
PvP Foundry. It's been mentioned since Foundry was in Beta testing if not longer. Never made any sense not to be able to make PvP maps.
Option 7:
Extend option 4 to Captains. It would feel nice to put an end to a T5 repped out toon, lets be honest.
Option 8:
Introduce a series of complex activation delays to Boff powers etc, so automation doesn't give an advantage vs those who prefer manually piloting.
Option 9:
EvE. Since so many like automation, they won't mind the like lack of twitch in EvE.
Option 10:
Star Citizen.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
But since I have no desire to play objective-based pvp and only want a properly balanced arena that doesn't consist only of cloak oneshots and triple snb kills, .
U did sum it pretty well in one sentence. Premade PvP today is just that. Triple SNB or cloaked beam overload, occasional TIF and AMS.
I understand that u want properly balanced arena, but that arena is, my friend, boring. It was ok back in the days, but its all gone now. The possibilities of this game are endless. That is whats bothers me. Too much potential, and so little realization. Combinations and varieties are vast. Too bad its just rotting down in the basement.
Have u ever tried to change the perspective of how you see this game? U might find fun again.
[10:49] [Combat (Self)] Your Proton Barrage deals 96581 (43411) Proton(Critical) to Seto.
Poor soul didnt have time to log out.
1) Some fine tuning between damage and healing. I'd like to see the "instant kill" strategy of subnuke and alpha toned way back so that killing a target becomes more time consuming, but likewise, I'd like to see healing reduced as result, so that a target being fully healed doesn't become invincible without a subnuke. It's hard to get very specific about which things need to get changed, I just know that the feeling of top-end pvp can be very streaky. No one comes close to dying for minutes, until suddenly a subnuke is put on target and the DPS use alpha, and the target goes from full health to dead in the blink of an eye. That seems to be what kills look like in PvP now.
2) Diminishing returns. There are quite a few abilities across the board that have needed this for a long time. It would go a long way to improving the quality of life against premade teams.
3) High-end PvP rewards. The game needs a system that provides high-end PvPers a reason to play against other high-end PvPers so that they can acquire things others don't have access to. Most games have a ladder system of rankings for PvP and offer those highest something of value for their time. Casuals never come close to seeing these things and do complain, but it keeps them from needing to complain about the high-end teams swarming regular PuG queues because they have nothing else to do.
Have u ever tried to change the perspective of how you see this game? U might find fun again.
I tried. And if this game had any kind of actual pve endgame that wasn't just mindless repetition of super easy things, I might have tried a career as a dps-optimising PVEer. But what's the point? Attempting to shave off a couple of seconds for an STF speedrun record?
There have been times in the past when I was close to quitting, but eventually found my way back. This time though, I don't really see how it could work. I've been playing less and less. The game is still fun when one plays in a pure pug match where nobody has elite shields or other annoying stuff. But once one leaves the realm of pure pugs this fun is quickly replaced with disgust at the state of the game.
I could probably outline a system that could restore PVP to a workable state without impacting PVE (and also without going for a S1.2-style restriction), but this won't happen anyway, so why waste my time writing it down.
To many skills being used at once are breaking content.
Some examples of this are multiple usages of Rapid fire, Overload, and Multiple Formations at a time.
i'd like to see
(Absolute minimum)
1 skill per officer per usage (Then activated global Cool down)
(Minimum desired)
Change Formations into Aura's. These would extend 4,500 meters, and
would effect all allies. Only 1 Aura per a tac-ship at a time. (no aura stacking).
Reduce many aura effects, to be much weaker, since they would have 100% up time.
Note: No Aura damage would exceed 10% bonus
(Max desired)
I'd like to remove the "officer bridge rank" restriction, so all officers can be promoted to "commander". I would allow for all officers to learn ANY 4 skills (so also no rank on skills).
This is because you'd only be able to use 1 at a time, which would result in much more broad, unpredictable and dynamic game play.
2. Balances
Lots of weapons and shields are pointless, or have little to no desirability over others, Especially when it comes to normal XII vs Set (omega, etc) items.
I would nerf the set items to SAME STATS as the others, But their bonus would be the set bonus's (ONLY) be it skill or + modifier etc.
These differences are breaking combat way to much
Some ships are massively overpowering,
Carriers fighters need to have no cc (i think their damage is fine)
I would give carriers a bonus against other heavy ships, like cruisers, carriers, battleships, and dreadnoughts
3. Enhancement
I really would like to see the factions pinned against each other in open world/universal combat for conquest of systems etc.
I'd like to add between the sectors "neutral zones". these are sectors, that have all systems in it that act like kirat, and have pvp objectives (like capture and control) for fleets, and the faction. Special benefits for doing this
I would simply just make it so that for example if you are going from Sirus to eta eradani, it would show
"warp to eta"
"warp to neutral zone <PVP ZONE>"
then add a warning
If you enter this space you are liable to be attacked by other players, Are you sure you wish to proceed?
MAYBE i'd even go as far as to make the ships 1 life only, and become incapacitated, and respawn would be at specific points (Capturable star-bases) in the sectors)
this way skill, and realism is part of it.
I would add a special Mark system for capturing these systems, or doing dailies to kiill the other factions.
these marks would eventually buy vanity items, like any of the ships in zen store.
Bug fixing it's going to be always first, if you don't fix your bugs the game it's going to fall apart, doesn't matter how good or new the content it is.
The Universal Console thing is tricky. It's a term used for several different things.
There are the Universal Consoles from "other" T1-T4 ships you can drop in (whether from the ship or crossfaction via lockboxes).
There are the Universal Consoles from the ship itself.
There are the Universal Consoles from previous versions of the ship.
There are the Universal Consoles that have 2pc/3pc set bonuses from families of ships.
There are the Universal Consoles from the Lobi Store.
There are the Universal Consoles from the Reputation System.
On top of that, you have to consider that those T1-T4 consoles are a source of income for Cryptic...outside of collectors, why would anybody buy a lower tier vessel, eh? Part of the reason that they did it in the first place...increase sales. It did. It's allowed Cryptic to expand. The same with doing the crossfaction versions of those via lockboxes. Increased revenue - increased investment.
So does it become a case of...rather than restricting the consoles completely, implementing some form of restriction on the ships themselves?
But of course, that goes back to all the different types of Universal Consoles and how one would handle that...
I'm ready to bet 10 mln ec that this game will never be balanced, they will continue to add new op items/consoles/ships for profit.
But at least pvp can be made more fun, to keep me playing STO i want 1.territory control 2.open pvp sectors.
well, i guess to encourage team play, i always thought the roles should be further defined in combat....but since this game is as much rpg as mmo...i can see how that can be tough to do...especially with an engineers need to kill NPCs in solo missions and such...
but since the missions themselves are rather easy to chew through, i think further defining captain types should be a focus at least...
tacs should do more damage than current in game play...and be way more squishy...the selection of ship type should only alter this slightly, and encourage tacs to fly tac ships as their main choice.
scis should actually have more options of crowd control, or at least more effective ones at their disposal in sci ships...bringing back more impactful performing powers like tachyon beam or charged particle burst can add a great dynamic to team play. allowing sci caps to do damage in a tac ship comparable to what a tac captain can accomplish negates the encouragement of actually choosing one or the other...or the mix of both....
engineers should be downright impossible to kill. give these guys something to play for since in current game play makes their damage a non factor. i do not agree with boosting an engineers innate ability to do damage....but i do agree with making them the masters of keeping themselves alive, and their teammates, far more so than what they can accomplish at this point.
all in all, define the roles. (DPS/CC&debuff/Support) it has worked in many other games, and encourages players to work with each other based on their strenghts/weaknesses....allowing 1 captain type to accomplish all of the above things in my opinion should be restricted from gameplay....example..(tac powers boosting sci power damage like particle gens... a sci power or innate sci cap ability should do that)
i guess there are most likely more examples we could bring up, but those are the ones at the top of my head.
I would go the complete opposite direction with it. Since the space game is NOT a party dungeon crawler game. IMO your captain should be the equivalent of a 5-seat BOFF with a couple of additional captain abilities.
But then again, having a hard time of blowing up enemy ships isnt on teh big list of problems, so this whole subject is secondary importance IMO
well, i guess to encourage team play, i always thought the roles should be further defined in combat....but since this game is as much rpg as mmo...i can see how that can be tough to do...especially with an engineers need to kill NPCs in solo missions and such...
but since the missions themselves are rather easy to chew through, i think further defining captain types should be a focus at least...
tacs should do more damage than current in game play...and be way more squishy...the selection of ship type should only alter this slightly, and encourage tacs to fly tac ships as their main choice.
scis should actually have more options of crowd control, or at least more effective ones at their disposal in sci ships...bringing back more impactful performing powers like tachyon beam or charged particle burst can add a great dynamic to team play. allowing sci caps to do damage in a tac ship comparable to what a tac captain can accomplish negates the encouragement of actually choosing one or the other...or the mix of both....
engineers should be downright impossible to kill. give these guys something to play for since in current game play makes their damage a non factor. i do not agree with boosting an engineers innate ability to do damage....but i do agree with making them the masters of keeping themselves alive, and their teammates, far more so than what they can accomplish at this point.
all in all, define the roles. (DPS/CC&debuff/Support) it has worked in many other games, and encourages players to work with each other based on their strenghts/weaknesses....allowing 1 captain type to accomplish all of the above things in my opinion should be restricted from gameplay....example..(tac powers boosting sci power damage like particle gens... a sci power or innate sci cap ability should do that)
i guess there are most likely more examples we could bring up, but those are the ones at the top of my head.
Thanks for elaborating. When I read it, I initially saw it as two possibilities. Your explanation there was one of them. Admittedly, I had hoped it was more along the lines of the second possibility.
I'm one of those guys that sees the Ship as the Class not the Career as the Class. The Career choice is just part of the itemization for the Ship...which is the actual Class selection. 5 space abilities and 2 potential traits - compared to all the possibilities (including restrictions) that come from selecting a Ship...it screams itemization to me.
That being said though, I did recently read the old stuff about the Ground "professions" over on STOwiki...which got me thinking - so when you said more defined roles vs. what ships they were flying, I thought of it more along the lines of defining the roles of the Career in different types of Ships.
For instance, the "professions" listed for Ground were:
Tactical
Soldier
Security
Special Operations
Engineer
Technician
Fabrication
Combat
Science
Researcher
Scientist
Doctor
Thus, Cryptic could create more defined roles..."professions" for the following:
Tactical
Escort - ?
Cruiser - ?
Science - ?
Engineer
Escort - ?
Cruiser - ?
Science - ?
Science
Escort - ?
Cruiser - ?
Science - ?
Also to an extent, it would touch along the lines of what I've talked about in past threads about how most "heroes" in the show were dual-spec, so to speak. Obviously, we're not going to have the Tac/Eng or anything like that, but by giving a player a choice of two professions within their Career path...it would still be closer to Star Trek than what we have, imho.
Some are probably saying that I'm trying to go back to the more restricted skills before the F2P conversion...and well, to an extent - it would definitely be more restricted.
Say there was somebody that decided they wanted to be a Tactical Officer. They would then select their Primary and Secondary Professions (or MOS if somebody prefers). They'd basically be selecting two Professions that were defined based off of Tac/Escort, Tac/Cruiser, or Tac/Sci Vessel. Doesn't mean that they couldn't fly the third type (and obviously there are more than three types with all the hybrids and variations)...
...but it would make the "Class" more about the Character than the Character just being itemization for the Ship.
It wouldn't be a case of no restrictions outside of those imposed by the Ship - there would be restrictions based on the Career and the two Professions selected.
Which to an extent, is similar to what many games have some variation on...
The more open thing they've got going here, isn't open enough and is too open at the same time. To me, that's fertile ground for so many of the issues that we see.
It can't sit where it does, imho...well, sure it can - from a PvE standpoint it obviously can. The majority of PvE can be completed with eyes closed...
But if they want to balance things, they either need to open it up more by doing away with Career choice or Career ability choice restrictions...or they need to restrict it more.
And the nifty thing about going the more restricted route? Cryptic could actually sell "additional specs"...so if somebody wanted to be Tac/Escort and Tac/Sci, they could buy additional specs to run Tac/Escort & Tac/Cruiser, Tac/Cruiser & Tac/Sci. So in the end, the restriction itself wouldn't actually remain...however, the balance brought about by going that route would still exist.
i can see that too virus, i think either way would get the game somewhere closer to what i would like to see....but based on how you explained it, i do see how it could be beneficial to reinforce ship strenghts rather than the captains themselves. good call.
1) Apply separate values to all items/skills/abilities that are problematic to balance in both PvE and PvP. Temporal Inversion for example.
2) Ensure every exotic item/skill/ability has a 'relative value' effect of some sort. For example Shield drain abilities will either be amazingly OP in amount drained or stupid weak simply because of the huge variance in resists skill vs max flow skill and all the inbetween. Add a simply shield resist debuff to the ability and blammo it is always somewhat good.
3) Massively increase total base health, preferably hull. Massively nerf ALL heals, regens, and other forms of 'magic wand healing' and/or sustain. Take LoL's war on sustain from a year ago for an example on why. Basically the laning phase was boring stupid because of how strong sustain is so they systematically modified it to become a battle of attrition during early game. Attrition = fun. Pew pew full heal pew pew full heal = boring.
Make separate queues for pugs and premades. Getting facerolled 15-0 six games in a row is no kind of fun at all and I suspect is a reason why so few people PvP.
Comments
2) A review of the interaction between multiple pieces of gear/abilities. Too many things are viewed in isolation, which leads to too many cases of things not working as intended.
3) Combining FvK, FvF, KvK into RvB...generating a "playerscore" (meh, I hate the epeen stuff that will come of it, but oh well) that can be used to separate RvB into two tiers. The two tiers will not be separated solely by gear, solely by their experience, solely by whether they're a premade, etc, etc, etc. It would be a holistic approach - looking at multiple variables. This could create a more beneficial environment to those that are new to PvP, give them a better chance to learn, improve their abilities, etc, etc, etc - before moving on to have fun with the rest of the folks.
That said,
1. Split teams and solos and the very least. Least it would help provide an easier environment for pugs.
2. Bug fixes and balance passes everywhere.
TIF needs to stop desyncing the screen whenever it's used. Warp Plasma needs to stop disappearing. Web mines need to stop doing unresistable damage. Many abilities need to be looked over to be balanced based on how well they synergise. I could go on and on, but it feels like a waste of time. Sure, Cryptic has balanced some things, but it is so slow-paced, not to mention we catch so much flak from some non-PvPers defending broken mechanics. If those members of the community want their pure braindead PvE push-button nuke mechanics, they're welcome to it.
2) Enable a pvp queue mode that uses S1.2 rules/ships/etc.
3) Sack the entire development team.
Let's be realistic here. Unless they start over in terms of balance, things will only get worse. When Borticus finally brought the BFI doff back in line, he went far beyond my expectations and made it incredibly well balanced - but then Cryptic brought the Elite shields and T4 passives and erased all that progress.
I have a lifetime subscription, so I will complain until the bitter end. But I'm afraid that the game is not salvageable anymore. I fear that neither Cryptic's developers have the necessary competence to completely rebalance the game nor Cryptic has any interest to spend resources on pvp.
And just for the record: I still don't have an elite shield.
Maybe one more idea: One of my main gripes with the game (besides the massively deteriorated balance due to consoles/doffs/holdings/reputation) is that the game is too much about acquiring gear. Maybe introduce an option to get all gear for free for pvp purposes? Isn't GW2 doing something like this?
A blind queue
Rebalance ships around mass/volume
2. Certainly not. We grew.
3. Not sure.
We need new pvp content for starters. If we had new content, some broken/unbalanced stuff wouldnt be that much important. Content, content! Maps!
Poor soul didnt have time to log out.
But since I have no desire to play objective-based pvp and only want a properly balanced arena that doesn't consist only of cloak oneshots and triple snb kills, it's not something that would increase my enjoyment of the game.
And regarding the S1.2-queue: I understand that many players like their TIFs and Elite Runabouts and everything, that's why I think a "plain pvp" mode without all these additions should merely be an option, not the only choice.
Option 4:
Make all non white/common gear ships doffs and boffs destroyable or take non repairable damage over time. If it's not going to be balanced, make people pay over and over for the power creep. I suggested something similar when it was the tail end of being a sub based game. That thread went down in flames though.
http://sto-forum.perfectworld.com/showthread.php?t=227217
Option 5:
Open Sector PvP where you can steal each others' power creepness.
Option 6:
PvP Foundry. It's been mentioned since Foundry was in Beta testing if not longer. Never made any sense not to be able to make PvP maps.
Option 7:
Extend option 4 to Captains. It would feel nice to put an end to a T5 repped out toon, lets be honest.
Option 8:
Introduce a series of complex activation delays to Boff powers etc, so automation doesn't give an advantage vs those who prefer manually piloting.
Option 9:
EvE. Since so many like automation, they won't mind the like lack of twitch in EvE.
Option 10:
Star Citizen.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
I understand that u want properly balanced arena, but that arena is, my friend, boring. It was ok back in the days, but its all gone now. The possibilities of this game are endless. That is whats bothers me. Too much potential, and so little realization. Combinations and varieties are vast. Too bad its just rotting down in the basement.
Have u ever tried to change the perspective of how you see this game? U might find fun again.
Poor soul didnt have time to log out.
2) Diminishing returns. There are quite a few abilities across the board that have needed this for a long time. It would go a long way to improving the quality of life against premade teams.
3) High-end PvP rewards. The game needs a system that provides high-end PvPers a reason to play against other high-end PvPers so that they can acquire things others don't have access to. Most games have a ladder system of rankings for PvP and offer those highest something of value for their time. Casuals never come close to seeing these things and do complain, but it keeps them from needing to complain about the high-end teams swarming regular PuG queues because they have nothing else to do.
Lag Industries STO/TOR Guild
2. eliminate universal consoles. they should only be available on the ship they came on, or at the very least be split between tac/sci/eng ship types
3. make it worth it...territory control and rewards must be introduced/revamped.
have fun kill bad guys
-thrusters on full-
There have been times in the past when I was close to quitting, but eventually found my way back. This time though, I don't really see how it could work. I've been playing less and less. The game is still fun when one plays in a pure pug match where nobody has elite shields or other annoying stuff. But once one leaves the realm of pure pugs this fun is quickly replaced with disgust at the state of the game.
I could probably outline a system that could restore PVP to a workable state without impacting PVE (and also without going for a S1.2-style restriction), but this won't happen anyway, so why waste my time writing it down.
To many skills being used at once are breaking content.
Some examples of this are multiple usages of Rapid fire, Overload, and Multiple Formations at a time.
i'd like to see
(Absolute minimum)
1 skill per officer per usage (Then activated global Cool down)
(Minimum desired)
Change Formations into Aura's. These would extend 4,500 meters, and
would effect all allies. Only 1 Aura per a tac-ship at a time. (no aura stacking).
Reduce many aura effects, to be much weaker, since they would have 100% up time.
Note: No Aura damage would exceed 10% bonus
(Max desired)
I'd like to remove the "officer bridge rank" restriction, so all officers can be promoted to "commander". I would allow for all officers to learn ANY 4 skills (so also no rank on skills).
This is because you'd only be able to use 1 at a time, which would result in much more broad, unpredictable and dynamic game play.
2. Balances
Lots of weapons and shields are pointless, or have little to no desirability over others, Especially when it comes to normal XII vs Set (omega, etc) items.
I would nerf the set items to SAME STATS as the others, But their bonus would be the set bonus's (ONLY) be it skill or + modifier etc.
These differences are breaking combat way to much
Some ships are massively overpowering,
Carriers fighters need to have no cc (i think their damage is fine)
I would give carriers a bonus against other heavy ships, like cruisers, carriers, battleships, and dreadnoughts
3. Enhancement
I really would like to see the factions pinned against each other in open world/universal combat for conquest of systems etc.
I'd like to add between the sectors "neutral zones". these are sectors, that have all systems in it that act like kirat, and have pvp objectives (like capture and control) for fleets, and the faction. Special benefits for doing this
I would simply just make it so that for example if you are going from Sirus to eta eradani, it would show
"warp to eta"
"warp to neutral zone <PVP ZONE>"
then add a warning
If you enter this space you are liable to be attacked by other players, Are you sure you wish to proceed?
MAYBE i'd even go as far as to make the ships 1 life only, and become incapacitated, and respawn would be at specific points (Capturable star-bases) in the sectors)
this way skill, and realism is part of it.
I would add a special Mark system for capturing these systems, or doing dailies to kiill the other factions.
these marks would eventually buy vanity items, like any of the ships in zen store.
Could you elaborate a little on that one?
10 chars
2. New Maps
3. New game modes
Bug fixing it's going to be always first, if you don't fix your bugs the game it's going to fall apart, doesn't matter how good or new the content it is.
www.divisionhispana.com
There are the Universal Consoles from "other" T1-T4 ships you can drop in (whether from the ship or crossfaction via lockboxes).
There are the Universal Consoles from the ship itself.
There are the Universal Consoles from previous versions of the ship.
There are the Universal Consoles that have 2pc/3pc set bonuses from families of ships.
There are the Universal Consoles from the Lobi Store.
There are the Universal Consoles from the Reputation System.
On top of that, you have to consider that those T1-T4 consoles are a source of income for Cryptic...outside of collectors, why would anybody buy a lower tier vessel, eh? Part of the reason that they did it in the first place...increase sales. It did. It's allowed Cryptic to expand. The same with doing the crossfaction versions of those via lockboxes. Increased revenue - increased investment.
So does it become a case of...rather than restricting the consoles completely, implementing some form of restriction on the ships themselves?
But of course, that goes back to all the different types of Universal Consoles and how one would handle that...
But at least pvp can be made more fun, to keep me playing STO i want 1.territory control 2.open pvp sectors.
well, i guess to encourage team play, i always thought the roles should be further defined in combat....but since this game is as much rpg as mmo...i can see how that can be tough to do...especially with an engineers need to kill NPCs in solo missions and such...
but since the missions themselves are rather easy to chew through, i think further defining captain types should be a focus at least...
tacs should do more damage than current in game play...and be way more squishy...the selection of ship type should only alter this slightly, and encourage tacs to fly tac ships as their main choice.
scis should actually have more options of crowd control, or at least more effective ones at their disposal in sci ships...bringing back more impactful performing powers like tachyon beam or charged particle burst can add a great dynamic to team play. allowing sci caps to do damage in a tac ship comparable to what a tac captain can accomplish negates the encouragement of actually choosing one or the other...or the mix of both....
engineers should be downright impossible to kill. give these guys something to play for since in current game play makes their damage a non factor. i do not agree with boosting an engineers innate ability to do damage....but i do agree with making them the masters of keeping themselves alive, and their teammates, far more so than what they can accomplish at this point.
all in all, define the roles. (DPS/CC&debuff/Support) it has worked in many other games, and encourages players to work with each other based on their strenghts/weaknesses....allowing 1 captain type to accomplish all of the above things in my opinion should be restricted from gameplay....example..(tac powers boosting sci power damage like particle gens... a sci power or innate sci cap ability should do that)
i guess there are most likely more examples we could bring up, but those are the ones at the top of my head.
But then again, having a hard time of blowing up enemy ships isnt on teh big list of problems, so this whole subject is secondary importance IMO
Thanks for elaborating. When I read it, I initially saw it as two possibilities. Your explanation there was one of them. Admittedly, I had hoped it was more along the lines of the second possibility.
I'm one of those guys that sees the Ship as the Class not the Career as the Class. The Career choice is just part of the itemization for the Ship...which is the actual Class selection. 5 space abilities and 2 potential traits - compared to all the possibilities (including restrictions) that come from selecting a Ship...it screams itemization to me.
That being said though, I did recently read the old stuff about the Ground "professions" over on STOwiki...which got me thinking - so when you said more defined roles vs. what ships they were flying, I thought of it more along the lines of defining the roles of the Career in different types of Ships.
For instance, the "professions" listed for Ground were:
Tactical
Soldier
Security
Special Operations
Engineer
Technician
Fabrication
Combat
Science
Researcher
Scientist
Doctor
Thus, Cryptic could create more defined roles..."professions" for the following:
Tactical
Escort - ?
Cruiser - ?
Science - ?
Engineer
Escort - ?
Cruiser - ?
Science - ?
Science
Escort - ?
Cruiser - ?
Science - ?
Also to an extent, it would touch along the lines of what I've talked about in past threads about how most "heroes" in the show were dual-spec, so to speak. Obviously, we're not going to have the Tac/Eng or anything like that, but by giving a player a choice of two professions within their Career path...it would still be closer to Star Trek than what we have, imho.
Some are probably saying that I'm trying to go back to the more restricted skills before the F2P conversion...and well, to an extent - it would definitely be more restricted.
Say there was somebody that decided they wanted to be a Tactical Officer. They would then select their Primary and Secondary Professions (or MOS if somebody prefers). They'd basically be selecting two Professions that were defined based off of Tac/Escort, Tac/Cruiser, or Tac/Sci Vessel. Doesn't mean that they couldn't fly the third type (and obviously there are more than three types with all the hybrids and variations)...
...but it would make the "Class" more about the Character than the Character just being itemization for the Ship.
It wouldn't be a case of no restrictions outside of those imposed by the Ship - there would be restrictions based on the Career and the two Professions selected.
Which to an extent, is similar to what many games have some variation on...
The more open thing they've got going here, isn't open enough and is too open at the same time. To me, that's fertile ground for so many of the issues that we see.
It can't sit where it does, imho...well, sure it can - from a PvE standpoint it obviously can. The majority of PvE can be completed with eyes closed...
But if they want to balance things, they either need to open it up more by doing away with Career choice or Career ability choice restrictions...or they need to restrict it more.
And the nifty thing about going the more restricted route? Cryptic could actually sell "additional specs"...so if somebody wanted to be Tac/Escort and Tac/Sci, they could buy additional specs to run Tac/Escort & Tac/Cruiser, Tac/Cruiser & Tac/Sci. So in the end, the restriction itself wouldn't actually remain...however, the balance brought about by going that route would still exist.
nerf web mines
boost nadion inversion and eng fleet
create customizable kits
nerf infinite knokback
those would be enough to put a smile on my face
2) Ensure every exotic item/skill/ability has a 'relative value' effect of some sort. For example Shield drain abilities will either be amazingly OP in amount drained or stupid weak simply because of the huge variance in resists skill vs max flow skill and all the inbetween. Add a simply shield resist debuff to the ability and blammo it is always somewhat good.
3) Massively increase total base health, preferably hull. Massively nerf ALL heals, regens, and other forms of 'magic wand healing' and/or sustain. Take LoL's war on sustain from a year ago for an example on why. Basically the laning phase was boring stupid because of how strong sustain is so they systematically modified it to become a battle of attrition during early game. Attrition = fun. Pew pew full heal pew pew full heal = boring.
Make separate queues for pugs and premades. Getting facerolled 15-0 six games in a row is no kind of fun at all and I suspect is a reason why so few people PvP.
I am too dumb to have a good idea for any of the above, but i like all those words.
And i like this game.
Even if i have nightmares of unopened boxes and not enough keys...