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The State of STFS' and "End Game Content"

superballersuperballer Member Posts: 0 Arc User
The stfs and all endgame content, is just way too easy. Doesn't matter if its space or ground. The word Elite must mean something different to all the Devs' as well as all the players who have complained, which made them get nerfed. Couple that with power creep and the quality of the gear, makes for some boring game play. What i would propose would be for Elite missions to be bumped up a few levels and any future ingame content with the elite tag, be made space and ground as well as the enemies have extra AI, skills, some extra damage, some extra resistance and force us to use a sci., or eng. more often to be able to complete the missions. Me and my fleet mates, and quite a few friends have been here since the beginning of the game, besides their friendship there isn't much keeping us here anymore.



The challenge is what end game is suppose to be all about, joining groups or fleets to make it happen. The items we have obtained since playing, have outgrown the missions we do. To all the cry babies out their that complain that everything is to hard, SHUT YO FACE!!! LOL, this is not a rant, just someone wanting a bit of challenge in this game, I want more than to just press space bar, 1, and 2.



RISA SQUADRON 4 LIFE
Post edited by superballer on
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Comments

  • brokenmirror2012brokenmirror2012 Member Posts: 0 Arc User
    edited January 2014
    >_< NOOOOOO The STFs are too hard! NERF DEMMMMM! I should just get the Omega Marks when I warp in! /e sarcasm
    [SIGPIC][/SIGPIC]
  • thay8472thay8472 Member Posts: 6,162 Arc User
    edited January 2014
    I want a Tholian themed Stf. Maybe capturing that mirror ship? ;)
    zx2t8tuj4i10.png
    Thank you for the Typhoon!
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  • muzziahmuzziah Member Posts: 0 Arc User
    edited January 2014
    Aye there way to friggin easy! Considering i now have all the gear and am playin purely for fun; theres more fun in puggin than playin with my fleet/friends cos as a fleet we blow stuff up to fast and theres no challenge.

    Kindda contradictory when u consider that stfs were supposed to bring fleets/friends together, not encourage them to play seperately if they want a challenge.

    I mean does any1 ever play STF's on normal.. its dificulty is like the tutorial, except the tutorial is harder cos its confusing :D

    Sort it out Cryptic!
  • muzziahmuzziah Member Posts: 0 Arc User
    edited January 2014
    thay8472 wrote: »
    I want a Tholian themed Stf. Maybe capturing that mirror ship? ;)

    I love the concept of STF's (not borg).. coff coff Terradome. Actually playing some of the other levels on Elite dificulty can be more challenging than any STF and lets face it theres plenty of story missions you can play on elite that most of have nvr returned to. Maybe it would be nice if something rewarding was granted for going back and grinding theese missions on elite. Just a thought.
  • missbittymissbitty Member Posts: 0 Arc User
    edited January 2014
    There definitely needs to be some end game challenging content. The Hive is about the only STF - and I agree with Muzziah - the normal mode STF's are like the tutorial in difficulty - there is none. The ground bosses are wimps, I mean infected queen (Gozer hated that term) but she used to hit hard, I guess the gear wasn't as good then though.The Elites should be leveled one more above the players and given other powers - think of the octohedron in the hive when it comes to the bosses. Most of the problem is the gear (fleet, lobi) that have outgrown the NPC's.
    Other end game content would be great outside of the borg, there must be hundreds of maps that could be used to make new STF's with different enemies, one in which other classes could be useful.
  • brokenmirror2012brokenmirror2012 Member Posts: 0 Arc User
    edited January 2014
    skollulfr wrote: »
    thats whats wrong with endgame pve.
    and it wont change so long as trinity fanboys keep pretending the trinity system is somehow devoid of flaws.

    What are you talking about? STO doesn't have a trinity, We have DPSers, DPSers, and DPSers. Healers are useless, and Walls cant hold aggro because they don't have any skills to do that. Healers don't have useful Sustained healing to be useful, and DPSers are the only thing that's useful, because everything in sto requires Massive DPS and NOTHING else.
    [SIGPIC][/SIGPIC]
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  • brokenmirror2012brokenmirror2012 Member Posts: 0 Arc User
    edited January 2014
    skollulfr wrote: »
    hello trinity fanboy.
    see, you are wrong, while almost any ship in this game can do damage, there is very much a negative effect from the trinity still afflicting this game. though this point isnt put under pressure so much in pve as it is in pvp, where the "tank" class has been utterly excluded as the useless pile of **** it is.

    To quote your mentality...

    "You are wrong, Trinity Hater, because in STO classes mean nothing, because in STO you don't need healers or tanks, and Sure all ships can do everything," but tell me, whens the last time u saw anyone running ships designed to only do Healing or Tanking?
    [SIGPIC][/SIGPIC]
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited January 2014
    Wait, there's end-game content? I thought it was all just one giant face-roll. :rolleyes: /sarcasm
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited January 2014
    Wait, there's end-game content? I thought it was all just one giant face-roll. :rolleyes: /sarcasm

    I hope you were lying about the sarcasm because the rest of the comment is true!

    We need a new difficulty level of "elite" Where the current 'elite' is renamed "Intermediate" and the new "Elite" gets a pre-Nerf Hive space level of difficulty, where with the right team composition including a science player it is a near faceroll but with the wrong team comp it's silly difficult :P Brain over spambar and all that :D They should also get some AI guys in to redo the AI with something capable of fighting back.

    All previous content (Story, multi-difficulty fleet actions...) should be retrofitted with the new difficulty levels so people can get some practice.
    ZiOfChe.png?1
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  • brokenmirror2012brokenmirror2012 Member Posts: 0 Arc User
    edited January 2014
    skollulfr wrote: »
    see, thats not my mentality. i just wouldnt use a spanner to do the job of a screwdriver. so you can be happily, doubly, wrong.
    reason you dont see dedicated tanks or healers, is because tanks dont put kills on the scoreboard, and are ignored in favour of neutralising dangerous targets, and healers are the same, but have added extra weakness to spike damage.

    this has forced sto into a hybrid system, though still based on the rubbish trinity. the rpg trinity is a system for ~5 man pve. and thats all its good for.

    First of all, trinity works, WoW shows us that... However STO doesn't have a Hybrid trinity, or even a trinity system at all...

    In STO All Classes can do... DPS, Healing, Tanking, and Spam.

    All Classes can mix, Survival, Tanking, DPS, and Spam together.

    STO is a "sandbox" when it comes to character specing.

    Now heres where your comment is wrong... STOs trinity system ONLY applies in PvP, and that's because of how Min/Maxing works.

    In PvE theres no use for Tanks or Healers, because NPCs either do No damage, or they 1 shot, Tanks cant survive a 1 Shot, healers cant heal a 1 shot. So there is no trinity in PvE...

    Now PvP, Min/Maxing, is basicly Specializing in 1 thing to make you EXTREAMLY effective at it, and having your team Specialize in the thing u cant do. (Its not exactly that, im being very general) Now having a specialized healer+4 Speced DPSers > 5 DPS/Heal Hybrids. This is the only reason Trinity exists.

    Now, The fact is, trinity has NOTHING to do with Modern STFs. Now, if the Trinity System were effectively intergrated into STFs? Now that would be diferent, It may even add challenge. Why? Because then you would have to be GOOD at your role as either Tank or Healer. Anyone can strap 5 DHCs on a Scimitar, and autofire at a cube.
    [SIGPIC][/SIGPIC]
  • brokenmirror2012brokenmirror2012 Member Posts: 0 Arc User
    edited January 2014
    adamkafei wrote: »
    I hope you were lying about the sarcasm because the rest of the comment is true!

    We need a new difficulty level of "elite" Where the current 'elite' is renamed "Intermediate" and the new "Elite" gets a pre-Nerf Hive space level of difficulty, where with the right team composition including a science player it is a near faceroll but with the wrong team comp it's silly difficult :P Brain over spambar and all that :D They should also get some AI guys in to redo the AI with something capable of fighting back.

    All previous content (Story, multi-difficulty fleet actions...) should be retrofitted with the new difficulty levels so people can get some practice.

    Well ATM There are 3 difficulty levels in STO... What should happen is...

    Normal Should stay the same...
    Advanced Should become harder...
    Elite Should Become Harder...
    A new difficulty above elite should be added. Say Epic, and make ALL NPCs basicly "Smart" Give them healing, and TELL THEM to heal themselves and Ally's in a smart and efficient way.

    Another way to increase difficulty is Distribute NPC DPS...

    Currently, NPCs hit once every 30seconds, and hit for over 100k... They should distribute the damage, Instead of a beam doing 8000 Damage, it should do 1000 Damage and hit 8 times. Consistant DPS makes the game harder, because it requires sustained Thinking of healing, and people to crossheal, While Massive Spike either doesn't kill u at all, or instantly kills you.

    Any spike NPCs should do should be channeled in a way that its defendable, or SubNukeable, for instance Beam Overload, or a 12second charge attack (Think Donatra)

    That would be a good way to start on difficulty increase. because 1 of the roots of the difficulty problems is NPC damage. Difficulty isn't generated by being hit for 200k when u spawn (Yes im looking at you Hive)
    [SIGPIC][/SIGPIC]
  • pokersmith1pokersmith1 Member Posts: 2 Arc User
    edited January 2014
    I would rate the earlier incarnation of CCE, and Terradome as the hardest contents in STO PvE. But apparently we cannot have challenging stuff in STO. :rolleyes:
    Elite Defense Starfleet
    Elite Defense Stovokor
  • brokenmirror2012brokenmirror2012 Member Posts: 0 Arc User
    edited January 2014
    I would rate the earlier incarnation of CCE, and Terradome as the hardest contents in STO PvE. But apparently we cannot have challenging stuff in STO. :rolleyes:

    Definitly Poker, I want terradome back, NOT A revamp, NOT a nerfed version, Old terra where it took 4 hours to beat Deja Vu, And when Sulu dieing failed the game , AND When you had to figure out Which 1 was Sulu, Then protect him.

    Old CE wasn't hard, It was annoying, The fact was a good team would own it, But it was easily ruined by a moron Warping in and kiting the shards the wrong way.
    [SIGPIC][/SIGPIC]
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited January 2014
    I want Horrordome back, per-nerf Hell Onslaught Extreme, and pre-merge Suicidal Task Force missions.

    Just saying.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • pokersmith1pokersmith1 Member Posts: 2 Arc User
    edited January 2014
    Definitly Poker, I want terradome back, NOT A revamp, NOT a nerfed version, Old terra where it took 4 hours to beat Deja Vu, And when Sulu dieing failed the game , AND When you had to figure out Which 1 was Sulu, Then protect him.

    Old CE wasn't hard, It was annoying, The fact was a good team would own it, But it was easily ruined by a moron Warping in and kiting the shards the wrong way.
    Definitly Poker, I want terradome back, NOT A revamp, NOT a nerfed version, Old terra where it took 4 hours to beat Deja Vu, And when Sulu dieing failed the game , AND When you had to figure out Which 1 was Sulu, Then protect him.

    Old CE wasn't hard, It was annoying, The fact was a good team would own it, But it was easily ruined by a moron Warping in and kiting the shards the wrong way.

    Yup. Terradome was epic. I used to plan and waste whole weekends around it. First of all, finding a team ready to go through all that was in itself an epic task. Sometimes you had to wait days outside of NGC-2447 just so you can make a full team. Once you got a full team and got the mission going, you were in for some ride. Sadly, I only got to complete the mission in one of my toons. Then deja vu got broken and no matter how many times we tried, it would always fail. :(

    Same with old CE. Since it was something different from what people were used to, you always had tough time getting a group together to do it. And when you did find enough ppl to group up, somebody or other would always TRIBBLE up leading to endless series of facepalms, followed slowly by ragequits one after another. And then fail. Like terradome, only one of my toons got to complete and get the trophy for CE before they took it out. I'm glad that they changed the scoring mechanism for the new CE so that dps is not everything anymore, but honestly new CE could still have been a bit more tougher.
    Elite Defense Starfleet
    Elite Defense Stovokor
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited January 2014
    Now, if the Trinity System were effectively intergrated into STFs? Now that would be diferent, It may even add challenge. Why? Because then you would have to be GOOD at your role as either Tank or Healer.

    The Game would die, because most ppl who pug wouldnt have any chance to complete a mission, hence get frustrated and leave the game.
    Thats why we -unfortuanetely- have no challenging endgame, the common player is just to dump and has problems completing the isolinear-chip minigame ;)


    Oh, for premades of course, nothing would change.
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited January 2014
    There needs to be a mode where enemies can think. A mode where they react to stuff. An example being this.


    Say you are in a "master mode" version of KASE. The first thing you fight is a tactical cube. A lot of players pack stuff like plasma burn dots this day in time. When that triggers, have the cube be able to sense it and apply something like hazard emitters to counter it.

    The hardest mode should have enemies who can create ability combos and chain them like we can. And as I said above, have them react.

    More damage and health doesn't make them harder. It makes them annoying.
    King of Lions rawr! Protect the wildlife of the world. Check out my foundry series Perfection and Scars of the Pride. arcgames.com/en/forums#/discussion/1138650/ashkrik23s-foundry-missions
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  • jimqqijimqqi Member Posts: 2 Arc User
    edited January 2014
    Give donatra faw, dem, eptw, apa and apo and op npc stats. I hope someone brought a subnuke.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited January 2014
    Recombine the ground and space elements. Force people to be good at both, or fail.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited January 2014
    Well ATM There are 3 difficulty levels in STO... What should happen is...

    Normal Should stay the same...
    Advanced Should become harder...
    Elite Should Become Harder...
    A new difficulty above elite should be added. Say Epic, and make ALL NPCs basicly "Smart" Give them healing, and TELL THEM to heal themselves and Ally's in a smart and efficient way.

    Why Add another difficulty level when you can just refit the current ones? I would do the following...
    - Normal would stay very much the same but with a small smattering of NPC skills
    - Advanced introduces the player to NPCs with piloting skill, the NPCs would try almost passively to find a weakness in your defences with more abilities that would be more coordinated.
    - Elite would involve ships with similar boff seatings to the player allowing them to make ability combos from skills potentially available to the player (As chosen by the devs of course) the AI would use these intelligently and actively try to find weaknesses or create weaknesses in your defences.

    Every NPC ship would have a level comparable captain skill set, I'm thinking chosen at random upon spawning, given that every captain has different knowledge and most factions in the game have many copies of a ship and many captains... I've lost my train of thought... but you get the idea.
    Another way to increase difficulty is Distribute NPC DPS...

    Currently, NPCs hit once every 30seconds, and hit for over 100k... They should distribute the damage, Instead of a beam doing 8000 Damage, it should do 1000 Damage and hit 8 times. Consistant DPS makes the game harder, because it requires sustained Thinking of healing, and people to crossheal, While Massive Spike either doesn't kill u at all, or instantly kills you.

    Any spike NPCs should do should be channeled in a way that its defendable, or SubNukeable, for instance Beam Overload, or a 12second charge attack (Think Donatra)

    That would be a good way to start on difficulty increase. because 1 of the roots of the difficulty problems is NPC damage. Difficulty isn't generated by being hit for 200k when u spawn (Yes im looking at you Hive)

    I've been saying this for ages... certainly at endgame the NPCs should have boff layouts like players, and weapon layouts like players whereby most borg ships (above probes that would get 3/3) would get 2 weapons on each 'side' plus an omni directional torp, This would certainly make NPCs do more dps and maybe need an overall damage buff to compensate.

    In increasing healing and resistances for NPCs I'd reduce their HP to try to maintain the "Time to kill" that the devs are so fond of :P Also NPCs would be just as susceptible to disables and other science effects as players are as this would bring science back into the game, if elite NPCs were made to fight intelligently exploiting downtime in buff cycles regardless of who's it is it would cultivate cross healing among players, especially if they see it done by NPCs.

    The main difference between Normal, Intermediate and Elite would no longer be the time to kil or the damage output, rather the NPC AI.
    ZiOfChe.png?1
  • feiqafeiqa Member Posts: 2,410 Arc User
    edited January 2014
    And now a chance to comment back to skollulfr.

    First, I think from our previous debates on the subject, we agree to disagree on the antiquity of the trinity system.
    However there is some validity to his statements.

    First when we look at the source material I do not recall a single ship flying around just to fix another ship. So following canon the trinity system is broken as it is missing the third leg. By canon.

    In STO you can build a healer and be decent. You can build a striker and be deadly. But the tank is underwhelming as they lack a fixed job.
    A tank should have the ability to soak a good amount of enemy damage and keep the attention on himself. because big enemies should be able to one hit the healer and two hit the striker. So the job of the tank should be get the main's attention. The healer keeps him alive. The striker kills the big enemy.

    For an elite STF this might be doable. If they make tanks tanky and able to hold aggro.
    It would require coordination from a team of players to accomplish. As a group of strikers will get shot down so often as to be overly frustrating. A group of healers blasted before they do anything meaningful. And a group of tanks will live longer but still not damage the enemy seriously before they fail. So you need the mixed group to succeed.

    So I think it could be done. If they adjust the system to allow it. As it is, it is a hybrid as skollulfr mentioned and one that favours dps over tactics. And possibly to be more casual friendly. I do not know.

    Originally Posted by pwlaughingtrendy
    Network engineers are not ship designers.
    Nor should they be. Their ships would look weird.
  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited January 2014
    My only problem with tanking, is shields and resistances.

    Shields with their utterly slow redistribution is awhul especially with a 6 turn rate.

    And the increase in threat doesnt increase the resistances enough, you can be fully specced into threat with consoles on specificly for certain weapons types you dont get high enough resists.

    Simply put EPS transerf should change how power works, being able to transfer shields faster, and double up on a facing while reducing the strength on other facings.

    And resists while they should keep their diminishing returns stacking different consoles should negate that, not make it worse.

    I dunno i lost my thought.
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited January 2014
    ashkrik23 wrote: »
    There needs to be a mode where enemies can think. A mode where they react to stuff. An example being this.
    There is a mode where enemies can think. A mode where enemies react to stuff. A mode where enemies have ships just like yours, not giant bags of hitpoints to be whailed on.

    It's called PvP.
    [SIGPIC][/SIGPIC]
  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited January 2014
    There is a mode where enemies can think. A mode where enemies react to stuff. A mode where enemies have ships just like yours, not giant bags of hitpoints to be whailed on.

    It's called PvP.

    I dunno iahve PvP'ed with some pretty big bags of Hitpoints :D oh and stacked resists.
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • bughunter357bughunter357 Member Posts: 588 Arc User
    edited January 2014
    skollulfr wrote: »
    hello trinity fanboy.
    see, you are wrong, while almost any ship in this game can do damage, there is very much a negative effect from the trinity still afflicting this game. though this point isnt put under pressure so much in pve as it is in pvp, where the "tank" class has been utterly excluded as the useless pile of **** it is.

    Learn to tank then
  • snowpig74snowpig74 Member Posts: 267 Arc User
    edited January 2014
    The stfs and all endgame content, is just way too easy...

    Witnessed an IGN failure-PUG (no optional, died serveral times in the bossfight) yesterday. Therefore: no.
  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited January 2014
    I doubt we'll ever see it happen.

    Just take a look at the more challenging content right now. Except for a few organized groups, no one seems to be playing them anymore. If you take a look at the queues and the group searches in the more popular channels (even the invite-only ones), it's always the easy, faceroll encounters, as opposed to the more difficult ones.

    Nukara ground, hive, ground elite STFs, vault, no-win etc... seem to have been abandoned.

    Since Cryptic isn't a company like Blizzard, who might have enough rescources to focus on creation of content for that top 5%, they'll probably just stick to creating "soft" content, easily and instantly doable by 95% of the player base without any frustration.
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