Because I know people are going to read that title and troll the thread?
- I like having something to strive for.
- I'm not against winning a fight. If you can't enjoy losing a fight, your lying to your self if you say you enjoy winning a fight.
Why give a level 1 paladin a +50 Holy Avenger of Dungeon Master Smiting if the most dangerous thing they have to fight is a sick gerbil half a second from dieing of old age?
The voth task forces
are a nice touch, I'm
really happy with at least the idea of shuttle PvP (Few things to stretch balance with), the battle zones are fun, and I'm excited about secondary deflectors.
We keep getting all these new toys, but what about the having a actual cause to need the toys or 5-10K DPS?
Comments
for starters: you probably made this little pro verb up yourself, because it makes no freaking sense.
i'm unsure why i'm supposed to enjoy defeat, to be able to enjoy victory...
For me, building ever better ships is a game in itself in STO, and also the main driving force of actually playing. Even if the content where you might need it doesn't exist.
But from time to time, it is needed for turning the tides in a failing ESTF, PVP match, or some other event, where time is of the essence.
First place in CE is easier to achieve with maxed out gear, which means better loot, which can be sold.
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
Everything else requires some form of co-ordination which yields worse results.
Or in other words the bar has been lowered so much because someone in charge does not wish to challenge their little puppies that jump up and put their paws on the screen when Voyager comes on. This game is a joke.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
I thought this was a common theme in sports. Oh well...
"Losing a game is heartbreaking. Losing your sense of excellence or worth is a tragedy." - Joe Paterno
Basically, if winning is all your care about, your no longer playing a game. Your fighting a war, and STO is a game.
For there to be a game there has to be challenge. If the tools given for the challenge make it not a challenge, it's not a game anymore. (If there were Dungeons and Dragons Online, I'd be quoting the dungeon master's guide. :P)
Something like what bpharma, but a little bit nicer. :P
Do the following:
Do 30 ESTFs a day, 365 days a year: IGE, ISE, KGE, KSE, CGE, CSE ...each five times a day
As soon as - after that year - these ESTFs start flowing out of your eyes because of boredom you will know why: Just to make them pass faster.
...
If they're boring why do them? If they're boring wouldn't it be better to make them not boring?
i think you had in mind: "You can learn more from a devastating defeat, than from an easy victory"
and gave it some "resoundingenvoy" flavour.
basically what you say is a contradiction: if everyone enjoys a defeat, there is no purpose for a competition...you end up with something like sarcastaball
No, i try to be good at a game. If you feel that improving your build and skill at the game is a war and deprives you of enjoyment...then by all means, play as you please or quit.
But don't question the motivation of other people that enjoy the challenge of pushing the bar higher.
That was being nice.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
No, i think it's more like: "If you can't enjoy the process of playing the game, but only the reward it delivers, then the game itself is ****."
Seriously everyone who just grinds for the grind, but can't enjoy the actual gameplay should step away from the keyboard. So if you had fun playing, then loosing isn't as bad.
So while the typical game will have a gear progression tied to content progression - STO has gear progression so progressively more people that couldn't do the content can.
Jill Random can zip through the content in a RA boat with Common Mk X gear. Jack Random can't...Jack needs better gear. Jane needs even better gear than Jack to do what Jill can do. John needs even better gear than Jane to do what Jill can do. Janet needs even better gear than John to do what Jill can do. James needs even better gear than Janet to do what Jill can do. Etc, etc, etc...welcome to STO.
Yes, but that doesn't mean that the difficulty curve should stagnate while the gear curve rises to ever greater heights. While subject x still farms to make content y possible to do for him subject y can move on to content z, becasue subj. y doesn't need to gear progress. Eventually everyone will have seen everything.
As it ist now there is just one baseline content level. Those who haven't seen it will grind to get gear and be done with it eventually and never be challanged again.
Yup, I just tested the 2nd deflector and its much touted about drain. It turn out, it's pure junk like most every other shield drain.
http://sto-forum.perfectworld.com/showthread.php?t=1020361
If they increased the difficulty of content, then somebody wouldn't be able to do it.
It's not a case of saying I agree with it in the least...it's just a case of pointing to the obvious decisions that Cryptic has made...and why this may not be the game for everyone, it's pretty much going to be the game for anyone - how long before toddlers are playing STO on their kiddie tablets? Or as I like to keep saying, puppies on iPhones, eh?
I don't agree with Geko's statement that STO has a robust endgame. Their focus is on new player acquisition and not old player retention...I think they should do both. Heck, I said that with the revised KDF Tutorials and introduction of some new starter ships - yeah, that's nice - but what about when those guys get to the endgame?
If they want the robust endgame, they'd add challenge to the PvE endgame and balance to the PvP endgame...wham, bam, they'd have a pretty nifty game, eh? Well, just imho of course...but it would be a pretty nifty game, eh?
Indeed why
To go total dps is a sterp to boredom imo
Rather go DPS until you can do any tole in the STFs then go defense so your character is able to Tank all threats and keep your pug team alive so they can add there dps and survive
you become the flagship of that fleet controlling the battle
if you make a dps class cannon your team mates most likely are destroyed over and over in most 4 ship pugs including you
super high dps ships normally require a healer to keep them alive that creates hard feelings in pugs because hardly anyone cross heals
I like people NOT cross healing because cross healing isnt star trek.Also cryptic took away the ability to use auto fire and to cross heal making crosshealing hard and lowering your dps by 5 to 10 seconds for auto fire to stop before you can heal anybody
Or not use the cross heal and use the smash the space bar to attack which i find bothersome and do not use
Get enough defense to tank all threat then build DPs is my method and quite fun
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Simple, if winning is guaranteed, it is meaningless. Therefore to truly enjoy winning, the (real) possibility of losing should exist. The possibility of losing is something you should enjoy because it makes winning meaningful. Do you enjoy winning because the opponent/npc forfeits? I don't. Because I think that is what the OP is getting at, the bar is lowered to such ridiculous limits that the NPCs might as well just hit abandon ship and be done with it. That's what you get when a game has its difficulty adjusted to the lowest possible standards. Look at HSE,we almost got some challenging content and all the people who can't be bothered to learn how to play raged that the devs had the audacity to make content they couldn't win using their ridiculous builds with random boff skills. Too bad the devs didn't tell them "Too bad, suck it up and learn how to play".
Look at the rep systems, it rewards perseverance and nothing else at all. I miss tech drops, real drop only gear that made you feel happy when you got it. A real challenge and real rewards... I guess the only challenge now is to keep playing this game, and while it is hard it is far from enjoyable.
Apparently some forum posters have diplomatic immunity nowadays, where can I get mine? [SIGPIC][/SIGPIC]
It is a rather quick way to make dilithium. 20 minutes for *SE and another 30-35 for the *GE and you have like 5760 Dilithium + 550-600 omega marks (~5000-7500 Dil) and 6-66 BNPs (~ 1000-12000 Dil). Our fleet is not that big and we are still building stuff for the Star base and Spire holding.
They are boring because they do not offer much diversity. Therefore i have my DHC-Scimitar and go wtfbbqsolopwnmobileroflstomp spheres, cubes, gates and anything else the collective throws at me.
So what is there for you to do if you didn't have a stroke and can understand basic concepts about the game? Replay the minuscule content over and over again for stuff you don't need? Not play? Maybe make up for the abysmal player base that are constantly joining and refusing/not needing to learn anything to herp derp through the game?
I know you're saying there is no real endgame and I agree but saying people are over geared isn't the fault of the people a lot of the time, it's down to their being literally nothing else to do.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
Probably he is simply glad that STO has an endgame at all.
I remember sitting in DS9 pre Season 1 and there was literally nothing to do
While there has been an improvement with Voth Ships and the revamped Undine vessels, There are still so many NPCs that are laughably undergunned and underprepared to deal with what our Player ships are capable of.
Rep creep and continual improvements to our offensive capabilities should be matched by our enemies, ( especially the rep abilities which give us a substantial tactical advantage, for example Vanquish, and the aptly named Tactical Advantage chosen abilities )
I think it comes down, IMO, to the speed of combat, Fighting the NPC's would be much more satisfying if we fought fewer more powerful enemies , that actually had a chance to destroy us in a fair fight, rather than mowing through wave after wave of mediocre frigates, which has become boring
Why DPS doesn't really matter: I can run the most junkwagon experimental builds with my fleet mates and we still get ESTFs done in 3-5 min. PvP is more about burst damage than sustained DPS. Finally, DPS is boring.
Take a PvE DPS build into PvP in a one on one and that ship will be eaten alive. The borg just need to start redistributing their shields. The voth are just enemies that were endowed with shield tanking and some sci tricks. I do think content should be upgraded to make enemies redistribute shields, heal and maneuver. Those three things would make PvE more fun and better prepare players for PvP if they so desire.
The point of an mmo isnt to do not boring stuff, its to do stuff that gives the greatest rewards for the minimum amount of time
But with how massively overgeared folks are - when new content is added, they're pretty much overgeared for that as well, eh? Outside of some additional travel/wait time with the Voth content, it wasn't any more difficult than any other content. Very little content has an actual fail (not talking optionals, but actually failing the content). Then again, failing in a pug - well - that's not fun! It's a game - it should be fun.
I'm not a fan of the carrot 'n stick progression that exists in other games either...
I like what D'Angelo talked about (hoping he's not just Daniel 2.0 telling us stuff that sounds great that never happens)...with dynamic play, replayability instead of repeatability...etc, etc, etc.
In the end though, it does come down to the player - imho. What else is there to do? How many Foundry missions are out there? What's stopping folks from creating missions and sharing them with friends?
It's cause folks aren't interested in content - they're interested in rewards...for what though? So they can get more rewards? Over and over and over...?
Heh, though - I can't remember the last time I ran a Foundry mission that wasn't an EC grinder...lol. Like amateur writers in a circlejerk writing group, so many of the folks doing Foundry stuff think they've done awesome jobs and they get fluff feedback from friends...it's garbage. But hey, there's some stuff there...
In the end, it may simply be a case that we play too much...damn TV, if only there was something better on! :P
Please tell me that was said in jest, with sarcasm, and that sort of thing...give me a moment before replying, I'm going to grab some Excredrin for the /facepalm if that's not the case. :P
Or be where all the good players are congregating and do all 4 space STFs in less than 10 minutes, switch to another character and repeat, can do 6 characters by the time your first one is off cool down earning you 3840 dilithium, a few BNPs and some 400 omega marks each, grind them all down and you've hit your 8k dilithium in an hour (+grind down time) on 6 characters.
So that's some 48k dilithium for your star base, get 3 people that can do that and projects tick over nicely. As Ann said, the only challenge is finding a reason to keep playing.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
Because the Foundry has poor content with poor rewards, in part because the tools for creation are crippled: You cannot create enemies of the appropriate difficulty you want. Instead, Craptic decides your difficulty for you, namely, mindless. You cannot create any kind of mission which follows anything other than a strict railroad plot with absolutely no possibility for failure. In short, the Foundry is only good for creating farms.
Or...maybe don't rush things like that. Take your time, eh? If you rush through everything, blow through everything as fast as possible...you're setting yourself up to be able to complain about having nothing to do, no?
I deleted 8 level 50s at the end of last year, only keeping a single level 50. With this, I also deleted one of the two Fleets I've been soloing. I did a similar toon deletion thing before S7. Before S7, I was deleting toons every 2-3 weeks or so. The Fleet I kept, it's leveling slowly - slowly - eventually - etc, etc, etc. It will get there when it gets there. Leveling the toons, they'll get there when they get there. 3 have been at 50 for a bit, 1's at 35, the other 3 are 17-21 or so...with the kept 50 obviously still being 50.
I've got 10 sponsorship tokens for each rep sitting there, haven't dropped the out on the new 50s - cause I haven't bothered starting the reps for them.
I'm just tooling around - no stress - no rush. It's only with time limited things where I have to do it now...otherwise, it gets done when it gets done. It's one of the reasons I walked away from PvP - I didn't like the stress of feeling like I had to keep up all the time, which meant that I basically had multiple toons farming to support 1-3 toons. I never got into the DPS race thing because I didn't want that stress of feeling like I had to keep up.
STO's the most casual game I've ever played...I can't even make fun of the gf playing her Farmerama game - cause she's got far more stress in her game than I do in mine.
If folks want to stress themselves out in STO and then turn around to complain there's nothing to do...well...they did that to themselves.
Entertainment is a reward. This is a game. It's not a job. Did you have fun?
These days it's just because everyone playing is playing with the top end gear. This means that new enemies like the Voth have to be even more powerful as a result. That in turn means that DPS becomes even more important because they won't survive sustained combat and need to get the fights done ASAP. And with the STF and PvP crowd basically dictating what sells, Cryptic has no choice but to focus on damage dealing gear.
That having been said: My favorite ship build is a science ship with all-turrets because it gives me the perfect balance between survivability, combat speed, and gives me a reason to use skills beyond Tactical Team and Attack Pattern Alpha. Then again, I don't PvP or STF so YMMV.
That's the Skinner Box method of the MMO. It will never change, unfortunately.
I think you're mistaking "yeah we'll do some STFs" taking 10 mins for "must complete this faster and faster and faster aaaarrrggghhhh!!!"
It doesn't take 10 minutes because we're trying super hard to get faster and faster, it takes 10 minutes because we're not kittens kittens kittens.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.