This is simple, for me - I'm not sure if it's content but at the barest minimum #s 3 & 4 are what it would take for me to ever get back into this game. The others would be "nice to have".
would you come back if placate were dead? the tier 4 at least is being turned into a weapon offline
we could show em by getting mroe videos on This channel in my sig....More subs, Views and Likes more attention we may get from the Dev's and the community as a whole!
would you come back if placate were dead? the tier 4 at least is being turned into a weapon offline
To be honest, while it's certainly part of the power creep and annoying, and plays poorly with several other mechanics like tractors and sensor analysis - I was never really bothered by the Placate T4.
I tend to have at least 3, if not 6 ranks, in Starship Sensors on my old persistent/visible Tac/Escort builds though. So target lock drops, but they don't exactly go invisible.
To this date, Cryptic has gone out of their way to keep the game fun but ultimately casual. Balance has never been needed to make PvE fun, because there is never any question that a group is going to succeed: groups always succeed. It's more about how much fun you have getting there, to which there are few wrong choices. [...]
For Cryptic to highlight and 'shine a light' on PvP, it would have to accept responsibility for improving the ugly aspects that would ultimately be revealed. Those of us who have played PvP at a high level know that this is no short list. A lot of people who have played PvP at a high level realize that it would take nothing short of a complete overhaul of the game to make it right.
This brings us back to the concept of "business logic". Cryptic may genuinely want to repair and highlight PvP, but continually realizes that it probably won't be profitable for them to do so. They already make money of the existing game at a decent rate, why would any sane company risk losing the current base to changes which may or may not bring financial reward? If casual players are meeting their demands, why risk turning even some away with wide sweeping changes?
I agree with the core of your argument. Balance is broken to a point where the game would have to be turned upside down to fix it. The power band is simply too wide for the game to be repaired without reinvention. Meanwhile they see the $$ as proof that they are doing fine, and there's probably a little truth to that too.
My feeling is that its successful primarily because of STAR TREK, and secondarily because the older players that constitute the STAR TREK fanbase generally have more money than time and are not as intereseted in deep gameplay immersion as they are in quick fun. I dont think these are mutually exclusive, just that the fundamentals required for a deep balanced game are not interesting to the core market.
Also there's a point to be made that this game cannot compete and win against deep gameplay titles (it can only lose by trying to compete against them), so instead find a niche that it can do well in, and the casual gameplay aspect of running episodes and buying 1-2 lockbox items for personal power gain is actually the ideal target.
Maybe if we complained about how the maps looked more and promised to gush over new maps? I mean, c'mon, how could anybody not notice how little feedback is being given by the general populace out there on mechanic changes yet how much is being said about ESD.
STO's basically a 3D chatroom for folks that don't have any real people in their lives...
To be honest, while it's certainly part of the power creep and annoying, and plays poorly with several other mechanics like tractors and sensor analysis - I was never really bothered by the Placate T4.
I tend to have at least 3, if not 6 ranks, in Starship Sensors on my old persistent/visible Tac/Escort builds though. So target lock drops, but they don't exactly go invisible.
i also learned recently countermeasures buffs the duration. that explains so much of the BS ive seen with it
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
I'm glad I got rid of placate and used the T4 shield heal instead, turned out to be much more effective any way, you have 2 players in a 1v1 (i.e. to bug ships dog fighting) the entire match basically becomes WSAD+TAB the whole time.
Placate never really bothered me, sure it was annoying, but now seeing its becoming a weapons offline proc? I can see that being more annoying than the placate, at least I could Tab after they placate and still hit them with my Beam Overload xD
The whole placate business has become rampant already, getting placated 3 times in a time span of just 8 seconds is just silly, the so called placate "immunity" is useless.
I am glad they are planning to change the T4 placate. It's a step into the right direction.
In PVP it has always been the better offensive AND defensive power perk compared to the alternative T4 reputation ability.
Insivibility every couple of seconds, that breaks target pinning, target lock, tractor beams and other over time abilities, that breaks the "Follow Target" camera option, well that is just bad and unfun game design.
A perk that has the tactical depth of a dice rolling game like craps pfft... the anounced change will definitely improve the quality of PVP a bit, so kudos to the devs for that.
If it is going to be a common weapon subsystems disable, then weapon batteries, eng teams etc. should work as counters. Fine by me.
The whole placate business has become rampant already, getting placated 3 times in a time span of just 8 seconds is just silly, the so called placate "immunity" is useless.
I am glad they are planning to change the T4 placate. It's a step into the right direction.
In PVP it has always been the better offensive AND defensive power perk compared to the alternative T4 reputation ability.
Insivibility every couple of seconds, that breaks target pinning, target lock, tractor beams and other over time abilities, that breaks the "Follow Target" camera option, well that is just bad and unfun game design.
A perk that has the tactical depth of a dice rolling game like craps pfft... the anounced change will definitely improve the quality of PVP a bit, so kudos to the devs for that.
If it is going to be a common weapon subsystems disable, then weapon batteries, eng teams etc. should work as counters. Fine by me.
Will the proc rate on the disable be the same as on the placate? Hmm. If so, then it's still overkill. Maybe EPtW needs to give you an weapons subsystem disable immunity period when you activate it. Just a thought from a sci who could care less if he had weapons or not.
Comments
would you come back if placate were dead? the tier 4 at least is being turned into a weapon offline
Lag Industries Executive - Fleet Project Management
PvP Boot Camp Coach
STO - Will PvP For Food - Official OPVP Channel <-Click Me
/channel_join OrganizedPvP
To be honest, while it's certainly part of the power creep and annoying, and plays poorly with several other mechanics like tractors and sensor analysis - I was never really bothered by the Placate T4.
I tend to have at least 3, if not 6 ranks, in Starship Sensors on my old persistent/visible Tac/Escort builds though. So target lock drops, but they don't exactly go invisible.
My feeling is that its successful primarily because of STAR TREK, and secondarily because the older players that constitute the STAR TREK fanbase generally have more money than time and are not as intereseted in deep gameplay immersion as they are in quick fun. I dont think these are mutually exclusive, just that the fundamentals required for a deep balanced game are not interesting to the core market.
Also there's a point to be made that this game cannot compete and win against deep gameplay titles (it can only lose by trying to compete against them), so instead find a niche that it can do well in, and the casual gameplay aspect of running episodes and buying 1-2 lockbox items for personal power gain is actually the ideal target.
STO's basically a 3D chatroom for folks that don't have any real people in their lives...
i also learned recently countermeasures buffs the duration. that explains so much of the BS ive seen with it
Wait, seriously? CMS boosts the Romulan placate?
Holy ****, no wonder.
Well, I'm glad at least in turn sensors helps make it less of a pain in the TRIBBLE.
Where is this mentioned? Had a look cant see
http://sto-forum.perfectworld.com/showpost.php?p=15793741&postcount=27
Placate never really bothered me, sure it was annoying, but now seeing its becoming a weapons offline proc? I can see that being more annoying than the placate, at least I could Tab after they placate and still hit them with my Beam Overload xD
Lag Industries Executive - Fleet Project Management
PvP Boot Camp Coach
STO - Will PvP For Food - Official OPVP Channel <-Click Me
/channel_join OrganizedPvP
I am glad they are planning to change the T4 placate. It's a step into the right direction.
In PVP it has always been the better offensive AND defensive power perk compared to the alternative T4 reputation ability.
Insivibility every couple of seconds, that breaks target pinning, target lock, tractor beams and other over time abilities, that breaks the "Follow Target" camera option, well that is just bad and unfun game design.
A perk that has the tactical depth of a dice rolling game like craps pfft... the anounced change will definitely improve the quality of PVP a bit, so kudos to the devs for that.
If it is going to be a common weapon subsystems disable, then weapon batteries, eng teams etc. should work as counters. Fine by me.
Will the proc rate on the disable be the same as on the placate? Hmm. If so, then it's still overkill. Maybe EPtW needs to give you an weapons subsystem disable immunity period when you activate it. Just a thought from a sci who could care less if he had weapons or not.
Oh the humanity!
House of Beautiful Orions
PUNISH THE FEDs