so, just finished the voth bit at the end of undine space zone,
during which i noticed something.
repeatedly during the breaks between waves, players where fixing the npcs. not only that, they where repeatedly electing to fix npc's, over the other damaged players.
i know there is a certain about of conditioning in games like this towards having players babysit friendly npc's, but to watch it played out like that was, almost bizarre.
Comments
I found though that its a wasted heal as they dont seem to even work on them.
Players should know better and if a player doesn't at least make a half-assed attempt at surviving (whether that be playing smartly or using survivability powers), then I don't heal them. I believe strongly in Darwinism.
For the most part I heal the NPCs. But if I see a player making an active attempt at not being a scrub, I will lend them my Engineering Team III and Transfer Shield Strength III.
But if they suck at the game and fight with 2 shield facings perpetually gone and 2 shield facings undamaged, and at 20% hull health?
Well, sucks to be you. Enjoy your impending respawn timer. You aren't worth my time to help.
My disdain for the majority of the STO playerbase is no secret.
It is because you are an Iconian. That is no secret. :P
Players retreat, not expecting to be healed, when they are about to pop. NPCs stay even when heavens turns fury in a handbasket... until they pop.
Problem: NPCs may be brave as heck, but they are not much better than a barrel of cannon fodder.
Even cannon fodder has its uses.
Three reasons I fix NPCs over other players.
1) NPCs cannot heal themselves.
2) NPCs are far more loyal and reliable than any other puggie I've ever met.
3) NPCs will thank you for fixing them up. Sure, it may be just a playback recording but it's a thank you nonetheless.
http://www.arcgames.com/en/games/star-trek-online/news/detail/10052253
Why are you not rejoicing?
I'd add a 4th one, as bad as we may complain about the NPC AI at times - the heal tossed to the average NPC is less likely to be wasted than a heal tossed to the average player.
Oh so true most of the time.
/10char
Praetor of the -RTS- Romulan Tal Shiar fleet!
5) NPC's never ragequit.
6) Never saw an NPC type in "L2P" or "n00b!" in Chat whenever a player does something dumb or incorrect.
7) NPC's do not immediately place a player on Ignore for typing a question in Chat.
8) NPC's do not spawn camp.
9) NPC's do not go AFK and leave the rest of the team to do all the work.
Is too much clutter as is sometimes.
So I just notice damaged NPCs a lot more, because they are leaving a trail of smoke and fire.
aren't you edgy.
Yes but they deserve it. The cube is forever set into a loosing man's struggle. Its not taking advantage of an uneven match, he's overcoming the odds to bring swift retribution onto those who should have been more prepared.
It is spawncamping in the strictest possible sense, but its also Karma. :P
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
Maybe true, but I bet Thunderfoot006 has never thrown a heal at a Tac Cube, either....
...and won't. At least 'til Expansion 2 and the Borg Lockbox...
People still find a way to get killed by Tac Cubes? :eek:
I don't know why damaged NPCs are easier to spot than damaged players but I sure wish it was the other way round.
Theres a number of reasons why this happens and its not bizarre.
1.) Most ships come with more then enough Boff Slots for Self - Healing. I currently run a Tactical Escort and Im more then capable of healing myself after a fight. Although it be nice to get a heal from a Science Player once and a while its not necessary.
2.) NPC ships typically get banged up and keep going. Eventually getting destroyed or damaged so much that they arent worth catching aggro over.
3.) More ships for the enemy to point at. The less likely the Player Ships will pop in the next wave.