Can you guys please fix the level scaling for the PvEs?
Did a Federation Fleet Alert (FFA) and noticed it took a lot longer then normal, even some runs losing on the last wave before the boss, only getting 31 marks.
Noticed my level was pushed to 60!
Wait a minute, this is a standard, normal, PvE... FFA, not Advanced or Elite.
Why is our level being bumped to 60?
We have waves of level 60 enemies, with fake buffed level 50 captains with level 50 gear fighting them.
I have yet to try a Colony, but Fleet Mates are saying that people are just bailing on CCE.
Even your own patch notes say standard PvEs are unchanged, but clearly you changed it.
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From Patch Notes:
Many of the standard PVE queues have been updated to fit the new queue difficulty settings.
Standard Difficulty is unchanged.
Players level 51 60 will be scaled down to level 50 for this difficulty.
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Since there is no Advanced or Elite versions of FFA, it must be Standard, thus level 50.
Same for Colony, (but I have yet to try that one, ran out of time since FFA took so long)
Please address this, as FFA and Colony are my (and others) favorite PvEs.
First time I've failed fleet alert in a long time, is it me or does it feel like the time has been reduced?
"The meaning of victory is not to merely defeat your enemy but to destroy him, to completely eradicate him from living memory, to leave no remnant of his endeavours, to crush utterly his achievement and remove from all record his every trace of existence. From that defeat no enemy can ever recover. That is the meaning of victory."
-Lord Commander Solar Macharius
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
Had the same issue against a group of Gorn in fleet alert yesterday. We had a couple of lower level captains in (enemies dropping Mk VII gear as loot) so bumping them to lvl 60 still meant they had awful gear, fewer weapons and BOFF abilities and they really struggled to take down anything.
2 of us had pugged together before (randomly put into same pug, I mean) and we both commented on how hard it was, with coordinated fire, to take down any enemy ship.
We failed after only reaching wave 4 of ships. We had no chance.
Fleet alert used to be a good way to earn fleet marks, whatever your level. Now it's going to put new players off since they get caned and just end up watching a respawn timer over and over again.
If the Devs want to add an advanced or elite fleet alert queue, that is fine. Buffing the existing one past a new player's abilities (and that of some veterans who have their builds optimised) is going to cause a lot of player drop-off once the "new hotness" fades.
"...we are far more united and have far more in common with each other than the things that divide us.”
Jo Cox 22.6.1974 - 16.6.2016
I think it's clear that fleet alert is a mistake. It's hard to see the logic of making it act like a level 60 advanced mission when we have level 30 captains running it. Whatever else is fixed, I see this getting fixed for certain - hopefully by next Thursday.
Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
I just played Shutdown (Cardassian plotline, Fed side, requires level 36 min) with my level 51 Tac Vulcan. He's flying in a Kazon Heavy Raider, which admittedly isn't super-optimized, but it has nothing below MkX. I just spent 20 minutes trying to kill a single Keldon-class cruiser, and I died about ten times before I finally gave up. I looked, and the cruiser had something like 120k hull points, and one volley of torpedoes from it killed my shields and dropped me to 25% hull. I had easier times killing Borg cubes before this.
Of course, I know, he's not super-optimized. But he's playing a level 36 mission in a T5 ship, and it's not like there's an easier version of the mission he can play. My Romulan Tac pre-DR murdered Keldons in his sleep in the free Ha'Feh I got at level 40.
I understand the STFs are forked, which is why I'm not playing them. But this is a normal story mission, and I've soloed these same missions before with different characters. So while there's a certain amount of "My build sux" going on, there's also something fishy in the difficulty that keeps me from winning against a blasted Keldon.
This has to be fixed. I know they're looking at STF difficulty, but I don't see anyone talking about story missions. Am I the only one?
I just played Shutdown (Cardassian plotline, Fed side, requires level 36 min) .....
This has to be fixed. I know they're looking at STF difficulty, but I don't see anyone talking about story missions. Am I the only one?
Peeps probably playing the new DR story, and either have played the old missions, or just skipped them to get to DR.
Probably indirectly effected that enemy type.
All we can do is report it as a bug, and hope they investigate and fix it.
Comments
-Lord Commander Solar Macharius
Joined January 2009
Hyper buffed?
A Centaur came in with 110k hull. That is twice what my T5U adapted destroyer had. And that was the weakest ship to arrive in the fleet alert.
Originally Posted by pwlaughingtrendy
Network engineers are not ship designers.
Nor should they be. Their ships would look weird.
2 of us had pugged together before (randomly put into same pug, I mean) and we both commented on how hard it was, with coordinated fire, to take down any enemy ship.
We failed after only reaching wave 4 of ships. We had no chance.
Fleet alert used to be a good way to earn fleet marks, whatever your level. Now it's going to put new players off since they get caned and just end up watching a respawn timer over and over again.
If the Devs want to add an advanced or elite fleet alert queue, that is fine. Buffing the existing one past a new player's abilities (and that of some veterans who have their builds optimised) is going to cause a lot of player drop-off once the "new hotness" fades.
Jo Cox 22.6.1974 - 16.6.2016
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Joined January 2009
Please see the following bug report:
Normal missions scale to level 59 or 60 instead of level 50 (Holodeck ticket #2,815,647)
Of course, I know, he's not super-optimized. But he's playing a level 36 mission in a T5 ship, and it's not like there's an easier version of the mission he can play. My Romulan Tac pre-DR murdered Keldons in his sleep in the free Ha'Feh I got at level 40.
I understand the STFs are forked, which is why I'm not playing them. But this is a normal story mission, and I've soloed these same missions before with different characters. So while there's a certain amount of "My build sux" going on, there's also something fishy in the difficulty that keeps me from winning against a blasted Keldon.
This has to be fixed. I know they're looking at STF difficulty, but I don't see anyone talking about story missions. Am I the only one?
Peeps probably playing the new DR story, and either have played the old missions, or just skipped them to get to DR.
Probably indirectly effected that enemy type.
All we can do is report it as a bug, and hope they investigate and fix it.