The amount of XP gained doing the leveling run in Delta...pretty much removes the desire to progress.
I like a coherent, flowing story. Not a story interrupted ever 5 minutes by patrol missions. Patrol missions are what you do when you have "downtime" as a starship crew. For crying out loud, the Vaadwar are running rampant, Kobali Prime is under siege and who knows what craziness is coming around the next G Type star, but you want me to pull off of getting to the bottom of this mess...to do patrols?
I agree with the OP. Let us actually enjoy the story. Set all the stories to Level 51 requirement, then put the rest of the Leveling / Rep Grind portion into the patrols and PvE queues.
Not really that difficult of a concept.
In the meantime, I will be logging in like once a day, for about 10-15 minutes to run DoFFs and Research crafting missions, then logging right back out. Maybe when I hit Level 58 or 59, I'll run the story, so I can see it the way I want to.
Of course, since I'll only be DoFFing and Crafting for the next 10 months while I level up 10 minutes per day...those 10 months mean you won't see any money from me. There would be no reason to spend.
"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
I'm thinking maybe pancakes." ~ John Casey
I so agree with you on this. The story missions are my number one reason to keep playing this game. Well, story missions tied with the Foundry. Everything else is just some extras to help me get to the next mission. At this point I have my main character stuck at level 58, with all my other characters around the 52/53 mark, just from having been played for the Mirror Universe event.
For my main, the grind at level 58 is so extreme that I've barely played for almost two weeks, simply because I can't bring myself to just keep playing Argala any more. When I hit 58, I was excited to continue the story, only to discover that instead of the usual two DR missions for the level, you only get one patrol mission wrapper. Once you've finished that, you're maybe about a quarter of the way to level 59. After two days (with multiple hour play sessions) I'm still only about two thirds of the way there. I've played Argala as many times as I can stomach, I've played Foundry Spotlights, I've done all of the Romulan space patrol missions, I'm now a good chunk of the way through the Cardassian space patrols. I've kept my DOFF missions going. I've tried to play PvE queues. It's boring. It's dull. And it feels like work. And when I get home from my actual work, I like my games to entertain me, and not make me feel like I have a second job.
[SIGPIC][/SIGPIC]
This character is why I don't play my Romulan any more. Tovan Khev is NOT my BFF! Get him off my bridge!
The amount of XP gained doing the leveling run in Delta...pretty much removes the desire to progress.
I like a coherent, flowing story. Not a story interrupted ever 5 minutes by patrol missions. Patrol missions are what you do when you have "downtime" as a starship crew. For crying out loud, the Vaadwar are running rampant, Kobali Prime is under siege and who knows what craziness is coming around the next G Type star, but you want me to pull off of getting to the bottom of this mess...to do patrols?
The wrapper missions for the patrols make them very much part of the story line. So at least the first go-around makes them part of the story, too.
I think the reason the story is so level and grind-gated is simply because Cryptic doesn't want people to just play those missions and then leave again. They want them to engage in the game for longer. People that just play story missions and then leave don't tend to spend money on the game. If a spike in active players is triggered by a new mission, but no additional revenue is generated, it means that this kindof spike is useless to Cryptic and the story missions do not pay off.
Of course, there are people that play the game regularly and want to play a mission immediately when it's out, and they are also "harmed" by this. But I figure Cryptic thinks that they won't give up just because of that - utlimately, they can still do whatever they would have done anyway if the mission didn't exist in the first place and was released at a later date.
If you really like story missions, and play the game a lot, you should maybe not be to disappointed by this - because if the positive side will outweigh(more people playing the game and earning Cryptic some money) the negative side (active players leaving out of frustration), then it means making new missions becomes more attractive to Cryptic. And I think plenty of us would like more story missions.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
"Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
— Sabaton, "Great War"
The wrapper missions for the patrols make them very much part of the story line. So at least the first go-around makes them part of the story, too.
I think the reason the story is so level and grind-gated is simply because Cryptic doesn't want people to just play those missions and then leave again. They want them to engage in the game for longer. People that just play story missions and then leave don't tend to spend money on the game. If a spike in active players is triggered by a new mission, but no additional revenue is generated, it means that this kindof spike is useless to Cryptic and the story missions do not pay off.
Of course, there are people that play the game regularly and want to play a mission immediately when it's out, and they are also "harmed" by this. But I figure Cryptic thinks that they won't give up just because of that - utlimately, they can still do whatever they would have done anyway if the mission didn't exist in the first place and was released at a later date.
If you really like story missions, and play the game a lot, you should maybe not be to disappointed by this - because if the positive side will outweigh(more people playing the game and earning Cryptic some money) the negative side (active players leaving out of frustration), then it means making new missions becomes more attractive to Cryptic. And I think plenty of us would like more story missions.
Ya, but this logic doesn't work.
Cryptic does want people to play the missions and not get bored so they play longer and get more money of it? OK, but episodes really aren't generating money, they are expensive to produce and need nothing new to complete, the end game is the upgrades that generate money.
If Cryptic doesn't want poeple to burn through content so they stay and spend more and more, how can forcing people to grind for ages on a very very limited set of low quality content accompish that in any way? The only effect it can have is negative.
If you want people to stay and play, you need to create repeatable content that is of good quality, challenge and diversity that also reward differently. Making everything give dilithium and then making dilithium the one currency everyone needs for everything just makes people turn to finding the one mission that rewards the most/time. Likewise, when the content is dull, dated and skillless it becomes boring and not fun, which makes people find and hunt those reward/time metrics out. STO is just really badly designed, nobody with any type of thought or training would ever make a system like this.
They could easily overhaul the reputation system into a legitmately good system. Right now there is no reputation, its just a time gate with minimal inputs and effort to unlock gear, and then inputs to getting that gear. You could actually tier the reputations, so you have Level 45-60 Reputations rewards one set of gear from Mk IX to XIV, and if you want you can upgrade a low tier gear to Mk XIV through the non crafting crafting system with special content related drops. It would require level appropriate versions of the content, and then level 60 versions too, though any designer can do that easily.
Ya, but this logic doesn't work.
Cryptic does want people to play the missions and not get bored so they play longer and get more money of it? OK, but episodes really aren't generating money, they are expensive to produce and need nothing new to complete, the end game is the upgrades that generate money.
If Cryptic doesn't want poeple to burn through content so they stay and spend more and more, how can forcing people to grind for ages on a very very limited set of low quality content accompish that in any way? The only effect it can have is negative.
No, it is not the only effect. People that normally just log in when there is a new mission, play around a bit, but then quickly leave, will have to spend more time playing. And that means they have more reasons to want dilithium, Zen, Marks, join queues. All a phletora of things that either generates money directly (Zen Purchases) or indirectly (by this player being content for other players, causing them to buy Zen, for example for his Dilithium.)
If you want people to stay and play, you need to create repeatable content that is of good quality, challenge and diversity that also reward differently.
Not everyone plays for the trinkets and rewards. For some people, the best reward is story content, and repeatable content doesn't generate that (at least not in repitition.)
Making everything give dilithium and then making dilithium the one currency everyone needs for everything just makes people turn to finding the one mission that rewards the most/time. Likewise, when the content is dull, dated and skillless it becomes boring and not fun, which makes people find and hunt those reward/time metrics out. STO is just really badly designed, nobody with any type of thought or training would ever make a system like this.
Not everything in STO is aboult Dilithium. You need a lot of stuff other than Dilithium for Crafting or to advance reputations, or to acquire reputation gear. Or to gain levels or specialization points.
I think there is certainly a real problem that not all activities that are presented as equal are equal - some queues are just more rewarding, for example. But with the increased difficult on Advanced (formaly Elite), stuff has become less rewarding because people don't always succeed. People play the content less, because they look for better alternatives. Which means it takes longer to queue up. Which means people rather play something else, because they don't want to wait.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
No, it is not the only effect. People that normally just log in when there is a new mission, play around a bit, but then quickly leave, will have to spend more time playing. And that means they have more reasons to want dilithium, Zen, Marks, join queues. All a phletora of things that either generates money directly (Zen Purchases) or indirectly (by this player being content for other players, causing them to buy Zen, for example for his Dilithium.)
That's a rather naive way of looking at how MMO games work.
To a degree, your theory of using story to prolong a player's stay, can work. However, nobody "has" to spend more time playing.
Most people that play this game are adults. Adults with more in their lives than just a game. Adults with responsibilities, families, 9-5 jobs, etc. The little time they have to play this game, they want to enjoy, and get the most bang for their buck. But when they encounter content like Delta Rising, where they play for 30 minutes and barely see the XP bar move...you think these people are going to stick around and farm and grind more, just to get to the good stuff? The good stuff in this game...isn't THAT good. No, people like that will leave, and take their money with them. And given the ever changing demographics of MMOs, losing that type of player is a really bad loss, financially.
I can say this, because I am one of these people. Delta Rising is not going to make me play more, by their approach to gating story content. Instead, it made me play less. Far less. And I'm pretty sure I'm not the only one.
"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
I'm thinking maybe pancakes." ~ John Casey
Make it one level per mission please and I will enjoy the Detla Rising content.
You are dreaming.... apart from the initial game levels, there is no good reason to make character advancement that easy. In fact, until the level progression was stretched out from 55-60, many players had no reason to even consider looking at more game content to gain experience points. I personally never even looked at the various nebula DOff missions or sector patrols until faced with the insane option of having to repeat the same missions dozens of times for XP's. Get out and search for content you haven't personally played before playing the entitlement card, please! :rolleyes:
Expendables Fleet: Andrew - Bajoran Fed Engineer Ken'taura - Rom/Fed Scientist Gwyllim - Human Fed Delta Tac Savik - Vulcan Fed Temporal Sci Dahar Masters Fleet: Alphal'Fa - Alien KDF Engineer Qun'pau - Rom/KDF Engineer D'nesh - Orion KDF Scientist Ghen'khan - Liberated KDF Tac Welcome to StarBug Online - to boldly Bug where no bug has been before!
STO player since November 2013
Comments
Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
If they did fix the leveling as you suggest then I might finish the story on my main (is level 60 but not going back to the delta quadrant).
Fleet leader Nova Elite
Fleet Leader House of Nova elite
@ren_larreck
I would settle for one play-through of the delta rising missions (and patrol missions) on elite difficulty to get from level 50 to level 60.
Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
You want us to play the DR content? This would make me do that.
Still better than grinding argala like an idiot.
I like the missions made for Delta Rising, but to get to the level I need to be to play them. It's just too much at the moment.
"Kazon vessel approaching!"
Cryptic doesn't play that way. You're lucky they aren't charging you 100 zen per post on the forums.
Free Tibet!
I like a coherent, flowing story. Not a story interrupted ever 5 minutes by patrol missions. Patrol missions are what you do when you have "downtime" as a starship crew. For crying out loud, the Vaadwar are running rampant, Kobali Prime is under siege and who knows what craziness is coming around the next G Type star, but you want me to pull off of getting to the bottom of this mess...to do patrols?
I agree with the OP. Let us actually enjoy the story. Set all the stories to Level 51 requirement, then put the rest of the Leveling / Rep Grind portion into the patrols and PvE queues.
Not really that difficult of a concept.
In the meantime, I will be logging in like once a day, for about 10-15 minutes to run DoFFs and Research crafting missions, then logging right back out. Maybe when I hit Level 58 or 59, I'll run the story, so I can see it the way I want to.
Of course, since I'll only be DoFFing and Crafting for the next 10 months while I level up 10 minutes per day...those 10 months mean you won't see any money from me. There would be no reason to spend.
"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
I'm thinking maybe pancakes." ~ John Casey
For my main, the grind at level 58 is so extreme that I've barely played for almost two weeks, simply because I can't bring myself to just keep playing Argala any more. When I hit 58, I was excited to continue the story, only to discover that instead of the usual two DR missions for the level, you only get one patrol mission wrapper. Once you've finished that, you're maybe about a quarter of the way to level 59. After two days (with multiple hour play sessions) I'm still only about two thirds of the way there. I've played Argala as many times as I can stomach, I've played Foundry Spotlights, I've done all of the Romulan space patrol missions, I'm now a good chunk of the way through the Cardassian space patrols. I've kept my DOFF missions going. I've tried to play PvE queues. It's boring. It's dull. And it feels like work. And when I get home from my actual work, I like my games to entertain me, and not make me feel like I have a second job.
This character is why I don't play my Romulan any more. Tovan Khev is NOT my BFF! Get him off my bridge!
/cracks whip
You're not my Supervisor!
:P
This character is why I don't play my Romulan any more. Tovan Khev is NOT my BFF! Get him off my bridge!
The wrapper missions for the patrols make them very much part of the story line. So at least the first go-around makes them part of the story, too.
I think the reason the story is so level and grind-gated is simply because Cryptic doesn't want people to just play those missions and then leave again. They want them to engage in the game for longer. People that just play story missions and then leave don't tend to spend money on the game. If a spike in active players is triggered by a new mission, but no additional revenue is generated, it means that this kindof spike is useless to Cryptic and the story missions do not pay off.
Of course, there are people that play the game regularly and want to play a mission immediately when it's out, and they are also "harmed" by this. But I figure Cryptic thinks that they won't give up just because of that - utlimately, they can still do whatever they would have done anyway if the mission didn't exist in the first place and was released at a later date.
If you really like story missions, and play the game a lot, you should maybe not be to disappointed by this - because if the positive side will outweigh(more people playing the game and earning Cryptic some money) the negative side (active players leaving out of frustration), then it means making new missions becomes more attractive to Cryptic. And I think plenty of us would like more story missions.
(That was a joke)
But i've made the Kazon go extinct... I don't wanna go back!
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
Ya, but this logic doesn't work.
Cryptic does want people to play the missions and not get bored so they play longer and get more money of it? OK, but episodes really aren't generating money, they are expensive to produce and need nothing new to complete, the end game is the upgrades that generate money.
If Cryptic doesn't want poeple to burn through content so they stay and spend more and more, how can forcing people to grind for ages on a very very limited set of low quality content accompish that in any way? The only effect it can have is negative.
If you want people to stay and play, you need to create repeatable content that is of good quality, challenge and diversity that also reward differently. Making everything give dilithium and then making dilithium the one currency everyone needs for everything just makes people turn to finding the one mission that rewards the most/time. Likewise, when the content is dull, dated and skillless it becomes boring and not fun, which makes people find and hunt those reward/time metrics out. STO is just really badly designed, nobody with any type of thought or training would ever make a system like this.
They could easily overhaul the reputation system into a legitmately good system. Right now there is no reputation, its just a time gate with minimal inputs and effort to unlock gear, and then inputs to getting that gear. You could actually tier the reputations, so you have Level 45-60 Reputations rewards one set of gear from Mk IX to XIV, and if you want you can upgrade a low tier gear to Mk XIV through the non crafting crafting system with special content related drops. It would require level appropriate versions of the content, and then level 60 versions too, though any designer can do that easily.
Completed Starbase, Embassy, Mine, Spire and No Win Scenario
Nothing to do anymore.
http://dtfleet.com/
Visit our Youtube channel
Not everyone plays for the trinkets and rewards. For some people, the best reward is story content, and repeatable content doesn't generate that (at least not in repitition.)
Not everything in STO is aboult Dilithium. You need a lot of stuff other than Dilithium for Crafting or to advance reputations, or to acquire reputation gear. Or to gain levels or specialization points.
I think there is certainly a real problem that not all activities that are presented as equal are equal - some queues are just more rewarding, for example. But with the increased difficult on Advanced (formaly Elite), stuff has become less rewarding because people don't always succeed. People play the content less, because they look for better alternatives. Which means it takes longer to queue up. Which means people rather play something else, because they don't want to wait.
That's a rather naive way of looking at how MMO games work.
To a degree, your theory of using story to prolong a player's stay, can work. However, nobody "has" to spend more time playing.
Most people that play this game are adults. Adults with more in their lives than just a game. Adults with responsibilities, families, 9-5 jobs, etc. The little time they have to play this game, they want to enjoy, and get the most bang for their buck. But when they encounter content like Delta Rising, where they play for 30 minutes and barely see the XP bar move...you think these people are going to stick around and farm and grind more, just to get to the good stuff? The good stuff in this game...isn't THAT good. No, people like that will leave, and take their money with them. And given the ever changing demographics of MMOs, losing that type of player is a really bad loss, financially.
I can say this, because I am one of these people. Delta Rising is not going to make me play more, by their approach to gating story content. Instead, it made me play less. Far less. And I'm pretty sure I'm not the only one.
"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack.
I'm thinking maybe pancakes." ~ John Casey
Savik - Vulcan Fed Temporal Sci
Dahar Masters Fleet: Alphal'Fa - Alien KDF Engineer Qun'pau - Rom/KDF Engineer D'nesh - Orion KDF Scientist Ghen'khan - Liberated KDF Tac
Welcome to StarBug Online - to boldly Bug where no bug has been before!
STO player since November 2013