This is not really a complaint, but a hint perhaps.
The developers of the game now add stuff faster than I can keep up with even on one toon. Granted, I don't play as much these days as I used to, but with an hour a day, shouldn't I at least be able to finish existing spec trees in time before new ones are added?
While this amount of new stuff is awesome in one way, it is also frustrating to see those new shineys and then to realize that I won't be able to play with them any time soon, much less in different variations (like, say, Intelligence on one toon, Command on another, combined with different classes and factions).
Of course, the players need to be kept busy; we want to have somthing to achieve. But maybe there is also such a thing as 'too busy'?
I think the problem is they're using metrics from the top players to determine the ceiling. The ones with capped credits, 5 years worth of dilithium refining to do, 50 spec points to play with, and can finish Elites in under 5 minutes.
Casuals and average players who don't game the market or have families/jobs or lack 8 hours a day of gaming are left to pay, that's the convenience/timegate portion of the game. Technically, you can even make up the XP with XP boosts, so there's a way to lessen the burden.
They're eyeing the long game, something to support you playing for another 2-3 years, but unfortunately the overwhelming nature of it all tends to burn quickly rather than slowly.
I've had new players actually be turned off when they ask something simple, like 'how do I get that armor?'. Well, you have to reach 50 and then unlock the Reputation system and then...etc. They see months of work ahead of them and don't bother starting. That's not even getting into the 8k dilithium refining or even what ore is.
It's one thing for long time players like me to be annoyed by the systems being put in place, but it's just discouraging when you help out new players, introduce them to the game, and walk them through what DOffs even are just to see them go 'meh, feels like work.'
I'm in the same boat. I hadn't even finished the original DR story line. And they already came out with 2 FEs following it. So I have to hold off or rush through the story and no speakers so I won't view the outcome. Specially on the new Annv FE.
Its just the way it always has been. And I don't expect to "Keep up with the main group". So I will just keep playing at my own pace.
On the trees. I hadn't really started playing around with them yet. I don't plan on fully filling them out either.
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
Granted, I don't play as much these days as I used to, but with an hour a day, shouldn't I at least be able to finish existing spec trees in time before new ones are added?
No. I'm close to being done with Intel. I had 9 spec points saved from the bonus XP weekend for the new tree, waited to see if it would be better, and put them all into Intel last night.
You can only use one spec tree at a time. Just pick the one you like and go for that one.
I think you have to take a look at who's making the post first before you act surprised.
That said, you probably already knew before you responded.;)
Pointless fluffer thread.
Straight from the mouth of one of the leaders of the CDF - "I tell you what, Haven't spent any money either - I'm a lousy freeloader" - Jonsills 17/12/2014
Are you trying to accuse me of anything just because I openly say that spec trees require more effort than I can spend to play in the time before they make a new one?
I expect there's been some unclarity - your OP seems to have been misread to be more about story and episode content than new game mechanics.
The grindiness of the Specialization system is certainly cause for concern and discussion; and there may be ways in which the limitations of story and endgame content in the game are frankly making that worse. But we can also treat them as separate entities, building towards disparate incentives.
Are you trying to accuse me of anything just because I openly say that spec trees require more effort than I can spend to play in the time before they make a new one?
Maybe it's the way your post reek of gushing praise about too much stuff to do, that even Taco was shocked:rolleyes: that someone is saying that's there's too much stuff in the game.
The thread is just another veiled "I love you Cryptic" thread.:)
Straight from the mouth of one of the leaders of the CDF - "I tell you what, Haven't spent any money either - I'm a lousy freeloader" - Jonsills 17/12/2014
Not really, I've actually tried to explain this before a few times but usually was drowned out by the usually "We want MOAR STFS!" idiots who seem to enjoy the daily raid mentality.
See the point being made isn't so much that there is too much "Content" as if there is too much to do. Rather there is just so much busy work that has to be done in order to merely keep relevant in terms of the Abilities, Specialisation, Loadout, etc...
The real point of contention generally ends up being that there isn't enough variety, or honestly interesting to do. Heck Delta Rising would've been AMAZING had it not been balanced against some mythical Min-Max players that are likely <1% of the Player Base; as it stands all of the interesting Patrols and Missions are frankly far too difficult that all the awesome cool mechanics they introduce very quickly becomes a massive "TRIBBLE this... it isn't worth the hassle" for most players who just constantly die over and over again in them.
So instead they'll fall back to missions that are TRIBBLE, boring but provide the best XP/min just to "level up" that honestly must be crushing to the team that spent so much time designing the new interesting missions; but it also ends up skewing the metrics you get back because it would appear that most people love the TRIBBLE, unimaginative content.
Really the core culprit for everything is Combat (both Space and Ground) as they both frankly need an overhaul to how they play (Ground REALLY needs to be more akin to Gears or War, Uncharted, Tomb Raider in design... small selection of ability, relatively mobile and cover driven); where-as Space needs to be slowed down.
Make it feel like Naval Ships, where Positioning, Teamwork and Timing play a greater role than simply decking for damage with a keyboard face roll to just make things explode. Ships really shouldn't just blow up either but rather revolve around the idea of taking them out of combat (i.e. damaging them enough to force a retreat or surrender). Have the Damage Types and Resists play a bigger more important role, limit Ammo of Torpedoes and reduce Energy effectiveness on Hulls.
Balance everything to a single Level, remove this idea of Levels = Power; instead have it as more a progression for available Missions (like how the Reputation System works) ... shift the Bridge Officers from having Abilities, to instead those abilities are on the Equipment Fitted to the Ship with a 'Rating' (sort of like Points for that Given Field of Operation), each Bridge Officer could provide Rating Points based upon the number and rank (that passively improves through training and use... meaning you would want crew members longer or to trade from other Captains)
Allow players to go beyond these Rating Points, but for every point under the available you get a bonus to that Equipment effectiveness (all of that type, i.e. Science, Eng, Tac) and above it the opposite is true. Remove the DOFF 'bonus' ... seriously they're stupid.
Shift all of the Skills to being Passive Traits, that you and your Bridge Crew can learn; with the same limited Space forcing choice. Expand this to the Alien Races so they all have their own unique way to fight (DR added some interesting mechanics there, but it needs to be expanded to ALL of the races) and be countered. Resulting in no single awesome built, but merely what is best for you.
Have Reputation and Fleet Gear provide the bigger bonus' but conversely have them more susceptible to damage if you're "Destroyed / Heavily Damaged", where in order to fix them they require Specialist Hardware (only available on the Reputation Stores)
Most of that is just spit balling some quick ideas, but you get my point. Make the Combat more fun, interesting, feel more involved and balanced (even asymmetrically) so everyone can feel useful in PVE, PVP or Solo. As this would open up far more possibilities and renew all of the old content, to feel fresh again. It also helps to make every encounter feel different, even if you are fighting the Borg for the umpteenth time that day.
Maybe it's the way your post reek of gushing praise about too much stuff to do, that even Taco was shocked:rolleyes: that someone is saying that's there's too much stuff in the game.
The thread is just another veiled "I love you Cryptic" thread.:)
funny, I was just thinking that this was a veiled "it takes too long to level up waaaa waaaa" thread
This is not really a complaint, but a hint perhaps.
The developers of the game now add stuff faster than I can keep up with even on one toon. Granted, I don't play as much these days as I used to, but with an hour a day, shouldn't I at least be able to finish existing spec trees in time before new ones are added?
While this amount of new stuff is awesome in one way, it is also frustrating to see those new shineys and then to realize that I won't be able to play with them any time soon, much less in different variations (like, say, Intelligence on one toon, Command on another, combined with different classes and factions).
Of course, the players need to be kept busy; we want to have somthing to achieve. But maybe there is also such a thing as 'too busy'?
No. Ive had games (including this one, at times) with nothing new to do, and that gets really old really fast. I would much, much, much rather miss some stuff than have to repeat the same thing 1000 times.
Spec trees ... I would think the design concept goes something like this (my thoughts, but still) ...
-take a long time to earn 100%
- offer a choice to most players, since most players won't get all the points
- provide a little something to do once all the other content is done, goal oriented playing -- its busywork with a small reward every couple of days.
The above failed, as usual... hardcore robots do the same thing 10000 times and filled out their trees and sit around going "i gots nothing to do". Casuals have maybe 10 points so far, and are in awe at "I have so far to go, ill never get there". A few people are in the middle. But the design really sort of failed everyone --- the hardcore people are grumpy and burnt out of grinding points (their own fault, but still) and the casuals are frustrated at the unreachable goal of filling even ONE tree out. I guess Im in the middle, I did enough grinding to unlock pedal to the metal on my dps themed OP build... but I am in no way farming any more than that.
If you take away the spec tree grind, what else is there? Not a lot. The gear upgrade grind. A small handful of new missions ... I have done almost all of them at least once. I have done as much of the upgrade grind as I will do except for one more set of shared weapons. I am running out of things to do that are FUN. I have plenty of *chores* ... but its a game, and I won't focus on that for long, a run or two here and there. Atm my chores are to get the anniversary ship once then on alts, and prepping for the dil weekend. The dil weekend will be used to dupe my rom tac build on a fed alt so I can do a little with my fed friends. After that... back to my usual activity... acquire a new ship to tinker with... maybe the vaadscort will come my way.
Comments
Casuals and average players who don't game the market or have families/jobs or lack 8 hours a day of gaming are left to pay, that's the convenience/timegate portion of the game. Technically, you can even make up the XP with XP boosts, so there's a way to lessen the burden.
They're eyeing the long game, something to support you playing for another 2-3 years, but unfortunately the overwhelming nature of it all tends to burn quickly rather than slowly.
I've had new players actually be turned off when they ask something simple, like 'how do I get that armor?'. Well, you have to reach 50 and then unlock the Reputation system and then...etc. They see months of work ahead of them and don't bother starting. That's not even getting into the 8k dilithium refining or even what ore is.
It's one thing for long time players like me to be annoyed by the systems being put in place, but it's just discouraging when you help out new players, introduce them to the game, and walk them through what DOffs even are just to see them go 'meh, feels like work.'
Its just the way it always has been. And I don't expect to "Keep up with the main group". So I will just keep playing at my own pace.
On the trees. I hadn't really started playing around with them yet. I don't plan on fully filling them out either.
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
No. I'm close to being done with Intel. I had 9 spec points saved from the bonus XP weekend for the new tree, waited to see if it would be better, and put them all into Intel last night.
You can only use one spec tree at a time. Just pick the one you like and go for that one.
What....what do we do?
D-Do we....troll?
Do we...+1?
*starts hyperventilating*
WHAT DO WE DO? WHAT DO WE DOOOOOOO?
-Leonard Nimoy, RIP
I'm on it.
I'm making a Tacodingers' box.
Inside is simultaneously more content, and less content.
Don't open the box.
But, but...we have to know what's inside!:eek:
I think you have to take a look at who's making the post first before you act surprised.
That said, you probably already knew before you responded.;)
Pointless fluffer thread.
I expect there's been some unclarity - your OP seems to have been misread to be more about story and episode content than new game mechanics.
The grindiness of the Specialization system is certainly cause for concern and discussion; and there may be ways in which the limitations of story and endgame content in the game are frankly making that worse. But we can also treat them as separate entities, building towards disparate incentives.
Maybe it's the way your post reek of gushing praise about too much stuff to do, that even Taco was shocked:rolleyes: that someone is saying that's there's too much stuff in the game.
The thread is just another veiled "I love you Cryptic" thread.:)
I bought a key from the store. So technically, I have to.
-Leonard Nimoy, RIP
Not really, I've actually tried to explain this before a few times but usually was drowned out by the usually "We want MOAR STFS!" idiots who seem to enjoy the daily raid mentality.
See the point being made isn't so much that there is too much "Content" as if there is too much to do. Rather there is just so much busy work that has to be done in order to merely keep relevant in terms of the Abilities, Specialisation, Loadout, etc...
The real point of contention generally ends up being that there isn't enough variety, or honestly interesting to do. Heck Delta Rising would've been AMAZING had it not been balanced against some mythical Min-Max players that are likely <1% of the Player Base; as it stands all of the interesting Patrols and Missions are frankly far too difficult that all the awesome cool mechanics they introduce very quickly becomes a massive "TRIBBLE this... it isn't worth the hassle" for most players who just constantly die over and over again in them.
So instead they'll fall back to missions that are TRIBBLE, boring but provide the best XP/min just to "level up" that honestly must be crushing to the team that spent so much time designing the new interesting missions; but it also ends up skewing the metrics you get back because it would appear that most people love the TRIBBLE, unimaginative content.
Really the core culprit for everything is Combat (both Space and Ground) as they both frankly need an overhaul to how they play (Ground REALLY needs to be more akin to Gears or War, Uncharted, Tomb Raider in design... small selection of ability, relatively mobile and cover driven); where-as Space needs to be slowed down.
Make it feel like Naval Ships, where Positioning, Teamwork and Timing play a greater role than simply decking for damage with a keyboard face roll to just make things explode. Ships really shouldn't just blow up either but rather revolve around the idea of taking them out of combat (i.e. damaging them enough to force a retreat or surrender). Have the Damage Types and Resists play a bigger more important role, limit Ammo of Torpedoes and reduce Energy effectiveness on Hulls.
Balance everything to a single Level, remove this idea of Levels = Power; instead have it as more a progression for available Missions (like how the Reputation System works) ... shift the Bridge Officers from having Abilities, to instead those abilities are on the Equipment Fitted to the Ship with a 'Rating' (sort of like Points for that Given Field of Operation), each Bridge Officer could provide Rating Points based upon the number and rank (that passively improves through training and use... meaning you would want crew members longer or to trade from other Captains)
Allow players to go beyond these Rating Points, but for every point under the available you get a bonus to that Equipment effectiveness (all of that type, i.e. Science, Eng, Tac) and above it the opposite is true. Remove the DOFF 'bonus' ... seriously they're stupid.
Shift all of the Skills to being Passive Traits, that you and your Bridge Crew can learn; with the same limited Space forcing choice. Expand this to the Alien Races so they all have their own unique way to fight (DR added some interesting mechanics there, but it needs to be expanded to ALL of the races) and be countered. Resulting in no single awesome built, but merely what is best for you.
Have Reputation and Fleet Gear provide the bigger bonus' but conversely have them more susceptible to damage if you're "Destroyed / Heavily Damaged", where in order to fix them they require Specialist Hardware (only available on the Reputation Stores)
Most of that is just spit balling some quick ideas, but you get my point. Make the Combat more fun, interesting, feel more involved and balanced (even asymmetrically) so everyone can feel useful in PVE, PVP or Solo. As this would open up far more possibilities and renew all of the old content, to feel fresh again. It also helps to make every encounter feel different, even if you are fighting the Borg for the umpteenth time that day.
funny, I was just thinking that this was a veiled "it takes too long to level up waaaa waaaa" thread
guess it depends on the point of view
No. Ive had games (including this one, at times) with nothing new to do, and that gets really old really fast. I would much, much, much rather miss some stuff than have to repeat the same thing 1000 times.
Spec trees ... I would think the design concept goes something like this (my thoughts, but still) ...
-take a long time to earn 100%
- offer a choice to most players, since most players won't get all the points
- provide a little something to do once all the other content is done, goal oriented playing -- its busywork with a small reward every couple of days.
The above failed, as usual... hardcore robots do the same thing 10000 times and filled out their trees and sit around going "i gots nothing to do". Casuals have maybe 10 points so far, and are in awe at "I have so far to go, ill never get there". A few people are in the middle. But the design really sort of failed everyone --- the hardcore people are grumpy and burnt out of grinding points (their own fault, but still) and the casuals are frustrated at the unreachable goal of filling even ONE tree out. I guess Im in the middle, I did enough grinding to unlock pedal to the metal on my dps themed OP build... but I am in no way farming any more than that.
If you take away the spec tree grind, what else is there? Not a lot. The gear upgrade grind. A small handful of new missions ... I have done almost all of them at least once. I have done as much of the upgrade grind as I will do except for one more set of shared weapons. I am running out of things to do that are FUN. I have plenty of *chores* ... but its a game, and I won't focus on that for long, a run or two here and there. Atm my chores are to get the anniversary ship once then on alts, and prepping for the dil weekend. The dil weekend will be used to dupe my rom tac build on a fed alt so I can do a little with my fed friends. After that... back to my usual activity... acquire a new ship to tinker with... maybe the vaadscort will come my way.