Looking at the queues, crystalline has over 200 on it, I wonder why. ( sarcastic )
Lets have substantial valueable rewards on every queue. End result= No more dead queues.
Looking at the queues, crystalline has over 200 on it, I wonder why. ( sarcastic )
Lets have substantial valueable rewards on every queue. End result= No more dead queues.
in an equally sarcastic point.
giving rewards is a terrible idea, this game is meant to be doom and gloom :P. don't give cryptic any "bad" ideas.
T6 Miranda Hero Ship FTW. Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
I find it hilarious that 200+ in CCA is considered good. Last CC event there were close to 800+ in queue continuously...
Need I point out the discrepancy...
Chris Robert's on SC:
"You don't have to do something again and again and again repetitive that doesn't have much challange, that's just a general good gameplay thing."
I find it hilarious that 200+ in CCA is considered good. Last CC event there were close to 800+ in queue continuously...
Need I point out the discrepancy...
Need I point out that this was posted at 2pm GMT, so what? 6am US west coast, 9am east? Hardly prime time. Two hours later, there are now 200 in normal queues, 300 in advanced.
Looking at the queues, crystalline has over 200 on it, I wonder why. ( sarcastic )
Lets have substantial valueable rewards on every queue. End result= No more dead queues.
only problem is most crystalline players are after the torp or the dil ATM and also you need to do it 14 times to get both.
if you got something for 1 qued mission that was 1/14th the worth of the T13 torp it would be T1 at best so not of much use and i cant really see them giving 3570 dil as a reward for a single qued mission either even if you could only get that prize once a day.
what they really need to do is just make the elite versions more player friendly like they used to be.
When I think about everything we've been through together,
maybe it's not the destination that matters, maybe it's the journey,
and if that journey takes a little longer,
so we can do something we all believe in,
I can't think of any place I'd rather be or any people I'd rather be with.
At a time on Thursday when first released there were over 900 in both the CCN and CCA queues combined with about 600 or so in CCA.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Yes, lets give everything fantastic rewards, so that fantastic becomes boring and even event queues die.
And thank you, sir, for reminding me of a line from The Incredibles. But yes, we do need more special events that give otherwise-neglected queues some love (Mine Trap, to name one).
Honestly I want to see new unique RNG reward drops like the Borg STF's used to have be added to all the queues, so that all of them have something unique and desirable to obtain through repeated play.
Honestly, nothing keeps people playing like the chance for a Rare drop. I should know, I spent 6 months grinding out an Elite Honor Guard Mk XII ground set "the hard way". :P
Seriously though unique rewards, especially when they are not a given, add a certain "thrill" to running group missions, as its kind of like gambling, only instead of money you invest time for the chance to win.
Need I point out that this was posted at 2pm GMT, so what? 6am US west coast, 9am east? Hardly prime time. Two hours later, there are now 200 in normal queues, 300 in advanced.
Err should I mention that if you combined CCE and all the others from the time I mentioned there were around 3000 in the queues first day of CC event prior to DR. That's pugs not premades.
Current stats are skewed badly because of premade's running every minute in the DPS channels. Even then the PUG's are just appallingly low in participation.
Spin it whatever way you like, the numbers are lower than last time round, difficulty of it is even more laughable too. 2mins to complete with a channel run and 4 with a pug run. When I ran CCE last event it was 10 mins per run in a PUG and around 4 mins in a channel run. Hell the different phases had meaning then too. Now the second phase barely has time to appear...
Chris Robert's on SC:
"You don't have to do something again and again and again repetitive that doesn't have much challange, that's just a general good gameplay thing."
I thought the game was dead, and that was why the queues were slow/empty?
Were the players actually still all around, they just were doing different things?
q's really aren't a good measurement I have been playing and not q'ing much if at all lately. I am q'ing now because of the event. I do a bughunt every once and awhile on one guy but really the good content is not there. (well for me anyhow)
I prefer zones that are a little more natural and not arcade style stuff which those q's basically are. Its possible there are others like me around ?
I think the amounts of people in q's likely has dropped if people were simply grinding them for rewards and not playing them cause they liked them. The incentive to play them was taken away. Call me crazy but I dont think q'd content like that should be the center of the game and the peak of amusement. They are something to do quickly if you run out of other more fulfilling things to do :P
RNG drops are bad. VERY BAD. Based off RNG some people will never ever complete a set or get that good drop, just from sheer bad luck.
Some toons people had never got the drop after playing for 2 years, one of the alt's that player had got it second run. RNG for drops is just bad.
And yet its "extremely" effective at keeping people playing content, hence why 99% of MMO's use that system.
Alternatively, you could add Mk XIV Epic drops of all the reputation gear to all the queues, as a Very Rare Drop.
Ensuring that running the Queues can be potentially extremely rewarding, but at the same time does not lock out more casual players from obtaining the equipment either.
Looking at the queues, crystalline has over 200 on it, I wonder why. ( sarcastic )
Lets have substantial valueable rewards on every queue. End result= No more dead queues.
once we played for fun...
[SIGPIC][/SIGPIC]
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
Guaranteed craft components, tech upgrades, catalysts, doffs, !!Energy credits!! Rarity can be random.
Not the pitiful reward r&d box and some mob loot we get now.
I have almost no reason to run stfs right now. Except for the r&d stuff and spec points. Honestly, stfs are not engaging and fun enough to even warent such pitiful rewards. Which is why I no longer do stf's. They're too boring and tedious (advanced/elite) due to boring mechanics. Massive bloated hp enemies is not fun or engaging. It's cheap boring difficulty.
Crystaline catastrophy is actually quite good in this regard. Rewards based on performance should be implemented in every stf. But, it should be tiered and not based on ranking. If you reach a certain amount of dmg/heal you get reward A, if you fall short you get reward B. It simply shouldn't depend on who you group with.
I play CC as part of a PUG every day. On all my chars. Why? Because my perception is the rewards match the time and effort involved.
I stopped playing any of the STFs as part of a PUG immediately after DR went live. Why? Because my perception is the rewards do not match the time and effort involved. Also because Mandatory Optionals are a pretty stupid idea. My hat is off to whatever genius on the Dev Team came up with this. Takes a big pair made of solid brass to boldly and proudly display a level of ignorance like this.
A six year old boy and his starship. Living the dream.
Do you agree or disagree that a more difficult mission should have also mission objectives that are harder to achieve?
Mandatory Optionals are a contradiction to begin with. if the mission is more difficult, be up front about it.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
Looking at the queues, crystalline has over 200 on it, I wonder why. ( sarcastic )
Lets have substantial valueable rewards on every queue. End result= No more dead queues.
It seems CC and CCA is more popular than the entire DR expansion combined EH !
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Do you agree or disagree that a more difficult mission should have also mission objectives that are harder to achieve?
If the mission has a Fail timer
Or a fail conditition
Then its BAD for the game
completed mission objectives should give Bonus rewards not Fails
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Do you agree or disagree that a more difficult mission should have also mission objectives that are harder to achieve?
The idea of Mission Objectives being more difficult for Advanced or Elite is not what I disagree with. The implementation of them chosen by the Dev Team is.
I made a mod for Star Trek:Armada II called 'The Improved Single Player Campaign'. The situations are similar enough this applies. Using a game engine not originally designed nor intended for space combat. The dev(in this case me) not fully understanding what interactions or changes would be needed or how they would work. Or if they would work at all. Tall order I set myself. But the AI and NPCs in that game were not very challenging. At least to me. I felt strongly enough I could do better I went ahead with the project.
From the outset, I decided the AI would mimic a live player as much as possible. To make this happen I had to change the AI's priorities on what to use, in what order it would use the abilities it had, and how often it would use them. One of the things all players of all games try for is speed of execution. If a player can 'get inside' the AI's or another player's decision making loop(Observe-Plan-Decide-Execute-Repeat), the chances of success increase significantly enough losing becomes difficult and is usually caused by an outside circumstance which has not been either seen or predicted by the player. I wanted my AI, especially for the Borg, to move inhumanly fast. All those minds in the Collective considering one fire command for a Cube should be able to get through all the decision trees for that command in nanoseconds.
In ST:A2, Species 8472 uses living starships. Fluidic Space is similar enough to an ocean these ships can be considered the same as fish or marine mammals when I was thinking about how I wanted them to move. An orca does not think about turning up towards a group of penguins when it is feeding, it just does so. So I wanted the movement capabilities of Species 8472's ships to mimic those of marine life. Fish. Really big fish which are always hungry and have really sharp teeth which are thirty centimetres long.
The Rommies of ST:A2 are devious, smart, sneaky, and mean. I wanted the player of the SP Campaign to experience that 'ohcrap' moment we got when that D'deridex decloaked off ENT-D's bow to announce, "We have returned." I set up the Rom AI to stay cloaked unless the Roms had an unbeatable advantage or they were defending a fixed installation. I then went and rewatched Balance of Terror because I also wanted the Romulan Plasma Torpedo to evoke an 'ohcrap' moment as well. So I redid the specs on the whole thing. Including the ingame graphic and sound.
The other thing players do which an AI cannot is implement randomness. Human players will do the unpredictable routinely. They do so for various reasons. Most of which are mistakes. Murphy's Laws Concerning Combat states, "The winner of any battle is the side which makes the second to last mistake." I had no way of inserting randomness into the AI other than to vary the time it took between actions or by setting up some simple Boolean loops so IF this occurs, THEN do this. This randomness is present every time one live player engages another. It is why PvP was so much fun when it was balanced. It is also much more difficult to achieve with an AI. But the rewards are soo much better. The people who playtested my mod really enjoyed it and all of the feedback was positive. The complaints made were usually along the lines of something mechanical or cosmetic which the mod inadvertently affected. Oddly, these were harder to track down and eliminate than the AI bugs.
The Improved Single Player Campaign was something I was doing for enjoyment's sake. I earned no money off of it. I was under no deadline. I also had no formal training for dinking around that deep inside the game engine and no previous experience doing so. But I was determined to make it as close to what has been seen in the films and series as was possible. I wanted the player to enjoy themselves and have fun. Even when they lost. I wanted mission failure to be a learning experience, not a frustrating one. I wanted the AI to stretch a player out a bit and make them sweat a lot. So I made the AI use all of its assets and did not just double up on the HP of the NPCs. I did not add in an unreasonably short game clock. I did not require player to meet a certain criteria by a certain time or fail the mission. I did not have to do any of these to make the mission enjoyable and possess a high replay value.
I have no disagreement at all with making Mission Objectives harder or more challenging at Advanced or Elite in the STFs. I just think pwe/cryptic used the lazy way out by making the NPCs have impossibly large amounts of HP. Then they added insult to injury by nerfing the rewards to the point there is no point to playing any of the STFs. Under any circumstances.
A six year old boy and his starship. Living the dream.
Not disagreeing with you for the most part, but will point out what is great for single player games can often be very difficult in games with thousands of concurrent players. Or even a few hundred, as I found out when I did a completely ground-up re-thinking of Ultima Online over RunUO. Even the largest MMO infrastructure investment eventually hits that point of declining return.
Many players aren't looking for a full mental workout when they play a game. Or at least they aren't coming to MMOs for that.
Do you agree or disagree that a more difficult mission should have also mission objectives that are harder to achieve?
Advanceds were stated that they would be as difficult as the Old Elites. So there should have been absolutely no difference between an Advanced at level 50 and Old Elite meaning no mandatory optionals. The new Elites obviously should have mandatory optionals.
Comments
in an equally sarcastic point.
giving rewards is a terrible idea, this game is meant to be doom and gloom :P. don't give cryptic any "bad" ideas.
Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
Were the players actually still all around, they just were doing different things?
Here's a death defying sarcastic point.... 200 people ... best expansion eva yadda-yadda.... :rolleyes:
Need I point out the discrepancy...
"You don't have to do something again and again and again repetitive that doesn't have much challange, that's just a general good gameplay thing."
Need I point out that this was posted at 2pm GMT, so what? 6am US west coast, 9am east? Hardly prime time. Two hours later, there are now 200 in normal queues, 300 in advanced.
only problem is most crystalline players are after the torp or the dil ATM and also you need to do it 14 times to get both.
if you got something for 1 qued mission that was 1/14th the worth of the T13 torp it would be T1 at best so not of much use and i cant really see them giving 3570 dil as a reward for a single qued mission either even if you could only get that prize once a day.
what they really need to do is just make the elite versions more player friendly like they used to be.
When I think about everything we've been through together,
maybe it's not the destination that matters, maybe it's the journey,
and if that journey takes a little longer,
so we can do something we all believe in,
I can't think of any place I'd rather be or any people I'd rather be with.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
It's dead, Jim, but not as we know it.
Honestly, nothing keeps people playing like the chance for a Rare drop. I should know, I spent 6 months grinding out an Elite Honor Guard Mk XII ground set "the hard way". :P
Seriously though unique rewards, especially when they are not a given, add a certain "thrill" to running group missions, as its kind of like gambling, only instead of money you invest time for the chance to win.
Some toons people had never got the drop after playing for 2 years, one of the alt's that player had got it second run. RNG for drops is just bad.
Err should I mention that if you combined CCE and all the others from the time I mentioned there were around 3000 in the queues first day of CC event prior to DR. That's pugs not premades.
Current stats are skewed badly because of premade's running every minute in the DPS channels. Even then the PUG's are just appallingly low in participation.
Spin it whatever way you like, the numbers are lower than last time round, difficulty of it is even more laughable too. 2mins to complete with a channel run and 4 with a pug run. When I ran CCE last event it was 10 mins per run in a PUG and around 4 mins in a channel run. Hell the different phases had meaning then too. Now the second phase barely has time to appear...
"You don't have to do something again and again and again repetitive that doesn't have much challange, that's just a general good gameplay thing."
q's really aren't a good measurement I have been playing and not q'ing much if at all lately. I am q'ing now because of the event. I do a bughunt every once and awhile on one guy but really the good content is not there. (well for me anyhow)
I prefer zones that are a little more natural and not arcade style stuff which those q's basically are. Its possible there are others like me around ?
I think the amounts of people in q's likely has dropped if people were simply grinding them for rewards and not playing them cause they liked them. The incentive to play them was taken away. Call me crazy but I dont think q'd content like that should be the center of the game and the peak of amusement. They are something to do quickly if you run out of other more fulfilling things to do :P
And yet its "extremely" effective at keeping people playing content, hence why 99% of MMO's use that system.
Alternatively, you could add Mk XIV Epic drops of all the reputation gear to all the queues, as a Very Rare Drop.
Ensuring that running the Queues can be potentially extremely rewarding, but at the same time does not lock out more casual players from obtaining the equipment either.
once we played for fun...
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
Guaranteed craft components, tech upgrades, catalysts, doffs, !!Energy credits!! Rarity can be random.
Not the pitiful reward r&d box and some mob loot we get now.
I have almost no reason to run stfs right now. Except for the r&d stuff and spec points. Honestly, stfs are not engaging and fun enough to even warent such pitiful rewards. Which is why I no longer do stf's. They're too boring and tedious (advanced/elite) due to boring mechanics. Massive bloated hp enemies is not fun or engaging. It's cheap boring difficulty.
sig
http://img825.imageshack.us/img825/5451/om71.jpg
It is a peculiar phenomenon that we can imagine events that defy the laws of the universe.
We did??? :eek:
As in "make it worth our time".
And hey, i doubt i need to buy fancy new a ships for content i do not play because said content is an unrewarding piece of fck...
I stopped playing any of the STFs as part of a PUG immediately after DR went live. Why? Because my perception is the rewards do not match the time and effort involved. Also because Mandatory Optionals are a pretty stupid idea. My hat is off to whatever genius on the Dev Team came up with this. Takes a big pair made of solid brass to boldly and proudly display a level of ignorance like this.
Do you agree or disagree that a more difficult mission should have also mission objectives that are harder to achieve?
Mandatory Optionals are a contradiction to begin with. if the mission is more difficult, be up front about it.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
New optionals that, when completed, still dont really reward additional stuff.
And no, marks are not a reward, most people already have most if not all reputation maxed out.
Dilithium is also no reward since refining it capped.
/still has .5 million unrefined dilithium and thousands of marks stockpiled.
sig
http://img825.imageshack.us/img825/5451/om71.jpg
It is a peculiar phenomenon that we can imagine events that defy the laws of the universe.
It seems CC and CCA is more popular than the entire DR expansion combined EH !
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
If the mission has a Fail timer
Or a fail conditition
Then its BAD for the game
completed mission objectives should give Bonus rewards not Fails
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
The idea of Mission Objectives being more difficult for Advanced or Elite is not what I disagree with. The implementation of them chosen by the Dev Team is.
I made a mod for Star Trek:Armada II called 'The Improved Single Player Campaign'. The situations are similar enough this applies. Using a game engine not originally designed nor intended for space combat. The dev(in this case me) not fully understanding what interactions or changes would be needed or how they would work. Or if they would work at all. Tall order I set myself. But the AI and NPCs in that game were not very challenging. At least to me. I felt strongly enough I could do better I went ahead with the project.
From the outset, I decided the AI would mimic a live player as much as possible. To make this happen I had to change the AI's priorities on what to use, in what order it would use the abilities it had, and how often it would use them. One of the things all players of all games try for is speed of execution. If a player can 'get inside' the AI's or another player's decision making loop(Observe-Plan-Decide-Execute-Repeat), the chances of success increase significantly enough losing becomes difficult and is usually caused by an outside circumstance which has not been either seen or predicted by the player. I wanted my AI, especially for the Borg, to move inhumanly fast. All those minds in the Collective considering one fire command for a Cube should be able to get through all the decision trees for that command in nanoseconds.
In ST:A2, Species 8472 uses living starships. Fluidic Space is similar enough to an ocean these ships can be considered the same as fish or marine mammals when I was thinking about how I wanted them to move. An orca does not think about turning up towards a group of penguins when it is feeding, it just does so. So I wanted the movement capabilities of Species 8472's ships to mimic those of marine life. Fish. Really big fish which are always hungry and have really sharp teeth which are thirty centimetres long.
The Rommies of ST:A2 are devious, smart, sneaky, and mean. I wanted the player of the SP Campaign to experience that 'ohcrap' moment we got when that D'deridex decloaked off ENT-D's bow to announce, "We have returned." I set up the Rom AI to stay cloaked unless the Roms had an unbeatable advantage or they were defending a fixed installation. I then went and rewatched Balance of Terror because I also wanted the Romulan Plasma Torpedo to evoke an 'ohcrap' moment as well. So I redid the specs on the whole thing. Including the ingame graphic and sound.
The other thing players do which an AI cannot is implement randomness. Human players will do the unpredictable routinely. They do so for various reasons. Most of which are mistakes. Murphy's Laws Concerning Combat states, "The winner of any battle is the side which makes the second to last mistake." I had no way of inserting randomness into the AI other than to vary the time it took between actions or by setting up some simple Boolean loops so IF this occurs, THEN do this. This randomness is present every time one live player engages another. It is why PvP was so much fun when it was balanced. It is also much more difficult to achieve with an AI. But the rewards are soo much better. The people who playtested my mod really enjoyed it and all of the feedback was positive. The complaints made were usually along the lines of something mechanical or cosmetic which the mod inadvertently affected. Oddly, these were harder to track down and eliminate than the AI bugs.
The Improved Single Player Campaign was something I was doing for enjoyment's sake. I earned no money off of it. I was under no deadline. I also had no formal training for dinking around that deep inside the game engine and no previous experience doing so. But I was determined to make it as close to what has been seen in the films and series as was possible. I wanted the player to enjoy themselves and have fun. Even when they lost. I wanted mission failure to be a learning experience, not a frustrating one. I wanted the AI to stretch a player out a bit and make them sweat a lot. So I made the AI use all of its assets and did not just double up on the HP of the NPCs. I did not add in an unreasonably short game clock. I did not require player to meet a certain criteria by a certain time or fail the mission. I did not have to do any of these to make the mission enjoyable and possess a high replay value.
I have no disagreement at all with making Mission Objectives harder or more challenging at Advanced or Elite in the STFs. I just think pwe/cryptic used the lazy way out by making the NPCs have impossibly large amounts of HP. Then they added insult to injury by nerfing the rewards to the point there is no point to playing any of the STFs. Under any circumstances.
Many players aren't looking for a full mental workout when they play a game. Or at least they aren't coming to MMOs for that.
Advanceds were stated that they would be as difficult as the Old Elites. So there should have been absolutely no difference between an Advanced at level 50 and Old Elite meaning no mandatory optionals. The new Elites obviously should have mandatory optionals.