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  • wast33wast33 Member Posts: 1,855 Arc User
    edited May 2015
    This one, I can comment on.

    We're working on changes right now that will remove these [Mod]s from future crafted items. After examining their effectiveness, their intended audience, and their intended use-cases, we decided that rolling these in as random equipment suffixes is not a great idea. And that, if we ever return to this idea of PvP-centric gear, we need to more closely examine what it's intended to do, how effective it needs to be, and how it is obtained.

    In other words, consider it an experiment that didn't work out.

    We're still examining options on what to do about existing items that have these mods attached.

    no matter my thoughts on the initial introduction of these mods, every positive progress that may have impact on future decision-structures is much appreciated. thx for the heads up :)!
  • blessedladyboyblessedladyboy Member Posts: 349 Arc User
    edited May 2015
    This one, I can comment on.

    We're working on changes right now that will remove these [Mod]s from future crafted items. After examining their effectiveness, their intended audience, and their intended use-cases, we decided that rolling these in as random equipment suffixes is not a great idea. And that, if we ever return to this idea of PvP-centric gear, we need to more closely examine what it's intended to do, how effective it needs to be, and how it is obtained.

    In other words, consider it an experiment that didn't work out.

    We're still examining options on what to do about existing items that have these mods attached.

    Would it not be better to boost the PvP mods instead thus creating a market for them?

    Currently its critd or nothing which is the actual problem with the mods, thrust snare, dam are all just as 'useless' in comparison.

    If the pvpmod increased HP, shields and/or resistances significantly in PvP only I think it could be a good counteract to powercreep that we enjoy in pve but not so in arena.
    The PvP mod could even make certain perceived op abilities not function on you. Abilities could be added to the mod as required, do you run that console in PvP knowing that certain members of the opposing team could be immune to it? Is that pve power overpowered in arena?...it now doesn't matter! Peace and harmony in the forums...mission accomplished!

    Tldr..I think an opportunity could be missed if you disregard the pvp mods completely.

    Thanks for the feedback however:)
  • laferrari1laferrari1 Member Posts: 434 Arc User
    edited May 2015
    This one, I can comment on.

    We're working on changes right now that will remove these [Mod]s from future crafted items. After examining their effectiveness, their intended audience, and their intended use-cases, we decided that rolling these in as random equipment suffixes is not a great idea. And that, if we ever return to this idea of PvP-centric gear, we need to more closely examine what it's intended to do, how effective it needs to be, and how it is obtained.

    In other words, consider it an experiment that didn't work out.

    We're still examining options on what to do about existing items that have these mods attached.

    good to know! It's an incentive for me to craft weapons, less probabilities of obtaining mods I really don't like. Really, [Acc]x2 [PvP Dmg] item is hilarious to see.

    How about increasing the payouts for PvP matches? All PvE queues have R&D Packs and, considering the XP you get from defeating NPCs, makes PvP rewards really low and not worth considering.

    How about adding R&D Advanced packs for public queues? After a fight you get to pick the one that contains the VR material you're looking out for.
    For Privates instead just add a R&D Normal Pack to avoid exploiting. Someone would have to suffer an excruciatingly tedious grind to get a low reward. Or just do nothing for privates, usually they're organized because people want to have fun or are about to make a match of their own with specific rules. Public ones however need a big incentive.
    I need to get to him. I can't just leave him out there alone. - Sometimes you've got to makes sacrifices, Lara. You can't save everyone. - I know about sacrifices. - No, you know about loss. Sacrifice is a choice you make. Loss is a choice made for you. - I can't choose to let him die, Roth.
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  • zathri83zathri83 Member Posts: 514 Arc User
    edited May 2015
    So close Bort, so close.
  • laferrari1laferrari1 Member Posts: 434 Arc User
    edited May 2015
    patrickngo wrote: »
    there's been long discussions about PvP rewards-and why they got nerfed down in the first place.

    short answer is, without a more structured reward system you get the exploit that motivated Cryptic to nerf it in the first place. (That exploit was people taking their shields off and holding still/flying straight-and-level to be easy kills so they could grind out the rewards faster.)

    when said exploit was a going thing, people were cranking out hundreds of fleetmarks a night for very,very, little activity, along with tonnes of dilithium. upshot is that Cryptic saw an exploitive behaiour, and cut the rewards to quash it.

    any increase in reward for PvP is going to bump into that, and require some kind of structure to prevent it.

    People HAVE made past suggestions on how to do that-how to structure PvP rewards to avoid what you might call 'purple ribbon runs', but any reward system would be complex to code, and would make someone unhappy-because we're gamers, and the only thing we like to as much as gaming, is ******** about rules.

    (My own suggestion would be to scale rewards so that 15/0 teamwipes reward almost nothing, and 14/15 matches reward the most to both sides...with the winning side getting slightly more than the losing side.)

    the big difficulty would be it would require so much work, I suspect they'd have to take the PvP queues offline to make the changes for a period of days, and they'd have to have a big enough sample of players willing to step into Tribble/redshirt and PvP it to test it to breaking point before releasing, then be ready with the patch-hammer on Holodeck when it DID come back up.

    and all that time represents money.

    Coders cost, a structured PvP reward system that disnincentivises AFK'ers and disincentivises Noob-griefers is more complex than anything short of an actual matchmaking system, and IMHO it's honestly what would need to occur before cryptic could afford (in their in-game-economic model) to increase PvP rewards to the levels of STF/PVE rewards.

    Cryptic's official policy is that the market isn't worth the investment-it's not big enough, and it's in a numbers-decline. (I trust we all know why the numbers are declining, or at least, think we do. NO reason to rehash THAT.)

    Adding rewards to public queues would not be subject of exploits. You'll have to roll through the entire match, and if you don't move, AFK penalty and kicked out. They have already the AFK penalty implemented in some queues, like Mirror Invasion. Just slap that mechanic of X player doing nearly no damage nor healing, and kick him out.
    I need to get to him. I can't just leave him out there alone. - Sometimes you've got to makes sacrifices, Lara. You can't save everyone. - I know about sacrifices. - No, you know about loss. Sacrifice is a choice you make. Loss is a choice made for you. - I can't choose to let him die, Roth.
  • hipachilleshipachilles Member Posts: 195 Arc User
    edited May 2015
    patrickngo wrote: »
    My own suggestion would be to scale rewards so that 15/0 teamwipes reward almost nothing, and 14/15 matches reward the most to both sides...with the winning side getting slightly more than the losing side.

    I don't currently PVP. But if there was an inventive for the matches to be more even (scale with total number of points to encourage 1-point margin victories) I might start. I really, really hated going into a PVP match and ending up on a terrible team against a pre-made. I hear this rarely happens anymore, but still. Just saying, I would be more inclined if the rewards favored even matches.
  • amezukiamezuki Member Posts: 364 Arc User
    edited May 2015
    We're working on changes right now that will remove these [Mod]s from future crafted items. After examining their effectiveness, their intended audience, and their intended use-cases, we decided that rolling these in as random equipment suffixes is not a great idea. And that, if we ever return to this idea of PvP-centric gear, we need to more closely examine what it's intended to do, how effective it needs to be, and how it is obtained.
    THANK YOU!

    As someone who is aggressively disinterested in PvP, having one of these mods come up was as good as getting an item that had glitched so that it was missing a mod. It makes the randomness of the crafting system so much less tolerable or defensible.
    In other words, consider it an experiment that didn't work out.
    I'm very glad to hear you say this. Not because it means something failed or isn't working, but because it indicates a willingness to revisit and rethink mechanics that aren't so "broken", per se, that they they absolutely must be fixed--but which are nonetheless a source of significant pain to players.
    Fleet Admiral L'Yern - Screenshot and doffing addict
    Eclipse Class Intel Cruiser U.S.S. Dioscuria NX-91121-A - Interactive Crew Roster
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited May 2015
    This one, I can comment on.

    We're working on changes right now that will remove these [Mod]s from future crafted items. After examining their effectiveness, their intended audience, and their intended use-cases, we decided that rolling these in as random equipment suffixes is not a great idea. And that, if we ever return to this idea of PvP-centric gear, we need to more closely examine what it's intended to do, how effective it needs to be, and how it is obtained.

    In other words, consider it an experiment that didn't work out.

    We're still examining options on what to do about existing items that have these mods attached.

    Any extra work on R&D mods you can comment on?
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2015
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2015
    beameddown wrote: »
    LOL 7 MONTHS baby of just soul crushing lag:)

    I was ready to walk away. TRIBBLE Cryptic...TRIBBLE them with an unhealthy sized object. That's where I was. Hell, it was also TRIBBLE those folks saying they weren't experiencing lag. How precious...they're not doing anything and they're not lagging...wonderful...TRIBBLE them. Meh, whether it was trying to dork around in PvP or PvE queues...it was punch the wall TRIBBLE this and TRIBBLE Cryptic going on.

    If not for patrickngo's thread on BoPs...I would have been out of here.

    In that mess, though, it just reinforced more and more...imho, that is...just who this game is actually for though, that they did keep it up with things getting worse and worse as time went on.

    And well, I just can't see Cryptic fighting through that to do anything for PvP. I can't see there being much balance of anything anywhere else either. Cause they're the intended audience, they're where the money is, and the rest of the game will always suffer because of that.

    I want to accept that...just walk away...meh.

    Need Hank and the guys to come back...but they're not going to come back until some premades come back...and that's not going to happen with the way the game is.

    And is there really any way for the game to be different?

    Course, I just complained about being vague in another thread - but here I am being pretty damn vague. It's just a case of looking at the population...looking at the populations in other games...and just having no clue how things that work in other games could possibly work here. There's just not the overall population...and the way Cryptic's been driving business to get the population they've got - well, yeah - they're not the kind of folks that are going to be doing any sort of PvP, eh?

    And it gets rough, cause...well, how much of a wait and see for some of things can be done, yeah?

    Wait and see them addressing the lag.
    Wait and see them addressing some bugs.
    Wait and see them addressing some balance stuff.

    All that wait and see...well, with all the stuff that comes out during that time and the rest...they've waited and seen themselves into a huge gap cause of the stuff others might have been doing. Lol, there are folks out there that are dorking around in various ways...er...to deal with that. And if the other stuff gets straightened out and folks come back, they're going to have a decided advantage over others.

    So that would be something to address, yeah?

    Meh, it comes down to folks saying just what kind of stuff they want for and from PvP...right?

    Cause folks want different stuff, yeah?

    Then it becomes a case of what can Cryptic do? What they're willing to do...and well...can it be done...financially, yeah? And then folks will get pissy about that too...meh.

    Thomas wants some completely skill based template PvP.
    Richard wants some limits in place, but wants custom PvP.
    Harold wants unlimited customized PvP.

    Folks are at all sorts of odds, right? And then it gets back to the population thing.

    1,000,000 folks and a third don't want/can't compromise...you've still got 666,666 folks. 1,000 folks? 100 folks? And you're screwed, right?

    So yeah, it's hard to be happy about some of the things. Small steps? Good! Yeah! Long run...will it matter?

    It's freaking hard to try to be constructive...and...I don't want to turn into one of the guys that's just around to bash Cryptic every chance they get.

    Bash them, attaboy them, offer that mix of constructive negative and positive feedback...

    ...just doesn't seem worth it.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2015
    beameddown wrote: »
    :( we don't want to be a frowny face... but :) it is what it is

    Eventually one runs out of distractions...they walk away, they have a meltdown, or whatever. :(
  • ilhanskilhansk Member Posts: 620 Arc User
    edited May 2015
    We've never plowed fields or milked chattel. We've lived as PvPers, warriors.

    The grind maimed us. We have no enemies to fight, no glory to be won.

    ISA? That is not an engagement worthy of Sto'Vo'Kor.

    Some familiar names in this thread. Ave, morituri te salutant.

    Pandas trying a comeback. That's good. A gleam of hope at least.

    ;)
    Visit the Inner Circle YouTube Channel to watch some STO pew pew PVP action!

  • rjewkesrjewkes Member Posts: 237 Arc User
    edited May 2015
    Seeing the mods gave me hope something good will be done with PVP, And the point of experiments is to see what will work Some of the best things in life are from failed experiments.


    So this one didn't work, so what Never Give up, Never surrender.! Keep trying until you get, then keep improving once you do.
    signature2.jpg
    galacticguards.enjin.com/
    Formerly Jewkesman Member from Nov 2009!
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2015
    ilhansk wrote: »
    We've never plowed fields or milked chattel. We've lived as PvPers, warriors.

    The grind maimed us. We have no enemies to fight, no glory to be won.

    ISA? That is not an engagement worthy of Sto'Vo'Kor.

    Some familiar names in this thread. Ave, morituri te salutant.

    Pandas trying a comeback. That's good. A gleam of hope at least.

    ;)

    Wait, which thread is this? Oh, that's right...the Where's Bort thread. Man, getting confused between the two since some of it's back and forth.

    What would your thoughts on Cryptic potentially introducing the following change (they haven't said anything about it that I'm aware of in the least)....?

    On PvP Maps...offer full Specialization.

    Basically, while on a PvP Map - one need not feel held back by this particular element. While on PvE Maps and elsewhere, one would have to go with the flow as usual.

    Not even sure it's possible in the least, but it did seem that most folks disappeared with the announcement of the Command Specialization and the thought of having to do that on multiple characters.

    Upgrading? Folks had muddled through that and stuck around, yeah? Command...it registering just what might be going on with those things...and poof - folks disappeared.

    Just a random thought that came to mind in seeing you post there! It was a trap! ;)
  • ilhanskilhansk Member Posts: 620 Arc User
    edited May 2015
    What would your thoughts on Cryptic potentially introducing the following change (they haven't said anything about it that I'm aware of in the least)....?

    On PvP Maps...offer full Specialization.

    Basically, while on a PvP Map - one need not feel held back by this particular element. While on PvE Maps and elsewhere, one would have to go with the flow as usual.

    I'm fairly certain that the majority of deserters had multicausal reasons for leaving. Having said that, it'd be very likely for such a change to bring back some of the old vets. At least I'd be back tomorrow if they anounced such a change today.

    At the end it's about money though. Would Cryptic profit from such a significant alteration or not? It's up to them to do the math.
    Visit the Inner Circle YouTube Channel to watch some STO pew pew PVP action!

  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2015
    ilhansk wrote: »
    I'm fairly certain that the majority of deserters had multicausal reasons for leaving. Having said that, it'd be very likely for such a change to bring back some of the old vets. At least I'd be back tomorrow if they anounced such a change today.

    At the end it's about money though. Would Cryptic profit from such a significant alteration or not? It's up to them to do the math.

    It's along the thought process of the events...getting folks in the game doing something they might enjoy in the hopes that they might stick around for other things and spend some money elsewhere sort of thing.

    No doubt there are oodles upon oodles upon oodles...er...upon oodles of reasons that folks have bailed on this game. It started long before Delta Rising and Specializations were even mentioned.

    Just one of those things...

    This...don't like. This...might be a compromise fix.

    Yadda, yadda, yadda...

    ...but all I've done through this insomnia riddled night of posting is pretty much convince myself to uninstall.

    Will have to think about it.

    Anybody know any decent Blender non-video starship tutorials?
  • rosetyler51rosetyler51 Member Posts: 1,631 Arc User
    edited May 2015
    git gud? the skill gap doesn't need to be fixed, skill should be the only major wall in play. skill only takes time and practice and a little guidance to overcome. and its a fun 'grind' unlike every other.

    Two key points. The classic pug vs premade, one good player won't able to do much when a team chooses to focus fire on them. And other point is something you said, a "fun" grind. Many people have many ideas on fun. While I'm willing to go two on one in my BoP against so called PvP Fleets (over a side topic that really gets me steamed and I should not talk about) and I would have fun, the stories of premades heading into queues with the goal of ending them and doing it shows me at least others don't share my idea of fun.

    So in short, I would much rather see the skill gap fixed so that new players first time are not "poisoned" by a few bad apples than getting rid of the gear grind. How to go about is the hard part. Without messing with stats the simplest fix would putting more info ingame and into the hands of players.

    And a side point I would like to bring up, my one greedy wish for PvP. A free for all or an one on one queue. I don't care much for Red v Blue, I just want to fight simply and honorable.
  • aelfwin1aelfwin1 Member Posts: 2,896 Arc User
    edited May 2015
    This one, I can comment on.

    We're working on changes right now that will remove these [Mod]s from future crafted items.

    Why not sidestep the time investment in this and go for a better RND mod upgrade system ?




    ... I mean really , does anybody love the random crafting mods that we have now ... ?
  • rjewkesrjewkes Member Posts: 237 Arc User
    edited May 2015
    And why couldn't the compromise be three types of pvp?

    you could give Larry his premade no frills straight up pvp.
    Micheal could have his some limits pvp with a good amount of customization.
    Arnold can have his fully customizable no holds/powers barred pvp.


    what it would then entail is your not required to play any style of pvp you don't like.
    as far as monetizing it, sorry it looks like pvp's best as a we already charge you oodles for everything else, pvp is a bonus feature.

    nickle and diming pvp would kill it. make it feel more like Pay 2 win.
    also just throwing it out there larger maps with more than 4 teams of five.
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited May 2015
    aelfwin1 wrote: »
    Why not sidestep the time investment in this and go for a better RND mod upgrade system ?




    ... I mean really , does anybody love the random crafting mods that we have now ... ?
    If you have a proposal that doesn't involve choosing mods, please, present it when you are ready to do so. "why not just make it better" isn't really constructive criticism since it doesn't have a suggestion on HOW to make it better.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • sharxtremesharxtreme Member Posts: 850 Arc User
    edited May 2015
    If you have a proposal that doesn't involve choosing mods, please, present it when you are ready to do so. "why not just make it better" isn't really constructive criticism since it doesn't have a suggestion on HOW to make it better.

    Constructive is to tell them that STO sucks. It's a bad game and it gives them a bad name.

    again why do you as a player feel the need to do a developer job?
    (because they don't do their job?hmmm)

    STO at this point needs to be deconstructed to be constructed properly anyway.
    And realistically it's not gonna happen no matter how much "constructive" criticism is thrown in this "echo chamber".
  • orion0029orion0029 Member Posts: 1,122 Bug Hunter
    edited May 2015
    sharxtreme wrote: »
    Constructive is to tell them that STO sucks. It's a bad game and it gives them a bad name.

    again why do you as a player feel the need to do a developer job?
    (because they don't do their job?hmmm)

    STO at this point needs to be deconstructed to be constructed properly anyway.
    And realistically it's not gonna happen no matter how much "constructive" criticism is thrown in this "echo chamber".

    LOL Dude.

    Translation: Take it apart and make it better.

    There's a few of problems with that...

    #1. Better is a relative term, what is good for one isn't necessarily good for another.

    #2. You give no indication on what better is from your perspective.

    #3. "Constructive is to tell them that STO sucks." This is both opinion and a gross misinterpretation of the word 'constructive' as 'X sucks' says nothing conctructive at all, it only says you are dissatisfied.

    Consumer feedback is always used as a basis for future products/developments, unfortunately when people say things like "This sucks, do better", developers can't really use this as feedback as it doesn't say what specifically is the problem or how to fix it.

    I've actually had, and voiced, several ideas on how PvP could be improved... unfortunately with all the flame wars and people screaming 'this sucks!', I'm afraid my opinions/suggestions have gotten lost in the shuffle somewhere...
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited May 2015
    aelfwin1 wrote: »
    Why not sidestep the time investment in this and go for a better RND mod upgrade system ?

    Translation:
    "Why not NOT make a change that takes ~10 minutes to implement, and instead invest weeks or months in an entirely new back-end for R&D?"
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • laferrari1laferrari1 Member Posts: 434 Arc User
    edited May 2015
    Translation:
    "Why not NOT make a change that takes ~10 minutes to implement, and instead invest weeks or months in an entirely new back-end for R&D?"

    It took me a while to get the wordplay, but nevermind :P
    How about buffing rewards for PvP, by including adv. packs in public queues only?
    I need to get to him. I can't just leave him out there alone. - Sometimes you've got to makes sacrifices, Lara. You can't save everyone. - I know about sacrifices. - No, you know about loss. Sacrifice is a choice you make. Loss is a choice made for you. - I can't choose to let him die, Roth.
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited May 2015
    laferrari1 wrote: »
    It took me a while to get the wordplay, but nevermind :P
    How about buffing rewards for PvP, by including adv. packs in public queues only?

    We'd still need to find a way to prevent AFKer's/Griefer/Suiciders.
  • trillbuffettrillbuffet Member Posts: 861 Arc User
    edited May 2015
    Translation:
    "Why not NOT make a change that takes ~10 minutes to implement, and instead invest weeks or months in an entirely new back-end for R&D?"

    Would make it easier if they set up the games where you don't have to take the whole game down to implement changes/new builds. Just where you create a new build when its ready to give a notification message and then reload clients and avoid weeks or months just to fix the little things instead of redoing a whole new back end lol.
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