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How well do you think most of the playerbase can adapt to harder content?

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  • paxdawnpaxdawn Member Posts: 767 Arc User
    edited July 2015
    The Iconian STF's are a challenge mainly due to disabling abilities. Take those out of the match and you're left with a boring brick wall of shields and hull to pew pew through. ISA, CSA, KSA, initially when DR rolled out had a few extra npc's added which was nice but the HP and Shields were crazy, this was scaled back. However these 3 are still mainly a hull and hit point sponge mission. NPC'S don't hit harder, they certainly aren't smarter its

    Check out multiple Pre-DR and current ISA logs that roughly the same time finished. Then check the NPC DPS. Check out the Tachyon Beam before and after. There is a difference. From those I checked of the same time finished is roughly around 2x-3x DPS greater now than then absent of a core breach damage.

    If you limit yourself in ISA and or any advance stuff or any easy elite stuff and your skill is above and beyond that, you will always think that it is easy. If you want harder borg stuff you go to HSA/HSE where there is no or barely any passive NPCs like the Iconian stuff.

    Look at the Borg, why dont you think you need counters in the Borg when you very well know you need tac team for the assimilation. But you got that right? It is the same thing a year or so from now when you have sci team , eng team when going to Iconian stuff, you wont notice that you needed them since you already are using them and will spin the same stories again.

    Finally, there is power creep. You are getting a lot of upgraded stuff from gears to traits, and rep abilities/stuff which in a way show that any increase NPC capabilities wouldnt be notice if you base it on personal perception rather looking thru the data.

    Now, I am not saying I am not for NPC difficulty improvement. Because I am for more difficulty improvement. I am just saying be sure to give the right facts rather than spin stories that NPCs now and then's only difference is HP increase which is a fallacy.
  • crm14916crm14916 Member Posts: 1,536 Arc User
    People will NEVER be happy. If you give them harder content and a greater challenge, half will complain. If you give them easier content and dumb down the NPCs, the other half will complain. I like the system that is in place, content for all (even leveling can be done in normal, advanced, or elite), but the rewards should be scaled a bit more appropriately...

    CM
    "Equipped with his five senses, man explores the universe around him and calls the adventure science." - Edwin Hubble
  • chasebearschasebears Member Posts: 8 Arc User
    Most major enemy groups created after launch have featured unique & powerful skills that change up the gameplay. A lot of them have even been nonlinear. Voth look like they were designed from the ground up to make 'point at enemy, pull trigger' far less effective. The problem is not the enemy design, the problem is the other end of things - player equipment and how it creates endgame dps monsters. Most enemy differentiation is meaningless when it vanishes under a hail of deeps. What's worse is that mission design rewards DPS in so many ways - most optionals are totally dependent on killing things fast enough. It's a rich-get-richer scenario.

    it's also the case that for some missions the gulf between normal and advanced is simply enormous. Azure Nebula needs no good gear at all, just some cruisers and some experience. But good luck doing Storming the Spire without extremely strong ships.

  • genemorphgenemorph Member Posts: 404 Arc User
    Cryptic already made the content harder and the effect is less people queuing for stfs, and the pug queues that do eventually pop usually end in failure. This coupled with the lowering of rewards, drop quality compared to Mk14, EC making is now abysmal has made the game less enjoyable and I play about an 8th of the time that I used to. I have two c-store T6 science ships fully kitted out that still feel underpowered in advanced STFs which means everyone should be flying top end escorts or cruisers to do the new required dps.

    If they make the content even harder (i.e. the Cryptic way: giving npcs more ridiculous levels of health/shields, and silly drain abilities that reduce your shield to zero is secs) I will likely stop playing altogether. There are very good MMOs out there that actually listen to their player base and are able to admit when they've made a mistakes and aren't afraid to reverse them. My overall take on the matter is this sort of situation usually occurs when a whole bunch of the old devs leave or are pushed, and are replaced by people who don't have a clue how to balance things in an overly complex system, or pressure is applied to generate more revenue at the expense of game enjoyability.
  • paxdawnpaxdawn Member Posts: 767 Arc User
    edited July 2015
    chasebears wrote: »
    Most major enemy groups created after launch have featured unique & powerful skills that change up the gameplay. A lot of them have even been nonlinear. Voth look like they were designed from the ground up to make 'point at enemy, pull trigger' far less effective. The problem is not the enemy design, the problem is the other end of things - player equipment and how it creates endgame dps monsters. Most enemy differentiation is meaningless when it vanishes under a hail of deeps. What's worse is that mission design rewards DPS in so many ways - most optionals are totally dependent on killing things fast enough. It's a rich-get-richer scenario.

    it's also the case that for some missions the gulf between normal and advanced is simply enormous. Azure Nebula needs no good gear at all, just some cruisers and some experience. But good luck doing Storming the Spire without extremely strong ships.

    You can technically use the same gears/free ships doing other advance like Storming the Spire advance that you used in Azure Nebula. Except the knowledge of how to finish it, the build or pilot a good ship would depend on the player if they know how to finish/build/pilot skills.

    The common complaints I see with players who cannot do missions regardless of difficulty is blame other things other than their capability would be acceptance, Acceptance they need help and they need improvement.

    All these problems start with the player which has nothing to do with the ship you have. Besides in most MMO with raids like STFs here, you have damage requirement. It just that in other games the minimum damage requirement is achieve by the players and accepted by players.

    For rich getting rich scenario. In a way you are correct. If players refuse to accept they need improvement to get to the next level of difficulty, that player shouldnt go anywhere except where decided they belong to. They can improve and learn to improve, but it is their choice not to improve. it is the same as other MMO in other games. If you dont achieve the minimum requirement nor contribute to group, you wont be able to finish it. If you are after completing higher difficulty,you are already competing since there is an option not to do higher difficulty and still do every content.
  • chasebearschasebears Member Posts: 8 Arc User
    edited July 2015
    You can technically use the same gears/free ships doing other advance like Storming the Spire advance that you used in Azure Nebula. Except the knowledge of how to finish it, the build or pilot a good ship would depend on the player if they know how to finish/build/pilot skills.
    Knowledge is meaningless without the dps to kill the advanced dreadnought in 3(?) minutes with 4 ships.

    Azure Nebula requires minimal knowledge of builds; it doesnt require DPS in any way, and you can get decent scores without killing a single ship.

    For clarity's sake, 'the rich geting richer' refers to the many objectives (both optional and mandatory) where you have to kill ships on a fixed time budget. By definition, this gates rewards by whether or not you have strong enough DPS. Group A, with twice the DPS of group B, not only finishes the mission faster but receives a significantly higher reward to boot.
  • qqafgqegqe4agqqafgqegqe4ag Member Posts: 153 Arc User
    Join an Advanced PUG and then come back and ask this question again.
  • alex284alex284 Member Posts: 366 Arc User
    Another problem with making harder content is that harder content requires a possibility of failure. If you make an awesome AI or give NPCs a lot of abilities or whatever, it doesn't matter if you know you can get through the mission eventually just by waiting out the enemies. If you get infinite respawns and infinite time while the NPCs die for good, then all you need is a DPS higher than the NPCs' ability to heal themselves in order to eventually succeed.

    And we know what the playerbase thinks of fail conditions.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    chasebears wrote: »
    You can technically use the same gears/free ships doing other advance like Storming the Spire advance that you used in Azure Nebula. Except the knowledge of how to finish it, the build or pilot a good ship would depend on the player if they know how to finish/build/pilot skills.
    Knowledge is meaningless without the dps to kill the advanced dreadnought in 3(?) minutes with 4 ships.
    Clearly it's not meaningless, since some people know how to reach the DPS, and others don't.

    Or are you saying you are just not willing to do what is necessary to do the DPS? Where do you put the limit of such unwillingness to adapt your build? "Oh no, this enemy is unfair, I need a counter skill I don't want to slot" or "this fight is difficult without a science captain, but I don't want to have to play one"? "Oh no, it's boring split up the team to keep NPC hordes to manageable levels".
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • storulesstorules Member Posts: 3,286 Arc User
    I dont play PvEs..PvPs so much better IMO. However, STO is not PvP friendlier
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  • kyrrokkyrrok Member Posts: 1,352 Arc User
    There are some people who just don't want to do anything to be a better player. But don't tell me that's everyone.

    Some people actually do try to stretch themselves to improving their gameplay. Eventually they have to try advanced. So they try Borg DCed Advanced, and they might fail that first time. If they look at the chat box and see "If you're going to free borg ships, you'll need hazard emitter skills for your science boffs", they should logically go back to the homeworld and pick up 2 of them. Too often instead they are more likely to see "WTF??? ARE YOU SO M****RF**KING STUPID? DO THE REAL PLAYERS A FAVOR AND COMMIT SUICIDE ALREADY!!!!!!!"

    Could people adapt to harder content? Yes! Should they be expected to drop a cube in a second like "everyone else" when they try something new? Not likely. Someone who still has yet to figure out which optionals are really mandatory, is not going to post the big numbers yet. But if they get trolled and flamed away, they learn nothing at all but hate. That is what is wrong with this game now. The experts who know the game inside out doesn't want the much reviled "nOObs" to learn the game. They want to play with others who also know the game inside out, so as to not compromise their APC/IDC/salvaged tech/etc run. This leaves those who are fairly new to advanced to either learn only what hell is like and to just not try at all. At what point do we give those less than a year players a chance in this game? Or should some of us just band together, buy the company, build a new, highly adaptive AI, and ban all accounts with less than X0,000 DPS?
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  • picard51picard51 Member Posts: 56 Arc User
    I feel like people could definitely rise to meet it if it wasn't just a DPS race. If by hard you mean dynamic requiring certain abilities to be used at certain times, maybe require some real tactics, or (god forbid) communication, then hell yeah I think we could rise to meet the challenge. But so long as it continues to be who can hit harder, faster, and who has better gear it's just a moot point. There's a certain point where that just gets frustratingly pointless. It's not fun to sit there and let weapons autofire on an enemy with 7 trillion health.
  • cavewarkcavewark Member Posts: 131 Arc User
    Things I would prefer cryptic to do.

    1. Remove all time gates on all content even dilithium mining.
    2. Rebalance the difference between engineering / tactical / science to provide different rewards based on the different skill sets. currently the game is all DPS = win. everything else is irrelevant.
    3. I don't think "hard" or difficult content really make a difference hours after its released the hard content would be stuck into the wiki and everyone will be completing it that same way.

    I think the key problem is that STO is a "story" based game and me personally find that story based games can get frustrating they are fun the first time but after that you cant skip the cut scenes. I have done difficult content in a lot of other mmo's and 9 times out of 10 they are fun but done badly they are frustrating.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    deokkent wrote: »
    People CANNOT adapt to harder content. I understood this reading the multiple threads whining about a irrelevant change to bug hunt elite. They are required to keep something alive, simple enough. But they're throwing a tantrum fit. MEh...

    Notable: It's a change that is definitely not addressed by "MOAR DPS". You might actually need to bring some healing and keep track of an NPC for once.

    Any difficulty change that actually adds "complexity" would bring stuff like that. ​​
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • [Deleted User][Deleted User] Posts: 0 Arc User
    So let another question. What happens to a pug when a pack of borg ships cross heal each other?

    As that actually happens in Borg red alerts, I frequently have to remind people to take out the regen probes when they appear, and not just pewpew the unimatrix.
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    Most players in this game play casually and are not used to challenging content. Even a "difficulty increase" like giving the enemies more HP are met with huge resistence, even though the basic countermeasure is very easy and -usually- cheap (or, dollarwise, even for free).

    You can also see the readiness to adapt with the new BHE requirement. While it was very cheap from the devs to not put it in the patchnotes, the new requirement doesnt make BHE much harder, if one is capable of adapting. And while upping the dps is one countermeasure, its by no means the only viable one.

    But I admit, even though I am in my mid-twenties, I already belong to the previous gamer-generation. You know, the one that doesnt google after the first try or whine after the first defeat. The one that would challenge the game time after time to uncover mechanics and improve tactics, to beat the game with my own wits. I was also one of the first who tried to beat NWS, but wasnt the first to beat it. But it was really fun to improve tactics and timing and do some brainstorming with likeminded people, and even though we didnt win the race for beating it first, it was a good feeling to always get a bit further.

    If NWS would be released now, I couldnt imagine the whining and ranting that No-Win-Szenario isnt beatable in a pug with 5 new lv50-chars and MK II-equipment...
  • kittyflofykittyflofy Member Posts: 1,004 Arc User
    edited July 2015
    The Iconian STF's are a challenge mainly due to disabling abilities. Take those out of the match and you're left with a boring brick wall of shields and hull to pew pew through. ISA, CSA, KSA, initially when DR rolled out had a few extra npc's added which was nice but the HP and Shields were crazy, this was scaled back. However these 3 are still mainly a hull and hit point sponge mission. NPC'S don't hit harder, they certainly aren't smarter its

    Well, i find tholian red alerts even more difficult that those lolz. Well not harder just more tedious. Tholians are the kings of disable weapons.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    kittyflofy wrote: »
    The Iconian STF's are a challenge mainly due to disabling abilities. Take those out of the match and you're left with a boring brick wall of shields and hull to pew pew through. ISA, CSA, KSA, initially when DR rolled out had a few extra npc's added which was nice but the HP and Shields were crazy, this was scaled back. However these 3 are still mainly a hull and hit point sponge mission. NPC'S don't hit harder, they certainly aren't smarter its

    Well, i find tholian red alerts even more difficult that those lolz. Well not harder just more tedious. Tholians are the kings of disable weapons.

    Lol, more like kings of disable in general, as the only other enemies I tend to despise for subsystem disables, are the Romulans and Iconians!!!

    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited July 2015
    I rather like the tholians. There disables are fairly easy to deal with (Batteries, EPtW, ET), and most importantly, they are the only enemies who fight you with DPS rather than one-hit-wonders. Their dreadnought might be an exception, but on the other hand it gives you a very fair warning before firing its mainweapon. Thus I find them the "fairest" enemies in respect to player capabilities.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    edited July 2015
    reyan01 wrote: »
    The changes are TRIBBLE, frankly. I preferred fail conditions personally, because if the PuG team was terrible, the fail condition put us out of our misery. The general playerbase hasn't improved and I'm finding myself having to take the leaver penalty on a very frequent basis.

    It is painfully obvious that the only thing removing the fail condition has done is increased the number of dead-end instances which leave one with no option other than 'leaver penalty'.

    I haven't played one single successful PuG since the change.

    I feel for you. I landed in one ISA where the second place DPS was just 3k, the rest were even lower. I stuck with the group though (I have never left a group deliberately) and we eventually finished just short of 20mins. If I were flying one of my other ships (that do enough DPS for advanced but do not carry CC abilities and DPS my Pathfinder does) it would probably have been a dead end run. You can kill all of the nanites only to see new ones spawn and heal the transformers back to 100%.

    I've decided to only PUG runs that have an end timer since. Open ended runs like ISA can be a lesson in patience since the change.

    Back when people wanted failures to be removed from advanced, I and a few others that such a change could bring unnecessarily long runs that could be more frustrating than a simple failed run. IMO they should remove the leaver penalty when an optional has failed so that everyone can have the option to leave a doomed run.
  • eldarion79eldarion79 Member Posts: 1,679 Arc User
    Well, perhaps, STO should try what Destiny does for its elite content, only pre-made teams. I, for one, put other because its not just the players, but the Devs as well. I have played three Cryptic games and each game, the dungeon-style content is basically bullet-sponges with the elites having more hp. Does this mean Cryptic doesn't know how to create dungeon-style content? I don't think they have flexed that muscle enough nor do they want to. However, in Vanilla STO, the NPCs actually used their class abilities and with the Vaadwaur, they kinda of returned to a degree. In Destiny, the elite content has a a rotating-elemental requirements for each encounter.

    Secondly, I have been in a number of PUGs to know that it is a gamble, but it is only as bad as you get yourself worked up. If you feel so terribly at the simple notion of a failed optional, don't PUG. Some of those players are probably brand-new and it is very frustrating to see seemingly-stupid moves, but go to crying in the night and leave, well that's just inconsiderate. If some are truly as good as you think you are, then you guys can easily finish the mission, just a little more difficulty is added.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    I don't care much about the optional either at this point. It's the potential for players who are supposed to be right for advanced levels get stuck unfairly in a mission that won't end either to severely unprepared and undergeared players or simply trolls out to grief others. There should be a safe way out of these queues without incurring a leaver penalty.

    IMO the options are either allow players to leave without a leaver penalty after the first optional fails or put a hard cap time limit for a mission to complete (ex. 15 minutes in ISA) after which you get booted out. Either option would place the mission on its normal cool down.

    Believe me, it's more fun to eat a 30 minute cool down rather than be stuck in a hopeless queue indefinitely with no way out.
  • kittyflofykittyflofy Member Posts: 1,004 Arc User
    woodwhity wrote: »
    I rather like the tholians. There disables are fairly easy to deal with (Batteries, EPtW, ET), and most importantly, they are the only enemies who fight you with DPS rather than one-hit-wonders. Their dreadnought might be an exception, but on the other hand it gives you a very fair warning before firing its mainweapon. Thus I find them the "fairest" enemies in respect to player capabilities.

    LOL, that will be true if the lag didnt make tholian red alerts a real pain in the xxxxx. Try to deal with all those disables at the same time you try to deal with your weapons not firing or rubberbanding.. lol. crazyness, i tell you.

    The tholian tarantula is a shame. Lol. If that ship will perform that super attack far more often and move faster, the tholian red alerts will be more interesting. But tholian tarantulas are basically a brick in space.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited July 2015
    Lol, I knew people would gripe over the changes, because despite there being no insta-fail mechanics, the majority of sap sucking players would still never improve, never learn the mission objectives, and quite frankly never change in general!!!

    Now, you either stick with it for longer periods or, leave early in fustration suffering your penalty!

    People never learn.
    Post edited by shadowwraith77 on
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited July 2015
    kittyflofy wrote: »
    LOL, that will be true if the lag didnt make tholian red alerts a real pain in the xxxxx. Try to deal with all those disables at the same time you try to deal with your weapons not firing or rubberbanding.. lol. crazyness, i tell you.

    I am one of the few lucky ones that dont have any problem with lags ;) Emphasis on "the few".
    Tholian red alerts are perfect when you just hit lv50 and dont have any fancy equipment, but they are not geared toward lv60 with full spectrees etc., though that is a good thing thinking about newer players who can join -and even transwarped over the whole map- without any restrictions.

    But I would like to see an elite version of it. With the tarantulas being able to spam their weapon of mass destruction and their teleportskill more often (if they use that combo, it doesnt matter if they are a brig in space).
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    I think the answer to how will the playerbase adapt to harder content? Is "define harder", if harder is more HP then pretty darn well. If the answer is AI improvements, extra skills and proper tactics used by NPCs I'd suggest it would end badly. Content would be amazing but nobody would play it.
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