Why doesn't the game make you stay dead until your entire team wipes in group content?
Honestly that would go so much more towards curbing the full DPS TRIBBLE game play that people complain so much about, at least in the lower end (I know the higher end people would still pull off their space wizardry), and would mean that if you weren't confident in what you and your group could do then you'd want to make sure that you had your own survivability covered.
Wouldn't that incentivize using much more balanced ships BOFF wise? Just a question coupled with a thought...
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No it wouldn't. If you die in a dps run, your dps tanks anyways and the run is considered a waste, at least for record runs. You just need one awesome run to make a video, who cares if you fail 99/100.
Then what happens if say A dies but B, C, D, and E don't? Is it fair that player A got a free ride even though he got killed easily? While you're still there killing people player A rolls need on everything?
As it stands now people are already being carried while doing nothing... especially if they're doing no damage. Its like their not there because the AI won't even hit them...
It is the source of lots of rage, especially for those who don't know what their doing. And sometimes... a full team wipe is unavoidable.
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I would not want the instances to require a full team wipe before respawn. That means I'd usually be the only one playing or among the last ones left, and for certain content, that would be a failure because the higher content of the game has us face Damage Sponge NPCs with Objective Timers.
Do you understand what that means for the average player in STO? Most players PUG this game. Most can't break 3k. I've known players that had no idea that repair abilities existed in this game, one specifically I helped train afterwards from my old fleet. I've known players to slot "Beam Overload" but have no beam weaponry installed. I ask, "Why?" The answer? "Because it sounded cool!"
A full team wipe requirement before respawn will just TRIBBLE off every end of the player spectrum. The less proficient players will be upset that they can't get back into the action. The proficient players will be pissed off because they are frequently found alone or in very small surviving groups. If anything, this will promote a mentality of "Just die so we can respawn again."
That is exactly what happens in Neverwinter Online and its hell lol.
I like the general idea OP, but Cryptic claims players got lost and confused in exploration clusters - literally empty, square shaped maps. You cannot implement anything in STO that requires more effort than "press button, win".
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However, one side of the STO community is so toxic that itll just create even more elitism and general TRIBBLE behaviour. The other side of the community would complain and complain and complain about how hard and unfair it is.
I was one of the few who liked the instant fail if your team couldn't secure the optional. And look what happened there. Constant whining until the devs caved in.
Just remember STO isn't a game of skill.
/rant
Delta Rising, with it's Buff to NPC hit points and mission fail conditions proved that this would not be the case. Many (most?) players will not adapt, hence the eventual removal of fail conditions.
The DPS crowd would, as always, continue without issue, pug queues would be in even worse shape than they already are. Save for the times when the DeePerS would come in and Vape everything.
Wouldn't that just set the wolf amongst the fold?
I do one other suggestion, but it is radical as well. Most people won't like it either. How about we play the game we have right now? Instead of continuously publicly wishing for the game we think we want?
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It would lead to a reduction in the playerbase, I think. Only Cryptic/PWE has any idea by how much. I suppose they don't consider it financially worthwhile, even if it evens-out overall gameplay to some extent.
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I've played my fair share of games that utilize team based content in order to get stuff done. In every single game that does what you're suggesting it doesn't help the players by making people stay dead until you can respawn. All you do is punish the players that are left alive by forcing them to complete the run with man/men down. It in no way adds anything to the fights or encounters themselves. WoW is one such example of a game that does this. I understand why they do it, to incentivize people to play with their team and learn the encounter. It's a moot point as to how effective it is or not but I've never seen much good come of it. While I agree there is far too much focus on DPS lately the problem isn't the powers/abilities people are given, it's the people themselves.
No matter how much you dumb something down or how you change it, you're ALWAYS going to have people that cannot complete an encounter. There are just some people that no matter what you do who will refuse to adapt, play with the team, or learn and get better. At the end of the day, people are going to play the way they want to play and you can't force people into a specific style of playing. WoW and games like it can get away with it more than a game like STO can. If your team is down in this game, unless you do everything right, you're probably not going to be far behind them in some cases. Also that's not counting what happens to any objectives or anything.
While I agree there is too much focus on dps, you're going to have that with any game. There's always going to be that certain group of people who think that dps is everything and have an elitist mentality. Assuming that what you're proposing did work, it would have a very minimal effect if any at all.
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but DR has introduced so much TRIBBLE in game (the f.... upgrade system, the new mods etc), than in my opinion, nothing will be changed. Because if they want to make the space fights interesting again, they should change everything. Not only the missions but also all the weapons mods (each of them should have the same efficiency), the MK XIV level (a very bad idea) etc. DR has killed the pleasure to create builds and doing stfs.
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Play elite it still works that way.
"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."
I agree. It should have simply been called "Objective" and the fail scenarios should have been left in Advanced and Elite.
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Instant fail scenarios belong on Elite. Theres a reason we have Advanced and Elite versions. If you fail the optionals on advanced you still get less marks.
"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."
The way I see it, it should have been:
Right now, Advanced is just the new Normal and Normal is just Easy mode. There is no point in doing Normals now since you can just push your way through an advanced without caring about objectives since failed or not, you will still get more out of it than a Normal run. Another example is that the removal of failures was one of the causes of the many problems we faced in MI.
I PUG a lot and I saw a huge decline in team quality when they removed the failures in advanced. It's somewhat better now (due to the powercreep no less) but there are still really really bad groups out there, more than there were before those failures were removed.
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Hmm if you made advanced Optional A, B, Mandatory C, I could agree with you, it really depends how close to elite you want to place Advanced. Enemies on advanced are already much stronger making your job that much more difficult.
"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."
Craptics answer to create challenge is to add more and more HP to enemies. It's the main reason that has driven STO into a constant DPS race!
Craptic doesn't even need to create more complex AI to increase difficulty. There are plenty of abilities that if touched up a little and given to enemies that would help immensely.
Imagine if Borg cubes were given a buffed feedback pulse. The DPS crowd would TRIBBLE their panties. Or if they were given a better version of scramble/jam sensors. Or if they had viral matrix. If people were forced to have counters to various skills then DPS would naturally drop.
Of course it would never happen. It would ruin craptics metrics and the player base would cry like when spheres had crazy emergency power to engines. Or when they had a mega tachyon beam.
STO is a ship collecting simulator not a real skill based game.
"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."