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Should there be fewer PVE queues at endgame?

sophlogimosophlogimo Member Posts: 6,507 Arc User
Most queues are empty these days, not because the game isn't played, but because most who play public queues play a select few of them.
So, in order to fix this, how about this: They remove the oldest queues from the public queue list (but keep them in the private queue options!), and thus nudge the playerbase to move on to the newer content. What do you think, why, and what alternative solution would you propose?
Remember, STO is nothing but a cosmetics game, where only the rule of cool matters. The game mechanics are intentionally out of balance, don't try to "optimize" anything, as it would just frustrate you.

Should there be fewer PVE queues at endgame? 58 votes

YES!
24%
sophlogimogaraks31mustrumridcully0reyan01questeriuskyle223catvaloreahpeetapipmacnirvanacnloveinitlittlemonchichitrekking2010wideningxgyrereddwarf#5987 14 votes
NOOOOOOOOOOO!!!!
53%
nightkenikonn#1068flumfmattaukettsaurializardbaddmoonrizinmattjohnsonvasf911psyman87smeeinn1tmeimeitoolordsteve1dirlettianeos472seriousdavetunebreakerangrytargpeterconnorfirstkeladorclaudiusdk 31 votes
I don't care.
5%
cidjackkodachikunopatrickngo 3 votes
I have a better idea! (Explained below.)
17%
stee1maxbenan81sheldonlcooperrisian4evilmark444sistericxblazex#7666asuran14rezkinglathais 10 votes
«1

Comments

  • seriousdaveseriousdave Member Posts: 2,777 Arc User
    NOOOOOOOOOOO!!!!
    There's no point in removing content. Just because some queues dissapear dosen't mean people suddenly jump onto other dead ones.
    There are reasons why many queues were pretty much abandoned by the mass (badly designed, abysmal rewards, bugs, etc.) but just cutting them neither improves the overall situation nor any other of the game's aspect. "Fixing" them would but that's not gonna happen as that would take time and cost money for cryptic.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited January 2017
    NOOOOOOOOOOO!!!!
    God no. Variety is the most important thing there is.

    If the aim of this poll is to find out means to populate PvE maps better the effort/reward ratio needs to be looked at. It needs to be looked at on a map by map basis. There is a reason why during a CC event 200 players can be found doing it while The Breach only attracts 20. Every map has its price, no matter how boring it is designed.

    A more radical solution would be to revert to the conditions we had a few years ago. Eliminate all Dil rewards from everywhere in game except for PvE queued maps and they will shine with 200 peeps each. Keep Dil for doffing and admiralty to keep alting viable but other than that make it a queue exclusive reward.

    I could also live with it if public matches would reward more Dil than private ones do.
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    felisean wrote: »
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  • nikephorusnikephorus Member Posts: 2,744 Arc User
    NOOOOOOOOOOO!!!!
    No thx.
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  • tunebreakertunebreaker Member Posts: 1,222 Arc User
    NOOOOOOOOOOO!!!!
    The current problems with (pug) queues I see are...
    • A good chunk of players is lazy. They don't want to spend 5 minutes closing portals or 10 minutes killing Voth Transports. They want to shoot everything to bits as fast as possible and have no timegates. That's why we see very old queues like Infected or Crystalline still packed with people - you must do nothing but press spacebar and the only timegate is team's DPS. No puzzles to solve, no ships to save, no timer to stare at.
    • Most of them can't be carried by just a single person. While Hive is pure shooting, only a very tiny part of playerbase would be able to complete it when all the other 4 teammates are complete morons. And it gets only worse when we're talking about missions like Borg Disconnected or Storming the Spire.
    • Just as @peterconnorfirst said: effort/reward. Rh'lhho Station or Brotherhood of Sword are quite easy to fail with bad team. Yet they start pretty frequently from Pug queues, just because their reward is worth the additional risk.
      However, why would one do The Herald Sphere if Brotherhood gives more marks, takes less time to complete and is easier to do (especially when you team up with a competent friend).
  • questeriusquesterius Member Posts: 8,309 Arc User
    YES!
    Yes.

    For all the queues which have a normal and advanced version, remove the normal version.

    People should also not be allowed to queue if they have injuries and their rewards in queues should be lowered (up to 50%) if they do not heal injuries during a queue.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    NOOOOOOOOOOO!!!!
    No.

    Don't remove content, rather make the dead queues more appealing to players.

    It's been suggested a bazillion times on here for the last 2+ years, what is needed is some way to add incentive for the players to run a variety of content rather than just spamming ISA all day long like some sort of drug addict who can't kick a habit.
    There is more queued content in this game than you could possibly play in one 12hr period if people actually bothered to look beyond their own DPS measuring stick.
    Add in something akin to the old hourly events, but adjusted slightly to be more open to as many people as possible:

    Have a rotating random selection of queues (at least one of each difficulty and at least one ground + one space) that offer double or even triple rewards for a set period of time (e.g. a weekend).
    The exact queues picked will be determined by the game counting up participation in the previous week's/month's plays of all queues and picking the least well played ones.
    The same queue should not appear more than once within a set time period, as the aim of the game is to add in variety.
    Maybe even add in a bonus reward for the first play of each of the chosen queues that can be earned once per weekly event?

    If having massive rewards for trying different missions doesn't entice people then i'm at a loss really. People constantly use the time:reward ratio as rationale for doing ISA or CCA so if another queue take longer but for a week gives double the rewards of ISA then that's gotta could for something?
    SulMatuul.png
  • mattaukettmattaukett Member Posts: 190 Arc User
    NOOOOOOOOOOO!!!!
    Removing the older queues would solve absolutely nothing in my book, except maybe if the queues removed were Crystalline Entity and Infected Space (at which point the forums would go into up roar and the word would end - I jest, but not by much I suspect).

    Anyway the main problems with the queues at the moment as I see them are (in no particular order):
    1) Effort/Risk/Reward balance for many queues is out of balance - as said above why do a queue that takes 15 minutes, when you can hope on CCA and get an equally good reward (or better in some cases) and be finished in 2 minutes.
    2) Time gating of some newer queues is just awful and makes the maps boring as you sit around doing very little that keeps you interested. And that's before the prime example of Mirror Invasion normal where you can beat all the terrans and the map just sits there counting down with absolutely nothing to do but doffing and admiralty.
    3) Start sizes for queues should be relaxed, I suspect at this point many queues could be completed by typical pugs with less than 5 players, so why not let queues start with smaller teams and allow people to join to make up the numbers early on. Same with the 20 man queues, many of them (Klingon Scout Force/Big Dig could easily be done with 5 players).
    4) Being limited to queuing up for 3 queues (in the public queues) anyway probably doesn't help either as everyone is going to gravitate towards the ones most liable to start rather than chance the less the less common ones and sitting around for ages.

    I also think there's a general issue with what do I do with the rewards issue once you've maxed out reps and got all the gear, at that point the only reason for running queues seems to be the dilithium and marks for converting to dilithium which makes the differentiation between queue types pretty much meaningless.

    Now don't get me wrong, I like running different queues just for keeping variation and limiting boredom. But that's challenging when it seems to be the same queues which start all the time.
  • benan81benan81 Member Posts: 6 Arc User
    I have a better idea! (Explained below.)
    Make all of them single player missions. Put them to the episodes Menu from the story arc. Give mark reward to all episodes that belong to the storyarc of reputation. Farming marks should be independent of pve queues. Pve ques should be special endgame content for good teams and fleets... like stfs were in the beginning :)
  • keladorkelador Member Posts: 318 Arc User
    NOOOOOOOOOOO!!!!
    If it's empty it's most likely the rewards don't justify the time it takes to do! So increase the rewards problem solved.
  • littlemonchichilittlemonchichi Member Posts: 103 Arc User
    YES!
    benan81 wrote: »
    Make all of them single player missions. Put them to the episodes Menu from the story arc. Give mark reward to all episodes that belong to the storyarc of reputation. Farming marks should be independent of pve queues. Pve ques should be special endgame content for good teams and fleets... like stfs were in the beginning :)

    <3<3<3 What a great idea!!!
    "Be excellent to each other and Party on Dudes!"
  • warpangelwarpangel Member Posts: 9,427 Arc User
    NOOOOOOOOOOO!!!!
    Three words: Reward over time.

    That means numerical rewards scaled to average completion time, with a multiplier for actual difficulty (win/fail ratio) and/or unique rewards added to each queue that can't be acquired anywhere else. The game currently does neither, so everyone just spams whatever's the easiest and fastest (CCA/ISA).

    Also, having some decent cooldowns (30min is a bad joke) wouldn't hurt either.
  • xblazex#7666 xblazex Member Posts: 130 Arc User
    edited January 2017
    I have a better idea! (Explained below.)
    Voted better way give every que a single player option with a custom difficulty level for though who like low risk and high risk but give out a standard award of the advanced group ques no matter what difficulty you choose
    [*] A good chunk of players is lazy.

    I disagree with your opinion and "attitude" displayed in this post. This is a video game it is played for fun .

    People have fun in differnt ways calling a group lazy because they dont enjoy the things you mentioned shows a intolerant and elitist attitude IMO
    [*] Most of them can't be carried by just a single person.

    It would improve things greatly if they all at least has a single player option. Also every time i see a Puzzle" in a game personally get irritated and look at google for the solution's.
    [*] Just as @peterconnorfirst said: effort/reward.

    I disagree with the very principle of this concept in video games in general ....again everyone has there own definition of fun as it stands it irritates me I am forced to play in advanced ques to get certain items required for rep projects,

    Again as i said above if someone has "fun" taking the "low effort" option they should not be discriminated against when it comes to reward.

    Post edited by xblazex#7666 on
  • rezkingrezking Member Posts: 1,109 Arc User
    I have a better idea! (Explained below.)
    Increase Dil rewards 1000/1250/1500.
    Problem solved.
    NO to ARC
    RIP KDF and PvP 2014-07-17 Season 9.5 - Death by Dev
  • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    I have a better idea! (Explained below.)
    we need a weekly or monthly rotating set of feature queues with special rewards (maybe choice of marks).
    Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."

    "With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."

  • nikephorusnikephorus Member Posts: 2,744 Arc User
    NOOOOOOOOOOO!!!!
    @sheldonlcooper there used to be different hourly rewards and during the bonus mark event nearly all the qs were rocking. It was a fun time. Then cryptic, in their infinite wisdom, removed the hourly bonuses in favor of bs events that they put out when they feel like it. Sad.
    Tza0PEl.png
  • wendysue53wendysue53 Member Posts: 1,569 Arc User
    sophlogimo wrote: »
    Most queues are empty these days, not because the game isn't played, but because most who play public queues play a select few of them.
    So, in order to fix this, how about this: They remove the oldest queues from the public queue list (but keep them in the private queue options!), and thus nudge the playerbase to move on to the newer content. What do you think, why, and what alternative solution would you propose?

    This poll is a joke, right?
    You do realize that most of the pve queues are no longer even IN THE GAME anymore?!
    What's here now are just the left-overs.
    When they install the new addition on the 26th(?) of January, then other pve queues will most likely be removed.
    This is standard practice with Cryptic/STO.

    Keep removing the others, and soon none will be left.

    I'm only saying this, since the OP seems ill-informed...

    They remove the old queues to allow for room for the new ones, due to a finite amount of space alloted to the servers. There are other considerations, but that seems to be the main one with any of the queues.
  • leemwatsonleemwatson Member Posts: 5,342 Arc User
    edited January 2017
    NOOOOOOOOOOO!!!!
    The main problem with how the PvE queues are run is that they encourage lazyiness. Most people just farm what they can do as fast as possible with the least amount of effort. The end result is that the best queues get removed because no-one plays them. I love The Breach because it was a long mission, but the reward wasn't appropriately high enough for the comparable time vs CCA. Queues like CCA and ISA need a reduction in reward and long missions need a higher reward. Other than that, the only real way to get different queues to pop is to return to the hourly schedule, which I loved!
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • stee1maxstee1max Member Posts: 227 Arc User
    I have a better idea! (Explained below.)
    Introduce a favourite queues tab and I wouldn't even trouble myself filtering out ISA and CCA all the freaking time. Very convenient.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    NOOOOOOOOOOO!!!!
    questerius wrote: »
    Yes.

    For all the queues which have a normal and advanced version, remove the normal version.

    People should also not be allowed to queue if they have injuries and their rewards in queues should be lowered (up to 50%) if they do not heal injuries during a queue.

    Nice Idea. While I’m generally opposed to remove content reducing the available difficulties a bit might actually be a good idea. We only had two settings pre DR. Two setting would be sufficient now as well and funnel the whole list a bit.
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    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • peetapipmacpeetapipmac Member Posts: 2,131 Arc User
    YES!
    I used to be in the queues all the time, but I don't even remember the last time I did one that wasn't tied to an event. I don't think I've even played any of the new ones from the last couple of years.
    It's not my fault if you feel trolled by my Disco ball... Sorry'boutit.



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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    YES!
    They definitely need a way to channel the population better to different queues. Removing queues is the most extreme option.

    I prefer a rotating bonus reward system. Each week, they pick one ground and one space queue and set it as Featured Queue.

    If you complete a Featured Queue, you get +50 % Dilithium and bonus marks and a choice of marks instead of the usual mark options. On top, once per day ( or once per 20 hours) you get a Featured Queue Token.

    The Featured Queue Token can be used to purchase stuff:
    • 7 FQT Tokens: Any Special Queued Event Mark (like a Crystalline Shard)
    • 5 FQT Tokens: 10,000 Fleet Dilithium Vouchers
    • 5 FQT Tokens: 10,000 Reputation Dilithium Vouchers
    • 3 FQT Tokens: 2 Elite Marks of your choice
    • 3 FQT Tokens: Phoenix Prize Pack
    • 3 FQT Tokens: 300,000 Bonus Experience Pool
    • 3 FQT Tokens: 3,000 Bonus Mark Pool (either Reputation or Fleet Mark pool)
    • 3 FQT Tokens: 1,500 Bonus Fleet Credit Pool



    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • dirlettiadirlettia Member Posts: 1,632 Arc User
    NOOOOOOOOOOO!!!!
    Killing choice is never a good option. I take it the OP only wanted less Queues because the one they want doesnt pop often, but removing others would be removing Queues that others only want. Variety is always best and instead of removing content you promote it with featured queues etc.

    Still waiting to be able to use forum titles
  • nimbullnimbull Member Posts: 1,564 Arc User
    NOOOOOOOOOOO!!!!
    Maybe instead of removing content they should focus on attracting more people to the game to play it instead. This might impact whales because more people means more changes to how things work to attract and keep people playing. I think it's worth it because more good content with more people playing is greater then less content with few people playing.
    Green people don't have to be.... little.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    NOOOOOOOOOOO!!!!
    I wish you'd included a more neutral 'No', instead of the rather hysterical 'NOOOOOOOOOOO!!!!'

    Having said that, no, I see no point having less PvE queues, as you, the player, can always choose yourself to play less of them if you want to.
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  • asuran14asuran14 Member Posts: 2,335 Arc User
    I have a better idea! (Explained below.)
    For me I would do the fallowing to help with the issue of large amounts of dead stf ques, in the pve public que system.
    • First would be to turn the que system into one that rotates the available public stf ques on weekly or bi weekly schedule. This would be 18 ques (one space, one ground stf per active reputation we have p right now) that are actively able to be publicly qued during a week or two week period of time. This would combat the fact that with 87 ques active right now an only five or six of them actually popping regularly the game looks dead. Right now with the amount of ques we have in game using this rotation idea it would take a little over a full month at a weekly rotation, or two months at a bi-weekly rotation to go thru all of the ques without any repeats, which to me seems fine an quite nice to keep things fresh.
    • Second if the rotation idea above was not used than maybe use a mission system to get players to actually be interested in the other content, via increased rewards thru the mission completely. Like that each reputation might give out a mission to do a specific mission daily, or a set of missions (this could be a weekly mission) that would pay out additional marks/dil an a chance at a reputation specific unique reward as well. Though you could roll the idea of a set of unique rewards that is tied to a specific stf, but would need to be abit hard to get without being extremely rare. It is funny since unique rewards are an amazing way of making other content appealing to do, as it gives an incentive to do it over something that might be faster yet you can't get that specific reward in it, but many players are against such an idea of having to do specific things to get different rewards.
    • Third would be a rework of how the mark an dill reward payouts are done in the ques. Mostly in that the ques that are less complicated to do should have the lowest payout compared to a que that has more complicated or challenging/difficulty in the same difficulty rating. Yet also things like making it that the optionals of the stfs are how you get elite marks would be good as well, like that in normal you get one elite mark for completing all of the optionals (or for every three you do if they have more than three in them), while in advanced you might get a elite mark per two optionals you complete, and for elite you get one per optional you complete in the stf. A change like this would give you more reason to do different ques, and if ques had a variety of different amounts of optionals in the stfs it would make them appealing as well.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    NOOOOOOOOOOO!!!!
    The current problems with (pug) queues I see are...
    • A good chunk of players is lazy. They don't want to spend 5 minutes closing portals or 10 minutes killing Voth Transports. They want to shoot everything to bits as fast as possible and have no timegates. That's why we see very old queues like Infected or Crystalline still packed with people - you must do nothing but press spacebar and the only timegate is team's DPS. No puzzles to solve, no ships to save, no timer to stare at.
    • Most of them can't be carried by just a single person. While Hive is pure shooting, only a very tiny part of playerbase would be able to complete it when all the other 4 teammates are complete morons. And it gets only worse when we're talking about missions like Borg Disconnected or Storming the Spire.
    • Just as @peterconnorfirst said: effort/reward. Rh'lhho Station or Brotherhood of Sword are quite easy to fail with bad team. Yet they start pretty frequently from Pug queues, just because their reward is worth the additional risk.
      However, why would one do The Herald Sphere if Brotherhood gives more marks, takes less time to complete and is easier to do (especially when you team up with a competent friend).


    While I agree with your assessment in principle, I take exception to your characterization of players in PUGS being 'lazy.' For 2 major reasons:

    * People want the best awards for the least amount of trouble. But that is not lazy: it's seeking the optimum. In the same manner that people don't purposely gimp their builds, to make it harder on themselves, just so as to not appear 'lazy.' Optimum seeking is completely natural. In fact, I could make a cogent case arguing that NOT seeking the optimum is contra-productive, unnatural, and, in certain cases, downright masochistic even.

    Ultimately, it's up to Cryptic to balance rewards. If a mission is easier, it should pay out less. But I don't think it's fair to blame the players for gravitating towards the easier ones, any more than it's fair to blame someone for taking a $100,000 paying job, for a mere 20 hours work a week, over a $50,000 one, doing a full 40 hours.

    * STO is essentially a single-player game (despite it being called an MMO). You may, or may not, get good team mates, but you're not guaranteed a good team in a PUG. So, again, it's not really fair to blame puggers for avoiding public queues that have a high risk of failing.
    3lsZz0w.jpg
  • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    I have a better idea! (Explained below.)
    They definitely need a way to channel the population better to different queues. Removing queues is the most extreme option.

    I prefer a rotating bonus reward system. Each week, they pick one ground and one space queue and set it as Featured Queue.

    If you complete a Featured Queue, you get +50 % Dilithium and bonus marks and a choice of marks instead of the usual mark options. On top, once per day ( or once per 20 hours) you get a Featured Queue Token.

    The Featured Queue Token can be used to purchase stuff:
    • 7 FQT Tokens: Any Special Queued Event Mark (like a Crystalline Shard)
    • 5 FQT Tokens: 10,000 Fleet Dilithium Vouchers
    • 5 FQT Tokens: 10,000 Reputation Dilithium Vouchers
    • 3 FQT Tokens: 2 Elite Marks of your choice
    • 3 FQT Tokens: Phoenix Prize Pack
    • 3 FQT Tokens: 300,000 Bonus Experience Pool
    • 3 FQT Tokens: 3,000 Bonus Mark Pool (either Reputation or Fleet Mark pool)
    • 3 FQT Tokens: 1,500 Bonus Fleet Credit Pool

    That's a good prize system. All cryptic need do is look at lotro. Before introducing the featured instances (which change weekly) there was almost zero pugging except for 1 mission. Now you can get a group in a minute or two. Here it would be instant.
    Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."

    "With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."

  • lathaislathais Member Posts: 121 Arc User
    I have a better idea! (Explained below.)
    It kind of depends. As a new player, I don't know how "required" some of the stuff people do not run is. I do know that I probably want to check it all out though, so there should be some sort of incentive for people to run them so newer players don't think there is no one playing at end-game.

    I'm going to bring up FFXIV's system a bit because I think it is really great. First of all though, for nearly all the small group content, it is required that you do it as part of the story missions or you cannot advance the story and take place in end-game content. For this reason, it is incentivized for high level players to run it. They get bonus currencies for running it. They took the queues and combined them into about 3 different "brackets" that you can run a random one daily for a bonus. Then, as newer players come in and que for a specific dungeon that they need to advance their story, max level players are randomly assigned and get a bonus not only for running their daily random, but an additional bonus for running with a "first-time player."

    It's quite an elegant system IMO as it does not force anything but heavily encourages vets to help out noobs. So no, I do not think content should be removed from the game at all. It should simply be incentivized with bonus currency to keep it relevant.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited January 2017
    NOOOOOOOOOOO!!!!
    lathais wrote: »
    ...Then, as newer players come in and que for a specific dungeon that they need to advance their story, max level players are randomly assigned and get a bonus not only for running their daily random, but an additional bonus for running with a "first-time player."

    It's quite an elegant system IMO as it does not force anything but heavily encourages vets to help out noobs. So no, I do not think content should be removed from the game at all. It should simply be incentivized with bonus currency to keep it relevant.

    Sounds interesting. Such a thing would work in STO as well if they’d just decide to pay out more in public queues than on the same maps when run with a private group. That way Geko would also have to be concerned less about elite groups grabbing too much reward in too fast.

    I could not only live with such a thing, as a pugger I’d basically love such a thing! Helping out new players would be one side of the medal, a challenging run for the veterans would be the other.
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    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
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