This idea is not half bad. There is some potential here.
Honestly, STO has been losing me in the past years, due to just the same thing over and over... But a system like this, I would love to hope on and help players beat a missions, wave goodbye, and help the next!
AKA, Beard of borg. Owner of the title "Should have left"
This idea is not half bad. There is some potential here.
Honestly, STO has been losing me in the past years, due to just the same thing over and over... But a system like this, I would love to hope on and help players beat a missions, wave goodbye, and help the next!
Wait... so... let me get this stright... you're tired of doing the same thing over and over again... but you want to add a "feature" that allows you to respond to someone else's call for help... so that you can do the same thing over and over again.
Star Trek Online Volunteer Community Moderator and Resident She-Wolf
Community Moderators are Unpaid Volunteers and NOT Employees of Gearbox/Cryptic
Views and Opinions May Not Reflect the Views and Opinions of Gearbox/Cryptic
This idea is not half bad. There is some potential here.
Honestly, STO has been losing me in the past years, due to just the same thing over and over... But a system like this, I would love to hope on and help players beat a missions, wave goodbye, and help the next!
Wait... so... let me get this stright... you're tired of doing the same thing over and over again... but you want to add a "feature" that allows you to respond to someone else's call for help... so that you can do the same thing over and over again.
I know it sounds weird, but it feels... different with a system like this.
AKA, Beard of borg. Owner of the title "Should have left"
You'd actually get thanked for wiping the floor with everything too.
I'm not mad at this idea.
With regards to BMR's statement, it's another thing to do at least. Repetition is MMO gameplay all over, adding another thing to repeat wouldn't be terrible, plus folk like helping folk. Plus if nobody is biting on TFOs there's not much else to do. Helping a newbie with those pesky Vaudwaar or Vorgons might be just the ticket.
it could create some epic memorys for new players as well.
A new player, in there T1 maranda, sends out a call for help... Then, out of no where there call is awnsered, and the Defient class warps in, and guns everything down in seconds! Or even more so, the Universe class warps in, towering over everything, as it blast away!
AKA, Beard of borg. Owner of the title "Should have left"
This is a great idea, actually. Not sure how this would work technically, but it's a solid idea.
They'd probably monetize it somehow, though. Either by selling 'Distress Call Tokens' for the one needing help or 'Response Tokens' for the one wanting to help.
^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
"No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
"A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
"That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
This is a great idea, actually. Not sure how this would work technically, but it's a solid idea.
They'd probably monetize it somehow, though. Either by selling 'Distress Call Tokens' for the one needing help or 'Response Tokens' for the one wanting to help.
I don't think so, there is a lot of content that is not monetized. Patrols, TFO, Random TFO gives you stuff for playing, to name a few.
AKA, Beard of borg. Owner of the title "Should have left"
Fantastic idea. You could encourage people to respond with a marks package similar to the random TFOs that's awarded on mission completion.
Zinc: The universe of Star Trek Online is shaped and changed by the actions of the players...expect to see new planets and races discovered that were unknown the last time you logged in."
This idea is not half bad. There is some potential here.
Honestly, STO has been losing me in the past years, due to just the same thing over and over... But a system like this, I would love to hope on and help players beat a missions, wave goodbye, and help the next!
Wait... so... let me get this stright... you're tired of doing the same thing over and over again... but you want to add a "feature" that allows you to respond to someone else's call for help... so that you can do the same thing over and over again.
I know it sounds weird, but it feels... different with a system like this.
I'm not knocking the idea, I just found what you said odd.
We can sorta do this already, though? Not in the way you describe, but any player needing help with a mission can go into chat and request help. The players team up and go into the mission together.
But what you're describing sounds awesome, though. I'd be down for it.
Star Trek Online Volunteer Community Moderator and Resident She-Wolf
Community Moderators are Unpaid Volunteers and NOT Employees of Gearbox/Cryptic
Views and Opinions May Not Reflect the Views and Opinions of Gearbox/Cryptic
This idea is not half bad. There is some potential here.
Honestly, STO has been losing me in the past years, due to just the same thing over and over... But a system like this, I would love to hope on and help players beat a missions, wave goodbye, and help the next!
Wait... so... let me get this stright... you're tired of doing the same thing over and over again... but you want to add a "feature" that allows you to respond to someone else's call for help... so that you can do the same thing over and over again.
I know it sounds weird, but it feels... different with a system like this.
I'm not knocking the idea, I just found what you said odd.
We can sorta do this already, though? Not in the way you describe, but any player needing help with a mission can go into chat and request help. The players team up and go into the mission together.
But what you're describing sounds awesome, though. I'd be down for it.
i see. And yeah, it would be awesome!
AKA, Beard of borg. Owner of the title "Should have left"
i think it could be really good. i could also see the RP crowd just LOVE it because it feels like a Trek thing to do: responding to a distress call. DPS chasers can show off the DPS, social types get to be social, kind of win-win.
I love the idea, even though I just know I would get at least one person that would accept my help and then yell at me for killing everything too quickly.
Still, it's a very cool idea.. I mean there are players all around the game just running around doing nothing.. makes sense to give them the option to actually help people.
This idea is not half bad. There is some potential here.
Honestly, STO has been losing me in the past years, due to just the same thing over and over... But a system like this, I would love to hope on and help players beat a missions, wave goodbye, and help the next!
Wait... so... let me get this stright... you're tired of doing the same thing over and over again... but you want to add a "feature" that allows you to respond to someone else's call for help... so that you can do the same thing over and over again.
I mean helping out a newbie would give some people warm fuzzies?
Sounds like fun, although I'm not sure the feature would be that useful, given the current state of the game.
In most random teams, newer players are probably happy if they get a chance to shoot anything at all. A single powerful player can easily destroy most enemies - the amount of firepower needed vs the power available is seriously out of sync.
So I doubt it's going to make things more enjoyable to less powerful players if another powerful player warps in, leaving even fewer things to shoot at.
While it sounds cool to be able to help out other players more effectively, I'm just not sure whether a feature like this would make much of a positive difference in a game like STO. Struggle seems to be too rare a feature, and power creep too much present in the game for something like this.
We definitely need more randomness though, so I certainly would like to applaud the OP for thinking about things like these.
While I get the idea of what you're wanting to do and I'm not against the concept of helping folks, I don't see this as being the best solution to it. Plus depending on the reward, a system like this could easily be abused. This system also ignores the reasons of why those folks are having difficulty in the first place and doesn't exactly address the problem of why that player couldn't clear the content to start with. It's the equivalent of handing an older sibling the controller to beat a level for you. It may get you through the level, but you as the player will still have difficulties if/when you return.
So first up the abuse. All you would need is someone to intentionally die several times in the same spot over and over to create a distress call, then have your partner in crime answer said distress call. Rinse and repeat for desired rewards.
Now for the part that's going to have people calling me an elitist. Part of the reason why people fail so many times over and over in this game is due to user error. Either their tactics are bad and they're simply refusing to adjust said tactics, or their build is a subpar light show that looks pretty but does less DPS than many ground builds. In the game currently if folks have a basic cohesive build of items they've picked up from missions, such as mk xii very rare stuff, or even just a bunch of mk xii greens they picked up from the exchange, and proper boff powers to back up that build, they should be able to clear anything in this game on normal mode with no issues. mk xii very rare will also get you through advanced content no issues, and your foot into the door for several of the elites. Point being, there are many an instance where it's not the game, but the user themselves that is the issue.
I know folks don't want to hear that but there are times when people are running around with objectively bad builds that contribute nothing to the team save a pretty light show. Those folks have no business in advanced or elite content yet. If we want to really address issues of folks not being able to get through stuff, then there needs to be better resources for folks to go to and understand power interactions, what each skill does, what different weapons do and their firing arcs. Doesn't have to be anything insane, can be like the dungeon journal WoW uses. If you're fighting X go here, if you're fighting Y here's the abilities they have so you can plan around it. Also doesn't have to give folks the current "meta" build either, just saying "here's some advantages to using all beam arrays on a cruiser" or basic tool tips.
"Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations
While I get the idea of what you're wanting to do and I'm not against the concept of helping folks, I don't see this as being the best solution to it. Plus depending on the reward, a system like this could easily be abused. This system also ignores the reasons of why those folks are having difficulty in the first place and doesn't exactly address the problem of why that player couldn't clear the content to start with. It's the equivalent of handing an older sibling the controller to beat a level for you. It may get you through the level, but you as the player will still have difficulties if/when you return.
So first up the abuse. All you would need is someone to intentionally die several times in the same spot over and over to create a distress call, then have your partner in crime answer said distress call. Rinse and repeat for desired rewards.
Now for the part that's going to have people calling me an elitist. Part of the reason why people fail so many times over and over in this game is due to user error. Either their tactics are bad and they're simply refusing to adjust said tactics, or their build is a subpar light show that looks pretty but does less DPS than many ground builds. In the game currently if folks have a basic cohesive build of items they've picked up from missions, such as mk xii very rare stuff, or even just a bunch of mk xii greens they picked up from the exchange, and proper boff powers to back up that build, they should be able to clear anything in this game on normal mode with no issues. mk xii very rare will also get you through advanced content no issues, and your foot into the door for several of the elites. Point being, there are many an instance where it's not the game, but the user themselves that is the issue.
I know folks don't want to hear that but there are times when people are running around with objectively bad builds that contribute nothing to the team save a pretty light show. Those folks have no business in advanced or elite content yet. If we want to really address issues of folks not being able to get through stuff, then there needs to be better resources for folks to go to and understand power interactions, what each skill does, what different weapons do and their firing arcs. Doesn't have to be anything insane, can be like the dungeon journal WoW uses. If you're fighting X go here, if you're fighting Y here's the abilities they have so you can plan around it. Also doesn't have to give folks the current "meta" build either, just saying "here's some advantages to using all beam arrays on a cruiser" or basic tool tips.
So, the very first time you played STO, you never died? Day one, before digging into all the formulats and DPS tables, etc, before all that, you never died?
And, all systems can be abused, the random PVE can be abused due to 90% of the PVE's you can just park, AFK, deal damage, and go onto the next. The biggest abused system in the game is how you can transferr dill from charater to charater!
EDIT: If anything, the player would see the massive DPS the user is throwing out, with the player wanting to find out how to deal that much damage.
AKA, Beard of borg. Owner of the title "Should have left"
While I get the idea of what you're wanting to do and I'm not against the concept of helping folks, I don't see this as being the best solution to it. Plus depending on the reward, a system like this could easily be abused. This system also ignores the reasons of why those folks are having difficulty in the first place and doesn't exactly address the problem of why that player couldn't clear the content to start with. It's the equivalent of handing an older sibling the controller to beat a level for you. It may get you through the level, but you as the player will still have difficulties if/when you return.
So first up the abuse. All you would need is someone to intentionally die several times in the same spot over and over to create a distress call, then have your partner in crime answer said distress call. Rinse and repeat for desired rewards.
Now for the part that's going to have people calling me an elitist. Part of the reason why people fail so many times over and over in this game is due to user error. Either their tactics are bad and they're simply refusing to adjust said tactics, or their build is a subpar light show that looks pretty but does less DPS than many ground builds. In the game currently if folks have a basic cohesive build of items they've picked up from missions, such as mk xii very rare stuff, or even just a bunch of mk xii greens they picked up from the exchange, and proper boff powers to back up that build, they should be able to clear anything in this game on normal mode with no issues. mk xii very rare will also get you through advanced content no issues, and your foot into the door for several of the elites. Point being, there are many an instance where it's not the game, but the user themselves that is the issue.
I know folks don't want to hear that but there are times when people are running around with objectively bad builds that contribute nothing to the team save a pretty light show. Those folks have no business in advanced or elite content yet. If we want to really address issues of folks not being able to get through stuff, then there needs to be better resources for folks to go to and understand power interactions, what each skill does, what different weapons do and their firing arcs. Doesn't have to be anything insane, can be like the dungeon journal WoW uses. If you're fighting X go here, if you're fighting Y here's the abilities they have so you can plan around it. Also doesn't have to give folks the current "meta" build either, just saying "here's some advantages to using all beam arrays on a cruiser" or basic tool tips.
So, the very first time you played STO, you never died? Day one, before digging into all the formulats and DPS tables, etc, before all that, you never died?
And, all systems can be abused, the random PVE can be abused due to 90% of the PVE's you can just park, AFK, deal damage, and go onto the next. The biggest abused system in the game is how you can transferr dill from charater to charater!
EDIT: If anything, the player would see the massive DPS the user is throwing out, with the player wanting to find out how to deal that much damage.
You're completely twisting what Dark meant. Like me, I highly doubt Dark went looking for tables and formulas to figure out what we should use and do. I've seen number of players through the years that don't build with some type of armour and healing as a basic part of being 'self-sufficient survivability' to see them through. You don't need tables and DPS charts for that, and I certainly haven't looked or even considered it. I could also go into a good number of silly things that some players just won't do that are plain common sense to do. As side what Dark says about this, this is could be abused as another form of AFK abuse if all people do is call someone into a big space battle and alt-tab into their latest 5 minute hentai fix, whilst someone else does all the work for them.
The OP's idea is a great idea, despite the potential pit-falls.
"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.
then why call STO an MMOG? might as well label it an MSOG. (massively single player online game)
as even you have mentioned in many threads, the game can be played solo with the rewards given out by doing stuff. and many have to be repeated to get sets. so i really dont see the abuse, if said items are not game changing.
while i can agree that user error plays a role, its not always so. nothing wrong with helping a fellow player get past a point they have an issue with.
as for the last...there are so many skills, sub skills, inate, indirect, etc etc...that the game complicates itself. i am betting a fair share of players dont dig as deep as others, and would just like to have fun. nothing wrong with that either. the wiki is a resource, but basic. so where would you like to point people so they can learn?
I'm so tired of seeing the "why call it an MMORPG instead of a MSORPG" argument every time someone suggests people do a little leg work for themselves in solo content to prepare for team content. Heaven forbid people actually take the time to actually read what their abilities do and farm out some basic FREE GEAR from the Episode missions before they step into team based content. How dare I suggest people actually prepare a little before stepping into team content so they're actually contributing and not just putting on a light show that does nothing. How dare I expect a minimum amount of effort from people to learn the game. As I've said elsewhere, lets suppose you have a TFO that requires everyone do a minimum of 20k DPS to clear the content. If you have 4 guys doing the 20k minimum but the 5th guy is only doing 2k, then that run is going to fail because of that 5th guy not being ready for the content yet. I'm sorry but dude doing the 2k has no business in team based content yet as they are not ready. Even if the other 4 guys in that run are doing 100k each and could carry that dude, they shouldn't have to.
The rewards you get from Episodes are meant to give you gear that you can slap on your ship and use to get into higher tiered content. You play the solo missions and get the free gear to get your foot in the door. You can then use that gear to get better or additional items you can use for your ship and work your way up the gear ladder. I will never understand why people are so opposed to having free gear given to them from missions and having to pick a few pieces of that up first, or even selling some keys and buying a cheap set of exchange mk xii gear and making sure their ducks are in a row before going into team content, save for wanting their instant gratification now.
This game isn't as complicated as people make it out to be. The only complicated bits are trying to figure out what traits and abilities you may want to utilize for your own build. If people would take the time to read what their abilities do, read what the traits do and so on, they would find very quickly most of their questions would be answered. If not then they can always ask someone who is more experienced or dare I say it do a little research on their own, GASP. You don't have to be a DPS dragon chaser to have fun.
As to where people can learn, as I've suggested plenty of times, create a dungeon journal so people can have a bunch of basic information in one place. They can read through to find answers to basic questions and so on. Won't outright say "use X Y Z on your ship for insta win" but will give them the basic info. If after they've been given better access to information, if they're still having issues then that tells me one of two things is going on. Either they may require assistance from a more experienced player (nothing wrong with that) or they're simply choosing not to learn.
With all that said, I have no problems helping people who legitimately want help and want to improve. What I will NOT do is waste my time on the lazy the expect everything handed to them. There is a difference between the two.
For the final bit which is the abuse. Let's suppose this was implemented. All someone would have to do is die a few times, put out said distress call, then have their friend or whoever show up and reap the rewards. Rinse and repeat infinitely. Point being dying shouldn't be a common thing. Yes it's going to happen sometimes depending on what you're doing, but it shouldn't be so common that this is even necessary. This would ultimately be little more than a band-aid solution that never addresses the real problem and again is like handing your older sibling the controller to beat the mission for you. Does it work yes it does, but it doesn't help you get better.
So, the very first time you played STO, you never died? Day one, before digging into all the formulats and DPS tables, etc, before all that, you never died?
And, all systems can be abused, the random PVE can be abused due to 90% of the PVE's you can just park, AFK, deal damage, and go onto the next. The biggest abused system in the game is how you can transferr dill from charater to charater!
EDIT: If anything, the player would see the massive DPS the user is throwing out, with the player wanting to find out how to deal that much damage.
Read what I said above again and slowly. Dying should be something that's uncommon to rare. If people are dying then simply handing your controller off to your older sibling, which is what this amounts to, won't help you in the long run. If you are dying you need to step back and figure out why you're dying. Do you not have enough healing? Do you need to adjust your tactics and so on? Show me anywhere that I claimed to have never died. If/when I die in a game I don't keep doing the same thing over and over again expecting a different result. When I create a toon and started unlocking abilities I made sure to read what those abilities do and figure out how they work with other abilities. If you just run in blind button mashing you're going to have a bad day. I didn't need to look at charts, formulas or DPS tables to figure out the basics. I actually read the tooltips and paid attention to what the game was telling me. Did I get it as quickly as I would have liked, no I didn't. But point being is that I did eventually learn because I wanted to learn and get better. As I said above, I'm all for helping people who legitimately want to learn and get better. What I'm not going to do is waste my time on the lazy who simply make excuses.
Second, I'm not fond of TFOs where you can just park and AFK either as that in my book is poor design, and mechanics like that should be used VERY sparingly.
Being able to transfer dilithium from character to character is working as intended and is not an abuse. If you honestly think they would let something like dilithium transfers keep happening FOR YEARS if they thought it was an abuse, you really have no business speaking on matters of game development. I really hate to say things like that but if they considered dilithium transfers an abuse that's one of the first things they would fix.
Lastly, I can't tell you the number of threads I've seen where someone gets into a run with a high DPS person then comes onto these forums to complain after the fact demanding damage caps or something else ridiculous. I also can't tell you the number of TFOs i've been in where people will choose to just sit there doing the bare minimum in pug runs just to mooch rewards. Players in games almost ALWAYS take the path of least resistance to get to a reward. If there is 30 guys between me and an objective that aren't part of the quest, why am I going to fight those guys if I don't have to? Why am I going to fight those guys if I can just sneak past them and move on with my day?
I'm not opposed to helping folks who need it, but your proposal would simply be a band-aid without addressing WHY those players keep dying in the first place. Are they new to the game? Do they need to change tactics? Is their build subpar? Unless there is a bug going on which is completely out of their control, it's usually them being new, needing a change of tactics, or subpar build. Sorry if it makes you mad for me to say that, but I'm not going to sugar coat things either.
"Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations
well, all I can say is you would hate playing with me, I can do about 9K DPS max.
depends on what I'm going into. Are you expecting to clear a Battle of Korfez with only 9k? If so you have no business in that TFO. If it's a generic normal mode TFO or certain advanced mode TFOs, not going to bother me.
As for only pulling 9k, do you have a goal of doing better and being better in the game? Are you open to improving if able to do so? As a tank I can pull 140k easily enough. I realize I am the exception and not the rule. If you are doing the minimum amount of damage as required by the TFO and doing objectives and such, I don't care who's in there. If someone is trying to come into a TFO while only doing 9k when the queue itself requires a 20k minimum, then we're going to have a problem.
As to everything else, as I said previously, I'm not opposed to helping people. What I don't do is waste time on the lazy who have no desire to improve. Dying in this game should be uncommon or even rare. If people are dying to the point that something like this would even have to be considered, this tells me there are underlying issues at play. As said previous, are they a new player? Do they need to change tactics? Is their build subpar? Is it a combination of the 3? Everyone in this game can succeed and do well if they actually try to do it. This game is about 20% gear and setup, the other 80% is piloting.
"Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations
well, all I can say is you would hate playing with me, I can do about 9K DPS max.
depends on what I'm going into. Are you expecting to clear a Battle of Korfez with only 9k? If so you have no business in that TFO. If it's a generic normal mode TFO or certain advanced mode TFOs, not going to bother me.
As for only pulling 9k, do you have a goal of doing better and being better in the game? Are you open to improving if able to do so? As a tank I can pull 140k easily enough. I realize I am the exception and not the rule. If you are doing the minimum amount of damage as required by the TFO and doing objectives and such, I don't care who's in there. If someone is trying to come into a TFO while only doing 9k when the queue itself requires a 20k minimum, then we're going to have a problem.
As to everything else, as I said previously, I'm not opposed to helping people. What I don't do is waste time on the lazy who have no desire to improve. Dying in this game should be uncommon or even rare. If people are dying to the point that something like this would even have to be considered, this tells me there are underlying issues at play. As said previous, are they a new player? Do they need to change tactics? Is their build subpar? Is it a combination of the 3? Everyone in this game can succeed and do well if they actually try to do it. This game is about 20% gear and setup, the other 80% is piloting.
"depends on what I'm going into. Are you expecting to clear a Battle of Korfez with only 9k? If so you have no business in that TFO. If it's a generic normal mode TFO or certain advanced mode TFOs, not going to bother me."
I mainly play random TFO, advanced.
"As for only pulling 9k, do you have a goal of doing better and being better in the game?"
I like my play style, park over an objective, turn on sentry mode, and watch the light show, as the massive universe class hovers and attacks all it can.
"Are you open to improving if able to do so? "
If it does not change my play style of being a mobile/imobile defense battle station.
"If someone is trying to come into a TFO while only doing 9k when the queue itself requires a 20k minimum, then we're going to have a problem. "
And where does random TFO say "you need this amount of DPS to play" ?
"Dying in this game should be uncommon or even rare. If people are dying to the point that something like this would even have to be considered, this tells me there are underlying issues at play."
Honesty. I though it would be a fun idea and fit the theme of star trek, ships taking to much so send out a call for help. I would love to help people with missions my self.
"What I don't do is waste time on the lazy who have no desire to improve."
Or maybe, the "lazy" like playing in a serten way. For example, I am starting to haveing fun playing as real federation. I lower the health to 50%, then i use augrment boarding party, so then, the crew is captured along with the ship - no one dies. I do hold my punches until I can get the team over there.
An other build I did, it did less then 5K, but I tested in Elite Patrol - my shield tank was able to have my ship survive me going AFK for 30 minuets, come back, and still alive. Tested vs borg, and my shields did not go down.
I am the type of player that thinks of compleatly weird play tyles and play like that. I don't care about DPS.
AKA, Beard of borg. Owner of the title "Should have left"
Comments
Honestly, STO has been losing me in the past years, due to just the same thing over and over... But a system like this, I would love to hope on and help players beat a missions, wave goodbye, and help the next!
Wait... so... let me get this stright... you're tired of doing the same thing over and over again... but you want to add a "feature" that allows you to respond to someone else's call for help... so that you can do the same thing over and over again.
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I know it sounds weird, but it feels... different with a system like this.
I'm not mad at this idea.
With regards to BMR's statement, it's another thing to do at least. Repetition is MMO gameplay all over, adding another thing to repeat wouldn't be terrible, plus folk like helping folk. Plus if nobody is biting on TFOs there's not much else to do. Helping a newbie with those pesky Vaudwaar or Vorgons might be just the ticket.
A new player, in there T1 maranda, sends out a call for help... Then, out of no where there call is awnsered, and the Defient class warps in, and guns everything down in seconds! Or even more so, the Universe class warps in, towering over everything, as it blast away!
They'd probably monetize it somehow, though. Either by selling 'Distress Call Tokens' for the one needing help or 'Response Tokens' for the one wanting to help.
Get the Forums Enhancement Extension!
I don't think so, there is a lot of content that is not monetized. Patrols, TFO, Random TFO gives you stuff for playing, to name a few.
I'm not knocking the idea, I just found what you said odd.
We can sorta do this already, though? Not in the way you describe, but any player needing help with a mission can go into chat and request help. The players team up and go into the mission together.
But what you're describing sounds awesome, though. I'd be down for it.
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i see. And yeah, it would be awesome!
Still, it's a very cool idea.. I mean there are players all around the game just running around doing nothing.. makes sense to give them the option to actually help people.
I mean helping out a newbie would give some people warm fuzzies?
It's a good idea, but I wouldn't get my hopes up. Things like this usually fall into one of 2 categories..
1. We don't have time.
2. It's too hard.
Just assume it's covered by one of those, good idea though!
If it were to be implemented, probably add an off switch in the options. Some players won't want to be bothered by message spam.
In most random teams, newer players are probably happy if they get a chance to shoot anything at all. A single powerful player can easily destroy most enemies - the amount of firepower needed vs the power available is seriously out of sync.
So I doubt it's going to make things more enjoyable to less powerful players if another powerful player warps in, leaving even fewer things to shoot at.
While it sounds cool to be able to help out other players more effectively, I'm just not sure whether a feature like this would make much of a positive difference in a game like STO. Struggle seems to be too rare a feature, and power creep too much present in the game for something like this.
We definitely need more randomness though, so I certainly would like to applaud the OP for thinking about things like these.
So first up the abuse. All you would need is someone to intentionally die several times in the same spot over and over to create a distress call, then have your partner in crime answer said distress call. Rinse and repeat for desired rewards.
Now for the part that's going to have people calling me an elitist. Part of the reason why people fail so many times over and over in this game is due to user error. Either their tactics are bad and they're simply refusing to adjust said tactics, or their build is a subpar light show that looks pretty but does less DPS than many ground builds. In the game currently if folks have a basic cohesive build of items they've picked up from missions, such as mk xii very rare stuff, or even just a bunch of mk xii greens they picked up from the exchange, and proper boff powers to back up that build, they should be able to clear anything in this game on normal mode with no issues. mk xii very rare will also get you through advanced content no issues, and your foot into the door for several of the elites. Point being, there are many an instance where it's not the game, but the user themselves that is the issue.
I know folks don't want to hear that but there are times when people are running around with objectively bad builds that contribute nothing to the team save a pretty light show. Those folks have no business in advanced or elite content yet. If we want to really address issues of folks not being able to get through stuff, then there needs to be better resources for folks to go to and understand power interactions, what each skill does, what different weapons do and their firing arcs. Doesn't have to be anything insane, can be like the dungeon journal WoW uses. If you're fighting X go here, if you're fighting Y here's the abilities they have so you can plan around it. Also doesn't have to give folks the current "meta" build either, just saying "here's some advantages to using all beam arrays on a cruiser" or basic tool tips.
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So, the very first time you played STO, you never died? Day one, before digging into all the formulats and DPS tables, etc, before all that, you never died?
And, all systems can be abused, the random PVE can be abused due to 90% of the PVE's you can just park, AFK, deal damage, and go onto the next. The biggest abused system in the game is how you can transferr dill from charater to charater!
EDIT: If anything, the player would see the massive DPS the user is throwing out, with the player wanting to find out how to deal that much damage.
You're completely twisting what Dark meant. Like me, I highly doubt Dark went looking for tables and formulas to figure out what we should use and do. I've seen number of players through the years that don't build with some type of armour and healing as a basic part of being 'self-sufficient survivability' to see them through. You don't need tables and DPS charts for that, and I certainly haven't looked or even considered it. I could also go into a good number of silly things that some players just won't do that are plain common sense to do. As side what Dark says about this, this is could be abused as another form of AFK abuse if all people do is call someone into a big space battle and alt-tab into their latest 5 minute hentai fix, whilst someone else does all the work for them.
The OP's idea is a great idea, despite the potential pit-falls.
I'm so tired of seeing the "why call it an MMORPG instead of a MSORPG" argument every time someone suggests people do a little leg work for themselves in solo content to prepare for team content. Heaven forbid people actually take the time to actually read what their abilities do and farm out some basic FREE GEAR from the Episode missions before they step into team based content. How dare I suggest people actually prepare a little before stepping into team content so they're actually contributing and not just putting on a light show that does nothing. How dare I expect a minimum amount of effort from people to learn the game. As I've said elsewhere, lets suppose you have a TFO that requires everyone do a minimum of 20k DPS to clear the content. If you have 4 guys doing the 20k minimum but the 5th guy is only doing 2k, then that run is going to fail because of that 5th guy not being ready for the content yet. I'm sorry but dude doing the 2k has no business in team based content yet as they are not ready. Even if the other 4 guys in that run are doing 100k each and could carry that dude, they shouldn't have to.
The rewards you get from Episodes are meant to give you gear that you can slap on your ship and use to get into higher tiered content. You play the solo missions and get the free gear to get your foot in the door. You can then use that gear to get better or additional items you can use for your ship and work your way up the gear ladder. I will never understand why people are so opposed to having free gear given to them from missions and having to pick a few pieces of that up first, or even selling some keys and buying a cheap set of exchange mk xii gear and making sure their ducks are in a row before going into team content, save for wanting their instant gratification now.
This game isn't as complicated as people make it out to be. The only complicated bits are trying to figure out what traits and abilities you may want to utilize for your own build. If people would take the time to read what their abilities do, read what the traits do and so on, they would find very quickly most of their questions would be answered. If not then they can always ask someone who is more experienced or dare I say it do a little research on their own, GASP. You don't have to be a DPS dragon chaser to have fun.
As to where people can learn, as I've suggested plenty of times, create a dungeon journal so people can have a bunch of basic information in one place. They can read through to find answers to basic questions and so on. Won't outright say "use X Y Z on your ship for insta win" but will give them the basic info. If after they've been given better access to information, if they're still having issues then that tells me one of two things is going on. Either they may require assistance from a more experienced player (nothing wrong with that) or they're simply choosing not to learn.
With all that said, I have no problems helping people who legitimately want help and want to improve. What I will NOT do is waste my time on the lazy the expect everything handed to them. There is a difference between the two.
For the final bit which is the abuse. Let's suppose this was implemented. All someone would have to do is die a few times, put out said distress call, then have their friend or whoever show up and reap the rewards. Rinse and repeat infinitely. Point being dying shouldn't be a common thing. Yes it's going to happen sometimes depending on what you're doing, but it shouldn't be so common that this is even necessary. This would ultimately be little more than a band-aid solution that never addresses the real problem and again is like handing your older sibling the controller to beat the mission for you. Does it work yes it does, but it doesn't help you get better.
Read what I said above again and slowly. Dying should be something that's uncommon to rare. If people are dying then simply handing your controller off to your older sibling, which is what this amounts to, won't help you in the long run. If you are dying you need to step back and figure out why you're dying. Do you not have enough healing? Do you need to adjust your tactics and so on? Show me anywhere that I claimed to have never died. If/when I die in a game I don't keep doing the same thing over and over again expecting a different result. When I create a toon and started unlocking abilities I made sure to read what those abilities do and figure out how they work with other abilities. If you just run in blind button mashing you're going to have a bad day. I didn't need to look at charts, formulas or DPS tables to figure out the basics. I actually read the tooltips and paid attention to what the game was telling me. Did I get it as quickly as I would have liked, no I didn't. But point being is that I did eventually learn because I wanted to learn and get better. As I said above, I'm all for helping people who legitimately want to learn and get better. What I'm not going to do is waste my time on the lazy who simply make excuses.
Second, I'm not fond of TFOs where you can just park and AFK either as that in my book is poor design, and mechanics like that should be used VERY sparingly.
Being able to transfer dilithium from character to character is working as intended and is not an abuse. If you honestly think they would let something like dilithium transfers keep happening FOR YEARS if they thought it was an abuse, you really have no business speaking on matters of game development. I really hate to say things like that but if they considered dilithium transfers an abuse that's one of the first things they would fix.
Lastly, I can't tell you the number of threads I've seen where someone gets into a run with a high DPS person then comes onto these forums to complain after the fact demanding damage caps or something else ridiculous. I also can't tell you the number of TFOs i've been in where people will choose to just sit there doing the bare minimum in pug runs just to mooch rewards. Players in games almost ALWAYS take the path of least resistance to get to a reward. If there is 30 guys between me and an objective that aren't part of the quest, why am I going to fight those guys if I don't have to? Why am I going to fight those guys if I can just sneak past them and move on with my day?
I'm not opposed to helping folks who need it, but your proposal would simply be a band-aid without addressing WHY those players keep dying in the first place. Are they new to the game? Do they need to change tactics? Is their build subpar? Unless there is a bug going on which is completely out of their control, it's usually them being new, needing a change of tactics, or subpar build. Sorry if it makes you mad for me to say that, but I'm not going to sugar coat things either.
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depends on what I'm going into. Are you expecting to clear a Battle of Korfez with only 9k? If so you have no business in that TFO. If it's a generic normal mode TFO or certain advanced mode TFOs, not going to bother me.
As for only pulling 9k, do you have a goal of doing better and being better in the game? Are you open to improving if able to do so? As a tank I can pull 140k easily enough. I realize I am the exception and not the rule. If you are doing the minimum amount of damage as required by the TFO and doing objectives and such, I don't care who's in there. If someone is trying to come into a TFO while only doing 9k when the queue itself requires a 20k minimum, then we're going to have a problem.
As to everything else, as I said previously, I'm not opposed to helping people. What I don't do is waste time on the lazy who have no desire to improve. Dying in this game should be uncommon or even rare. If people are dying to the point that something like this would even have to be considered, this tells me there are underlying issues at play. As said previous, are they a new player? Do they need to change tactics? Is their build subpar? Is it a combination of the 3? Everyone in this game can succeed and do well if they actually try to do it. This game is about 20% gear and setup, the other 80% is piloting.
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"depends on what I'm going into. Are you expecting to clear a Battle of Korfez with only 9k? If so you have no business in that TFO. If it's a generic normal mode TFO or certain advanced mode TFOs, not going to bother me."
I mainly play random TFO, advanced.
"As for only pulling 9k, do you have a goal of doing better and being better in the game?"
I like my play style, park over an objective, turn on sentry mode, and watch the light show, as the massive universe class hovers and attacks all it can.
"Are you open to improving if able to do so? "
If it does not change my play style of being a mobile/imobile defense battle station.
"If someone is trying to come into a TFO while only doing 9k when the queue itself requires a 20k minimum, then we're going to have a problem. "
And where does random TFO say "you need this amount of DPS to play" ?
"Dying in this game should be uncommon or even rare. If people are dying to the point that something like this would even have to be considered, this tells me there are underlying issues at play."
Honesty. I though it would be a fun idea and fit the theme of star trek, ships taking to much so send out a call for help. I would love to help people with missions my self.
"What I don't do is waste time on the lazy who have no desire to improve."
Or maybe, the "lazy" like playing in a serten way. For example, I am starting to haveing fun playing as real federation. I lower the health to 50%, then i use augrment boarding party, so then, the crew is captured along with the ship - no one dies. I do hold my punches until I can get the team over there.
An other build I did, it did less then 5K, but I tested in Elite Patrol - my shield tank was able to have my ship survive me going AFK for 30 minuets, come back, and still alive. Tested vs borg, and my shields did not go down.
I am the type of player that thinks of compleatly weird play tyles and play like that. I don't care about DPS.