Nach dem Debakel in den letzten Wochen informiert PWE / Cryptic nun deutlich offener. Mal sehen, ob das nur eine Eintagsfliege bleibt.
Hier die Original-Threads:
http://ift.tt/1uutR56
More changes to space critter difficulty
Shortly after launch of Delta Rising, I made a post asking for your input on balance for levels 51-60 balance. I wanted to take a moment and thank everyone for their input. Raising the level cap with 3 difficulty settings is a big task. The difference in skill and gear from one player to another can be very large, so getting the balance right can be a challenge.
A little over a week or so ago, we made some changes to difficulty. Based on additional feedback, as well as continuing data mining, we are in the process of making another pass. We will be noticeably reducing the HP and shields of all space critters from levels 51-60. This change will have more of an effect at level 60 than 51. This change will affect Basic and Advanced difficulty, but not affect Elite Difficulty.
Be sure to watch for additional posts from the devs on related changes. In relation to game difficulty, keep an eye out for posts on PvE queue difficulty as well as a post on changes to changes to rewards. Please focus your responses on the appropriate thread.
LLAP
Al Captain Geko Rivera
http://ift.tt/1uutOq0
State of Starship Mastery
One of the many types of rewards we have been keeping a close eye on is skill point gain through Starship Mastery. In a previous patch we reduced the amount of Skill Points required by a fair amount. However, we're not entirely happy with the time to get a Tier 6 or T5-U starship to maximum Starship Mastery level. One of our goals with this feature was to encourage players to spend time in a starship, engage in a handful of hours of ship combat and ultimately figure out the ins and outs of the starship and then (if applicable) unlock the Tier 5 Starship Trait. This trait could then be slotted into one of your four Starship Trait slots, so you had the option to move onto another starship and progress through its Starship Mastery levels. Unfortunately, the time to reach Tier 5 is much longer than we had anticipated for the average player.
In the end, progressing through Starship Mastery should be fun and rewarding and shouldn't feel like a grind. Starship Mastery isn't there yet, but we'll keep making adjustments until it reaches this goal. Going forward we will explore alternate avenues for awarding amounts of Starship Mastery Skill Points as well as reducing the amount of Skill Points required. In the upcoming patch on 11/6 you'll see a significant reduction to Starship Mastery skill point requirements. This means many of you flying T5-U or T6 ships will likely gain a level.
While I think the changes you'll be seeing soon are great and are a big step in the right direction, I will be keeping a close eye on both your feedback and how these changes feel in a live environment.
Best Regards,
Phil "Gorngonzolla" Zeleski
Cryptic Studios
Lead Systems Designer
http://ift.tt/1uutR5c
Upcoming PvE Queue Difficulty Updates
As part of the recent Delta Rising expansion released for Star Trek Online, PvE queues underwent a major overhaul to follow a new difficulty schema providing for interesting challenges as players advanced to the new maximum rank of Fleet Admiral. Unfortunately, our first attempts at updating difficulty have not been universally successful and as a result we will be working towards bringing the challenge of these queues in line with where we think they should be.
The key change in difficulty to the PvE queues was the addition of failure conditions for Advanced and Elite difficulties. Since the release of Delta Rising, weve been monitoring several key metrics regarding player experiences in STO, including player success rates for each queue. Adding failure conditions to queues was meant to add a challenge to them and so no advanced or elite queues should have a 100% success rate. At the same time, however, we dont expect any queue to have a success rate that is so low that players who are appropriately geared will never experience a successful run.
We have already started making adjustments to content throughout STO in order to tune difficulty. Most recently there was an update to the modifiers applied to critter health and damage output for advance difficulty (not just for queues but also for solo content played with the difficulty slider set to this value). There are more, similar changes planned that will continue to tune these critter modifiers. Additionally, PvE queues will be evaluated on a per queue basis and potentially have their mission requirements, critter spawns or other aspects updated to help tune their specific difficulties.
This will be an ongoing process one that we hope we can resolve quickly but we think it is much more important to have our changes be the right ones. We will continue to communicate with the players about all these updates as they occur.
Charles Gray
Lead Content Designer
Star Trek Online
http://ift.tt/10tTvKf
Upcoming changes to Hangar Pets and Separation pets.
We will be making some changes to Carrier Pets (e.g. Peregrine Fighters, To'Duj Fighter, Klingon Bird of Prey Pets, etc.), separation pets (like a Galaxy separated saucer, MVAM Pets, and TalKyr Support craft, etc.), as well as similarly related pets (like the Odyssey Work Bees, consumable device Scorpion Fighters, Gorn Healing Platform Drones, etc.). All these items are leveless items and all these pets were using incorrect data that was causing their HP, shields, damage and healing to be too high. In some cases, the sum of the players pets were far outperforming the players ship itself. The HP, shields, damage, healing and related values for these pets are all being reduced to scale more consistently with other player gear.
Pets that are not affected are those that deal damage based on the player, instead of independent data. Changing these pets would have no affect since they are already using player data (e.g. Andorian Wing Cannons, Avenger VATA torpedo, Bio-neural Warhead, etc.).
This change only affects pets, and not the playable versions of any of these ships (e.g. the playable Jem Hadar Attack Ship and Danube Runabout are not affected).
Here is a complete list of all pets that are affected. If a pet is missed, it is probably a mistake. Please let us know, and we will look into it.
Bleth Choas Fighter
Danube Runabout
Delta Flyer
Fer'Jai Frigate
Ha'feh Assault Warbird
Ha'nom Guardian Warbird
HoH'SuS Bird-of-Prey
Hull Repair Drone
Jem'Hadar Attack Ship
Jem'Hadar Fighter
Kazon Raider
Marauding Force Shuttle
Monbosh Control Craft
Monbosh Support Craft
N.X. Aquarius
Obelisk Swarmer
Oschu Shuttle
Peregrine Fighter
Plesh Brek Frigate
Power Siphon Drone
Qulash Frigate
Romulan Drone Ship
Scorpion Fighter
Shield Repair Shuttle
Shield Repair Unit
Stalker Fighter
Starfleet Chevron
Starfleet Saucer
Tachyon Drone
Tal'Kyr Support Craft
Tholian Mesh Weaver
Tholian Widow Fighter
To'Duj Fighter
Type 8 Shuttle
Vector Alpha
Vector Beta
Vector Gamma
Voth Heavy Fighter
Work Bee CMU
Xindi-Aquatic Mobulai Frigate
Look for this change to go live to Holodeck in about 2-3 weeks.
LLAP
Al Captain Geko Rivera
Hier die Original-Threads:
http://ift.tt/1uutR56
More changes to space critter difficulty
Zitat:
Shortly after launch of Delta Rising, I made a post asking for your input on balance for levels 51-60 balance. I wanted to take a moment and thank everyone for their input. Raising the level cap with 3 difficulty settings is a big task. The difference in skill and gear from one player to another can be very large, so getting the balance right can be a challenge.
A little over a week or so ago, we made some changes to difficulty. Based on additional feedback, as well as continuing data mining, we are in the process of making another pass. We will be noticeably reducing the HP and shields of all space critters from levels 51-60. This change will have more of an effect at level 60 than 51. This change will affect Basic and Advanced difficulty, but not affect Elite Difficulty.
Be sure to watch for additional posts from the devs on related changes. In relation to game difficulty, keep an eye out for posts on PvE queue difficulty as well as a post on changes to changes to rewards. Please focus your responses on the appropriate thread.
LLAP
Al Captain Geko Rivera
http://ift.tt/1uutOq0
State of Starship Mastery
Zitat:
One of the many types of rewards we have been keeping a close eye on is skill point gain through Starship Mastery. In a previous patch we reduced the amount of Skill Points required by a fair amount. However, we're not entirely happy with the time to get a Tier 6 or T5-U starship to maximum Starship Mastery level. One of our goals with this feature was to encourage players to spend time in a starship, engage in a handful of hours of ship combat and ultimately figure out the ins and outs of the starship and then (if applicable) unlock the Tier 5 Starship Trait. This trait could then be slotted into one of your four Starship Trait slots, so you had the option to move onto another starship and progress through its Starship Mastery levels. Unfortunately, the time to reach Tier 5 is much longer than we had anticipated for the average player.
In the end, progressing through Starship Mastery should be fun and rewarding and shouldn't feel like a grind. Starship Mastery isn't there yet, but we'll keep making adjustments until it reaches this goal. Going forward we will explore alternate avenues for awarding amounts of Starship Mastery Skill Points as well as reducing the amount of Skill Points required. In the upcoming patch on 11/6 you'll see a significant reduction to Starship Mastery skill point requirements. This means many of you flying T5-U or T6 ships will likely gain a level.
While I think the changes you'll be seeing soon are great and are a big step in the right direction, I will be keeping a close eye on both your feedback and how these changes feel in a live environment.
Best Regards,
Phil "Gorngonzolla" Zeleski
Cryptic Studios
Lead Systems Designer
http://ift.tt/1uutR5c
Upcoming PvE Queue Difficulty Updates
Zitat:
As part of the recent Delta Rising expansion released for Star Trek Online, PvE queues underwent a major overhaul to follow a new difficulty schema providing for interesting challenges as players advanced to the new maximum rank of Fleet Admiral. Unfortunately, our first attempts at updating difficulty have not been universally successful and as a result we will be working towards bringing the challenge of these queues in line with where we think they should be.
The key change in difficulty to the PvE queues was the addition of failure conditions for Advanced and Elite difficulties. Since the release of Delta Rising, weve been monitoring several key metrics regarding player experiences in STO, including player success rates for each queue. Adding failure conditions to queues was meant to add a challenge to them and so no advanced or elite queues should have a 100% success rate. At the same time, however, we dont expect any queue to have a success rate that is so low that players who are appropriately geared will never experience a successful run.
We have already started making adjustments to content throughout STO in order to tune difficulty. Most recently there was an update to the modifiers applied to critter health and damage output for advance difficulty (not just for queues but also for solo content played with the difficulty slider set to this value). There are more, similar changes planned that will continue to tune these critter modifiers. Additionally, PvE queues will be evaluated on a per queue basis and potentially have their mission requirements, critter spawns or other aspects updated to help tune their specific difficulties.
This will be an ongoing process one that we hope we can resolve quickly but we think it is much more important to have our changes be the right ones. We will continue to communicate with the players about all these updates as they occur.
Charles Gray
Lead Content Designer
Star Trek Online
http://ift.tt/10tTvKf
Upcoming changes to Hangar Pets and Separation pets.
Zitat:
We will be making some changes to Carrier Pets (e.g. Peregrine Fighters, To'Duj Fighter, Klingon Bird of Prey Pets, etc.), separation pets (like a Galaxy separated saucer, MVAM Pets, and TalKyr Support craft, etc.), as well as similarly related pets (like the Odyssey Work Bees, consumable device Scorpion Fighters, Gorn Healing Platform Drones, etc.). All these items are leveless items and all these pets were using incorrect data that was causing their HP, shields, damage and healing to be too high. In some cases, the sum of the players pets were far outperforming the players ship itself. The HP, shields, damage, healing and related values for these pets are all being reduced to scale more consistently with other player gear.
Pets that are not affected are those that deal damage based on the player, instead of independent data. Changing these pets would have no affect since they are already using player data (e.g. Andorian Wing Cannons, Avenger VATA torpedo, Bio-neural Warhead, etc.).
This change only affects pets, and not the playable versions of any of these ships (e.g. the playable Jem Hadar Attack Ship and Danube Runabout are not affected).
Here is a complete list of all pets that are affected. If a pet is missed, it is probably a mistake. Please let us know, and we will look into it.
Bleth Choas Fighter
Danube Runabout
Delta Flyer
Fer'Jai Frigate
Ha'feh Assault Warbird
Ha'nom Guardian Warbird
HoH'SuS Bird-of-Prey
Hull Repair Drone
Jem'Hadar Attack Ship
Jem'Hadar Fighter
Kazon Raider
Marauding Force Shuttle
Monbosh Control Craft
Monbosh Support Craft
N.X. Aquarius
Obelisk Swarmer
Oschu Shuttle
Peregrine Fighter
Plesh Brek Frigate
Power Siphon Drone
Qulash Frigate
Romulan Drone Ship
Scorpion Fighter
Shield Repair Shuttle
Shield Repair Unit
Stalker Fighter
Starfleet Chevron
Starfleet Saucer
Tachyon Drone
Tal'Kyr Support Craft
Tholian Mesh Weaver
Tholian Widow Fighter
To'Duj Fighter
Type 8 Shuttle
Vector Alpha
Vector Beta
Vector Gamma
Voth Heavy Fighter
Work Bee CMU
Xindi-Aquatic Mobulai Frigate
Look for this change to go live to Holodeck in about 2-3 weeks.
LLAP
Al Captain Geko Rivera
PWE Kommunikationsoffensive
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