Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Atomic Suggestions for Cryptic
03-18-2010, 03:16 PM
Here are some of my suggestions and some that others have made. It would be nice if a dev could look at some of these and respond.

1. Remove the sector floors. Replace with navigational beacons or spacial objects for people who need to maintain a 2D bearing.

2. In exploration clusters remove the Anomaly signs and replace with objects. Things like comets, nebula clouds etc.

3. Remove Star Fleet Traffic control. Replace with object portals. There is a nebula cloud near the Delta Volaris sign. Use something like that as a portal to that sector.

4. Widen the sectors out some to create the feeling of a larger area.

5. Increase the main or core system sizes. Most solar systems have more than one planet.

6. Add different planet types. Class K, Class A etc make them scannable

7. Add repeatable missions with dynamic endings. Each time you play it you get a different conclusion.

8. Open up the ship parts for better customization.

9. Scale the ship slots with rank instead of based on ship tier so people can use their favorite design even at RA

10. Open up ship interiors for player customization. Like player housing only onboard your ship.

11. Add veteran awards for 6 months, year etc.

12. Add more tailored raid content for 3, 5 and 10 player fleets sizes

13. More daily missions

14. Expand the loot table and correct issue with current loot tables. Borg don't drink so why drop synthale?

15. Increase the weapon options, allow customization to a degree, scopes etc

16. Tweak the collision detection for ground combat. Make going to cover use full.

17. Correct AI BO pathing issues.

18. Increase some landing party sizes for certain missions

19. Add more story missions at all levels

20. Add more skill trees that can be utilizes after a person reaches RA. Add a diplomacy tree, Intelligence tree (Section 31) and Free Trader Tree among others. Consider the first tree to be a persons tour of duty.

21. Add Transwarp conduits for travel between sector blocks

22. Increase size of exploration clusters and add new mission types.

23. Add a better crafting system. Crafting for weapon additions such as scopes, bi pods etc and for personal items for ship interiors.

24. Add more off duty wear and swim wear.

25. Increase the number of alien NPCs in common areas. Gives a more diverse feel

26. Adjust skill tree (Don't remove the cap)

27. Add more diverse ship weapons. Multi phasic phasers. Regenerative Disruptors etc

28. Add bridges and uniforms from TMP and the movies

29. Bring in more canon ships

30. Flesh out the Klingon faction then add more factions

31. Add diplomatic missions and more exploration content

32. Increase the number of playable races

33. Maintain transparent communication with the community

34. Change loading screen or add dynamic loading screens

35. Increase instance sizes some

36. Tweek and define the ship classes more. Escorts should be renamed Frigates.

37. Add random missions to sector space

38. Make the neutral zones larger. (Currently romulan neutral zone appears to be 2 inches wide.) Add outposts and starbases along the neutral zone.

39. Add shipyards or dock to sector space where ships could replenish

40. Consider adding, difficulty sliders, DP etc (Added for consistency)

These fleshed out could go a long way to improving the game for everyone. IMHO
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-18-2010, 03:24 PM
How to make STO better.

First of all you guys did a pretty good job even though you had to rush this game out and all. First I will state here that although I will be using WOW as a reference at times it is not saying that I want STO to be WOW in space. However, WOW has been around for 5 years, is very successful, and has learned from many mistakes in the past. On to my recommendations:

Leveling:

I can’t say much bad here about the Fed side. You guys did a good job in making the leveling process fairly quick and fun with a difficultly level set that a player of any ability can get through it. Games are meant to be fun and leveling is only there to provide a basic storyline and to teach you to use your abilities. End game is where the fun truly begins.

The Klingon side is dismal at best. Very little to do other than pvp and leveling take 2-3 times as long. At least 50% of the Fed PVE missions could easily be used by Klingon players without any change other than the Intro by your 1st officer. This could have easily been done and provided a better experience for the Klingon side.

Ships:
Overall pretty good, look nice and represent the shows fairly well. Obviously more customizable opinions are needed but you are well aware of that. Also fixing the up/down Firing arcs of cannons and other weapons would also make the game more fun. An across the board increase in Turning would make combat more dynamic without changing the ratio between the ships. Also being able to put all weapons on Auto-fire should be a opinion ( we are doing this anyway but our thumbs are wearing out).

The Klingon Carrier Fix- Include 4-6 hangers, a Single Launch All button, and give the “pet” ships the ability to keep up with the carrier. Eliminate the swapping of Modules by making the “Pet” bound to the Module so that if you remove it from your ship it automatically despawns the “pet” ship/ships.

PVP.

Stun immunity- Once you are stunned/held you should be immune for 20 secs from any other stun. Being Stunn locked makes people very unhappy.

Fix the ques. This can be done in a similar way to WOW’s random Heroic. Everyone ques up and when the Battle ground is ready it waits until a full team of each side has clicked ready before it begins. Thus you will have 5 or 10 or 20 people on each side right from the start. No more 13 Feds Vs. 3 Klingons or vice versa. Also with the exception of Take and Hold all pvp Battlegrounds should have a timer (say 20 minutes) in which to finish. Other than that PVP is pretty fun.

END GAME

Mistakes with infected. In vanilla WOW their five mans were way too lengthy and with endless Trash packs. Blizzard saw this as a mistake and although they have currently over-corrected the problem the current 5 mans are better.

Rules with five mans: 1) need to be Pugable-people play the game for fun not as a 2nd job, 2)Vent/Team speak should not be a necessary requirement for coordination. 3) five-man instances should not last more than an hour.

Infected specifics.

Tactical Cube. Ok encounter but it should be a wave encounter IMO. Fist wave a dozen probes, then 5 spheres, ten 2 cubes, then the tactical cube, and you finish up by destroying the gate. Would be more fun than sneaking behind the gate blowing it up, pull the cube out and kill it. If that’s the fight just have the cube and gate and not all the trash.

Starbase 82. the only complaint here is the amount of distance/trash. The boss is fine and the borg pulls are fine. If you could just cut out say 50% of the distance to the 2nd boss it would be wonderful. Endlessly killing borg for 45 minutes sucks. Trash to the queen isn’t nearly as bad maybe reduce by 25%.

Borg Queen room. This encounter is a lot of fun if you go with 5 people who know what they are doing and can jump on blocks. Main changes here I would say are, Cut Borg drone resawn rate to ½ as fast and reduce the Plasma damage to PC’s just enough that if the screw up they have 5-8 secs or so to get their butts out of the plasma. The Queen herself is fine, she can be a challenge but not insurmountable. Timer on the shield Generators you might increase by 1 minute for people of lesser skill ( Good players it won’t make a difference to.

Please learn form WOW’s mistakes. Naxx Teir 3 less than 1% of the Blizzard’s player base ever killed a boss in. That’s not serving your customers. Wow corrected this (in many way over corrected it). Learn from the history of MMOs
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-18-2010, 03:28 PM
Glad to see I'm not the only one who wants Space-WoW
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-18-2010, 05:42 PM
Quote:
Originally Posted by dmlew View Post
Glad to see I'm not the only one who wants Space-WoW

I don't want Wow in space.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-18-2010, 05:49 PM
Quote:
Originally Posted by AtomicFB
2. In exploration clusters remove the Anomaly signs and replace with objects. Things like comets, nebula clouds etc.

3. Remove Star Fleet Traffic control. Replace with object portals. There is a nebula cloud near the Delta Volaris sign. Use something like that as a portal to that sector.

4. Widen the sectors out some to create the feeling of a larger area.

5. Increase the main or core system sizes. Most solar systems have more than one planet.

6. Add different planet types. Class K, Class A etc make them scannable

7. Add repeatable missions with dynamic endings. Each time you play it you get a different conclusion.

9. Scale the ship slots with rank instead of based on ship tier so people can use their favorite design even at RA

10. Open up ship interiors for player customization. Like player housing only onboard your ship.

22. Increase size of exploration clusters and add new mission types.

23. Add a better crafting system. Crafting for weapon additions such as scopes, bi pods etc and for personal items for ship interiors.

24. Add more off duty wear and swim wear.

25. Increase the number of alien NPCs in common areas. Gives a more diverse feel

27. Add more diverse ship weapons. Multi phasic phasers. Regenerative Disruptors etc

28. Add bridges and uniforms from TMP and the movies

29. Bring in more canon ships

30. Flesh out the Klingon faction then add more factions

31. Add diplomatic missions and more exploration content

32. Increase the number of playable races

37. Add random missions to sector space

38. Make the neutral zones larger. (Currently romulan neutral zone appears to be 2 inches wide.) Add outposts and starbases along the neutral zone.

39. Add shipyards or dock to sector space where ships could replenish
I like these ideas especially. More Star Trek flavor and room to explore... space shouldn't feel so claustrophobic.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-20-2010, 09:15 PM
Quote:
Originally Posted by AtomicFB
Here are some of my suggestions and some that others have made. It would be nice if a dev could look at some of these and respond.

1. Remove the sector floors. Replace with navigational beacons or spacial objects for people who need to maintain a 2D bearing.

2. In exploration clusters remove the Anomaly signs and replace with objects. Things like comets, nebula clouds etc.

3. Remove Star Fleet Traffic control. Replace with object portals. There is a nebula cloud near the Delta Volaris sign. Use something like that as a portal to that sector.

4. Widen the sectors out some to create the feeling of a larger area.

5. Increase the main or core system sizes. Most solar systems have more than one planet.

6. Add different planet types. Class K, Class A etc make them scannable

7. Add repeatable missions with dynamic endings. Each time you play it you get a different conclusion.

8. Open up the ship parts for better customization.

9. Scale the ship slots with rank instead of based on ship tier so people can use their favorite design even at RA

10. Open up ship interiors for player customization. Like player housing only onboard your ship.

11. Add veteran awards for 6 months, year etc.

12. Add more tailored raid content for 3, 5 and 10 player fleets sizes

13. More daily missions

14. Expand the loot table and correct issue with current loot tables. Borg don't drink so why drop synthale?

15. Increase the weapon options, allow customization to a degree, scopes etc

16. Tweak the collision detection for ground combat. Make going to cover use full.

17. Correct AI BO pathing issues.

18. Increase some landing party sizes for certain missions

19. Add more story missions at all levels

20. Add more skill trees that can be utilizes after a person reaches RA. Add a diplomacy tree, Intelligence tree (Section 31) and Free Trader Tree among others. Consider the first tree to be a persons tour of duty.

21. Add Transwarp conduits for travel between sector blocks

22. Increase size of exploration clusters and add new mission types.

23. Add a better crafting system. Crafting for weapon additions such as scopes, bi pods etc and for personal items for ship interiors.

24. Add more off duty wear and swim wear.

25. Increase the number of alien NPCs in common areas. Gives a more diverse feel

26. Adjust skill tree (Don't remove the cap)

27. Add more diverse ship weapons. Multi phasic phasers. Regenerative Disruptors etc

28. Add bridges and uniforms from TMP and the movies

29. Bring in more canon ships

30. Flesh out the Klingon faction then add more factions

31. Add diplomatic missions and more exploration content

32. Increase the number of playable races

33. Maintain transparent communication with the community

34. Change loading screen or add dynamic loading screens

35. Increase instance sizes some

36. Tweek and define the ship classes more. Escorts should be renamed Frigates.

37. Add random missions to sector space

38. Make the neutral zones larger. (Currently romulan neutral zone appears to be 2 inches wide.) Add outposts and starbases along the neutral zone.

39. Add shipyards or dock to sector space where ships could replenish

40. Consider adding, difficulty sliders, DP etc (Added for consistency)

These fleshed out could go a long way to improving the game for everyone. IMHO
Absolutely brilliant list Atomic!

I really hope Cryptic is looking at this.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-20-2010, 09:37 PM
/bump

for greatness and 10char.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-20-2010, 09:56 PM
I don't know if I put this in the list or not.




Use correct planetary names that are part of the real star charts of at the very least from Star Trek star charts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-20-2010, 11:51 PM
Good list overall. One or two things I don't agree with and a few options I don't really care about one way or another. I think it covers all the bases though.

Would be nice to see how a developer responded to these.

Good suggestions by Freya too. I think the levelling content was too easy, but the coming difficulty slider solves that. I also think if they add stun immunity it should only be 5 secs not 20. It's way too hard to actually kill someone without stunning/exposing them, and the stuns aren't that long most of the time. I think 5 secs immunity would be sufficient.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-21-2010, 12:13 AM
Quote:
Originally Posted by AtomicFB
37. Add random missions to sector space
IMO this alone could go a long way to help flesh out the game, how many times in the shows did they get random distress calls? or come across random anomalies?

It could even be combined with on-board ship missions, for example, a warp core breach or crew problem.

As long as it is not over done, to the point where you can't move through sector space without a random mission popping up (one or two random mission per hour should suffice).
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