Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Level Design
01-01-2011, 08:28 PM
Only been playing for a month and already amazingly annoyed at the simplistic design of the away missions in terms of their physical layout.

Its clear that no real thought has been put into the design of the zones and how that impacts the feel of the game playing.

It seems that almost every single level involves walking down a hall or path, killing groups of enemies and then moving on. There's no real need to think about tactics at all and while I know its only a game, sometimes that becomes all to obvious.

I'd like to see more variation in the terrain - choices to be made about what corridors to go down, what paths to take or whether its worth going across terrain.

I'd like to see a little more sophistication in how enemies react to my presence. It can be as simple as enemies raising an alarm right across a base I'm trying to get into, but to prevent players being swamped those further back at least acting like they're holding the line or something. Its kind of embarrassing to be able to walk up to within firing distance in open terrain without them reacting at all.

It'd also be nice of the missions were tailored to whether you were tactical, engineering or scientist and presented with finding different solutions to the same problem.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-02-2011, 01:39 AM
Do you have experience with level design as a designer or "just" as a player? Either way, you now have the chance to show them how it's done via The Foundry on Tribble. http://www.startrekonline.com/foundrywalkthrough

Of course, you can't generate free-form maps just now in the Foundry, but you might still be able to make something better then the standard examples Cryptic has created just by placing some objects and NPCs a little smarter.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-02-2011, 05:07 AM
Quote:
Originally Posted by randommoment View Post
...Its clear that no real thought has been put into the design of the zones and how that impacts the feel of the game playing.

It seems that almost every single level involves walking down a hall or path, killing groups of enemies and then moving on. There's no real need to think about tactics at all and while I know its only a game, sometimes that becomes all to obvious.
Personally, I think that's more a symptom of STO having been designed as an MMO rather than a story-based single-player RPG. Most MMO's I've played have this basic design to them, Go to XXX kill 5 YYY, interact with A,B,C and DING! That's how MMO's are at least in my experience. I'm still waiting for an MMO that will break this formula.

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-03-2011, 04:12 AM
true ...*signe

they transformed the beautiful misterious missions from ST series into grinding the same mobs (3 frigates or one cruiser) or scan 5 items

I did lots of exploring missions and they are only 4-6 patters, and sometimes they add fog (ground) or asteroids (space), is all that random creating content system do ...

I quit STO before Season 1 and returned now after S3 and is the same grind , true they added lots of new features and system but the content is the same as in every MMO ..shame .. ...Hopeing after S10 will have something to do extra

Quote:
Originally Posted by randommoment View Post
Only been playing for a month and already amazingly annoyed at the simplistic design of the away missions in terms of their physical layout.

Its clear that no real thought has been put into the design of the zones and how that impacts the feel of the game playing.

It seems that almost every single level involves walking down a hall or path, killing groups of enemies and then moving on. There's no real need to think about tactics at all and while I know its only a game, sometimes that becomes all to obvious.

I'd like to see more variation in the terrain - choices to be made about what corridors to go down, what paths to take or whether its worth going across terrain.

I'd like to see a little more sophistication in how enemies react to my presence. It can be as simple as enemies raising an alarm right across a base I'm trying to get into, but to prevent players being swamped those further back at least acting like they're holding the line or something. Its kind of embarrassing to be able to walk up to within firing distance in open terrain without them reacting at all.

It'd also be nice of the missions were tailored to whether you were tactical, engineering or scientist and presented with finding different solutions to the same problem.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-16-2011, 01:07 AM
they have this peice of software that copies the exact same mission and map ove r and over again. all they do is change the profile and scripts for the story and edit the content to suit the races and sector the mission is in.

thats right they just make multiple copies and edit them!!! lame isnt it. no no its really lazy and really cheap.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-16-2011, 01:10 AM
Quote:
Originally Posted by LordOfPit View Post
Personally, I think that's more a symptom of STO having been designed as an MMO rather than a story-based single-player RPG. Most MMO's I've played have this basic design to them, Go to XXX kill 5 YYY, interact with A,B,C and DING! That's how MMO's are at least in my experience. I'm still waiting for an MMO that will break this formula.

try eve- online it has some of that, but the game has a far far more sinister purpose behind, like nothing any other mmo has ever done before and its epic.

the onyl reason the game some of that because some people need the familiar turf to enable that transition into a game with no hand holding involved.

handholding = npc's giving you directions and telling you what to do and where to go, eve lets you make your own mind up and do exactly what you want.

i think sto should be takeing some pages out of eves book.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-16-2011, 03:04 AM
Quote:
Originally Posted by Dream-Weaver
they have this peice of software that copies the exact same mission and map ove r and over again. all they do is change the profile and scripts for the story and edit the content to suit the races and sector the mission is in.

thats right they just make multiple copies and edit them!!! lame isnt it. no no its really lazy and really cheap.
You seem to be describing the exploration content. The Genesis system basially seems to work like that.

But you won't find that in the regular story missions.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 03:04 PM.