Lt. Commander
Join Date: Dec 2007
Posts: 120
# 401
02-11-2010, 06:27 PM
Make the enemies at least +1 everywhere. -1 or 0 are just too easy.

Make an option to search through certain types of tribbles in the exchange.

Separate BOs traits and skills at the recruiter at Starbase 01.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 402
02-11-2010, 07:08 PM
Short Term
  • Being able to equip/unequip things by dragging to/from the powers bar
    I can't tell you how many times I've dragged a hypo spray from inventory to my powers bar.
    .
  • Automated Defense Battery should not fire at Metreon Gas Pockets in the Briar Patch
    Great way to destroy yourself. Maybe this needs an on/off toggle?
    .
  • Shuttle Pet should be usable in sector space
    we spend so much time there.. let us enjoy our little friend.

Mid Term
  • More ship models/parts per class and rank
    The ones we have are nice, but we would like to see more options. More canon ships (Excelsior, Ambassador, Nebula, Constellation are all common requests) as well as more cryptic designs. More variety in possible shapes, means more fun designing our ships.
    .
  • More hair options
    Particularly long hair, and "Alien Female" hair. There's no "Cardassian forehead compatable" female hairs. throughout the history of star trek, there have been "Strange forehead" aliens.. and not all of their females have "hair all over their forehead". We need some receeding hairlines too.. Cardassians, Klingon females.. and countless others. You've got all those great foreheads, and there's so much variety possible. Let us show it off.
    .
  • Rainbow streaks during flight in sector space
    Just a little something, like the specks that move by when traveling at full impulse.. something that says "hey look warp speed".

Long term
  • Weapons and other devices that modify the look of the ship
    It's great that I can mount the super death beam cannon.. but it would be cooler if mounting it was obvious from just looking at my ship. Add an extra nacelle for more speed, add an extra deflector array for more science power.. Think "kits" for ships. Perhaps these could also enable an additional console on the ship.. like so: The refit slot allows you to take a cruiser (1 tac, 1 sci, 2 eng) and add a weapons modification to it. Some cool weapony thing shows up on the hull.... but this also enables a "Mission Specialist" bridge officer as well (in this case.. tactical). Add an engineering modification to the refit slot, you get an engineering boff slot too.
    .
  • Disable Tactical Displays
    Put simply.. some people are going to want to use STO to make machinema. From beautiful arcing shots of their ship flying through space.. to heated battle scenes. Between the Machinema people, and the hardcore immersionists.. we'd really like an option to be able to not display the blue shield rings, glowing superpower icons, and other effects like "photon torpedo charging rings" etc. This information tends to be available elsewhere on the UI in the form of buff/debuff arrows.. so the ability to hide/show the tactical effects doesn't really give anyone a tactical edge.
    .
  • Transwarp Hubs
    It starts to get really tedious. You can transwarp back to Sol Sector.. but you have to make these tedious long drives to get back where you need to be. There should be one per sector, allowing us to jump from say Sirius Sector, to any sector "on the map". Our ships would appear at the transwarp hub in that sector.. and we could fly around "from there" to where we needed to go.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 403
02-11-2010, 07:55 PM
Quick changes:
  • Colour code skills on BO based on rarity. This makes it easier to identify and makes keeping a BO and training them more FUN.
  • Allow filtering on all vendor windows. EG BO skill vendor filter to have only space/ground (1 of two) skills and only engineering/science/tactical (1 of the 3).
  • Refund 25-50% of points spent on BO when training it new skills over leveled old ones.

Medium but still urgent changes:
Long term:
  • Missions with multiple outcomes - player choice effects story or rewards.
  • More content: new ships, multiple ships per class tier not just multiple looks, more races, more life in the game EG animals on planets and other races in space.
  • Make ground combat less of a drag.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 404
02-11-2010, 08:17 PM
Short Term (like NOW) :

1) A way to sort search results at Exchange, for example, by price.

2) A mail system that works properly.

3) Search results that do not reset every time you buy something at the Exchange.

4) A way to mail money from my own toon to one of my own alts. Give me a break.

Short Term (ASAP)

1) TOS tops and skirts for women - and a way to dress my female BOs in them. Oh, I want to dress my male BOs in TOS uniforms too. It feels weird when I am the only officer on the away team that is wearing one.

2) Improve turn rate for Cruisers. I mean the way it is now is pretty horrible.

3) Permit behavior for my toon that NPCs can do. For example if they can shoot at me through an asteroid or a wall, I want to be able to return fire. Seriously, me jumping behind a crate or wall should interrupt enemy attacks. After all, I Have Cover.

4) Improve the follow behavior of BOs on the ground. If you can't do that, then please reduce the number of obstacles to make following easier for them. Some of the rooms are just ridiculously cluttered. Come on, guys.

5) Remove the various things that interrupt a Captain's progress while warping across sector space. Point A to point B, in the straightest possible line, please. Don't keep asking me if I want to do something else. I already told you what I want to do.

Mid-Term (less urgent)

1) Drastically reduce the number of asteroids. Cut the current number to one tenth of what it is, or less. Space is supposed to be spacious. I can't see the pretty stars because of all the dang asteroids.

2) Remove those stupid "bring us ten shrubberies" missions, unless you are going to let us beam down to search for shrubberies. Who are these bums who are asking for handouts? It's supposed to be an "unknown planet". I want to go ashore to do tasks for them, and maybe thereby earn their membership in the UFP... or something.

3) Fix mission descriptions so they tell you what sector your mission is in, and give a hint on how to get there. I see you are already making progress in this area, thank you, keep it up.

Long-Term

1) More content, more variety in content.

a) I particularly would like to see missions where the action takes place aboard my own ship. After all, in Star Trek, much of what happened actually happened on the ships. Ship interiors, and missions that are set there, would be nice. Storage in my own quarters would be nice!

b) How about some light-hearted, fun "missions" like get a date while on leave? You should be ordered to take leave, and while on leave you could have personal goals or promises to shipmates that you need to fulfill. There could be action: you could possibly be mugged, for example, by would-be thieves.

c) War or no war, Star Trek at its heart is not about war. We need discovery and diplomatic missions, and I like the idea of a playable civilian class. How about mercenaries and merchants?



Probably never going to happen but maybe someday...

1) I'd like to be able to give my toons more varied expressions. God forbid they should ever crack a smile, but can I maybe someday turn up the corners of their mouths or eyes just a little bit?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 405
02-11-2010, 08:43 PM
Quote:
Originally Posted by lawnmowerdeth
Only gripes I have so far:

Short term: Stop the Fleet MOTD from displaying every time you zone.
/signed!

God that is annoying. I have quit fleets over it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 406 Here's mine
02-11-2010, 10:59 PM
Short.
Add in melee Weapons For feds. I'm not looking for anything like "Plasma swords" But if my tactical tree has Martial arts training I should be able to switch to a sword in close combat. All my enemies do.

Improve the exchange.
If I'm looking for a Commander level Tactical kit I should be able to filter down to just those kits.

Give me the ability to buy in bulk. Relief missions require x Number of items to aid the planet. so If i decided I want to stock pile supplies I have buy each one individual and ok each purchase. if I want to buy 200 commodities it requires 400 clicks.

Autofire all beam and cannon weapons while in space. and basic shot when on the ground.

more item's in the C-store worth buying...
Maybe upgrades for the pre-order items. or borg bridge officers.

Medium.

Add more clearly marked starbases or planets where players can go to trade or bank.

Add in explore mission where you might actually find something worth having. A piece of tech that's non trade and unique from a down ship or extinct race.

give the ability to plot a course from the bridge and have the ship fly the course while you are doing other stuff .

Long.
You don't get the feeling that you are the captain of a star ship. It feels like you're going at it alone. you can't tell your helmsman to keep the target in front of you or keep you strongest shield facing the target.
You can't assist in repairs or move about the ship. There no ready rooms or personal quarters.

Add in the ability to learn from your crew. As a tactical officer i should be able to go spar with my klingon tactical officer to improve my stat in melee combat. Or have my vuclan science officer teach me about warp core theory or treating or tachyon beams to get bonuses.

allows us to have ship to ship combat from the bridge and do things like repel borders.

The game needs a trader economy is its going to last.

Tactical - Makes personal and ship weapons
engineers - personal shields and ship equipment
science - makes kits and consoles

introduce a civilian class where those that want to can play as miners and merchants.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 407
02-12-2010, 12:01 AM
Because I'm not a programmer I'm not qualified to determine what's short or long term but its just a couple of ideas.

1. I see that you have a music integration feature. Has anyone at Cryptic considered partnering with a free music site like Pandora. You both could get mutual exposure to the public and you could provide your customers with the ability to listen to any style of music that suits their mood without having to constantly dig through their personal libraries.

2. One ridiculously quick way to populate the federation database in the game is to partner with the Memory Alpha website. Boom! Instant content on all things trek, it would also be excellent material for you guys to comb through for all sorts of scenarios.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 408
02-12-2010, 01:54 AM
since mine are all hard stuff on the old post I did they are all long term ones:
hello before you ask I am nobody so don't take me too seriously, I simply have alot of gaming experience and kind of played every MMO game that ever came out, so I got some ideas well set.

now, my opinion on the game..
it is ok. honesly I have seen worse games at launch Lotro was pretty bad at launch, this one feels a bit... unfinished there and there, but if you are a casual gamer you don't notice as you don't go fast tru 45 levels in 2 days.. so far I'm level 10 and kicking, the quests have a decent variety, a few exploration quests there and there surprised me, but it shows that they are still.. drafty could be improved alot, and.. there's alot of room for improvement. the launch of lifetime subscription was a good move (I did make lifetime subscription of course) gives the dev team to.. try the game on the field having a decent income of money to keep it running for some time until it becomes an awesome game.

now let's analize the game mechanics..

ship combat:

it's pretty good reminds me the good old game starfleet command.. starfleet command 3 was pretty awesome space battles wise, I think could be improved alot more maybe to not make it overly complex at the first levels is ok like that.. having 4 shields to manage is pretty overwhelming for the hordes of 13 year old kids coming from WoW.. those must be always kept in consideration since they are a good 80% of the player base of MMO games. yet you must understand that 13 year old kids may be often immature, but they aren't stupid, I've seen 13 year old kids boast their skills at WoW.. skills they actually had for pvp. they are easy to appease, just feed them instant-gratification and they are happy, yet they won't be scared if the game gradually becomes more and more complex.
so my suggestion is, ADD ship hardpoints like in starfleet command 3, to position dynamic phaser arcs (so becomes more complex) and add subsystem targeting, engines warp core and so on, disable ships is an awesome thing to do, and missions often in star trek are about disabling ships rather than destroying ships.
for the rest ship fight is pretty good, ALOT less boring than eve that is a lock.. click... wait.
it has potential, improve it and becomes pure awesomeness.

Ground combat:

ok that one needs kinda alot of trimming, like this isn't overly strategic and can become pretty boring expecially since it's too fast and furious and gives less time for tactics.. I DO love tho the shield generators and the placeable turrets, and yeah the mines, those gives some strategy to the ground combat.. that needs to be revised a bit, maybe making it a bit more alike mass effect one, with the cover points to take cover. I do not have many suggestions here, as I have no idea of how you want to manage it yet, for now let's say it sorta works but won't last long, it needs some reworking.

Missions:

hmm alot of killing I see, phasers that vaporizes enemies, hmm now where in star trek I seen someone vaporized by a phaser?... once? twice maybe over 200 or so episodes? ok, talk can be boring, the talk witht he miners quest was ok the first time to do it, it broke down the usual shoot at things.. and it was rather boring the second and trird time I did it. you can't have everything.. it is hard to script an enticing game more because it doesn't really need scripting it needs a real WRITER like star trek episodes, or like a single player game with compelling storyline. for now, STO lacks a compelling storyline, but hey it can be STILL be fixed, don't worry just get a good writer and start to make up things, the quest where you gotta inspect the ferengi bar and end up making him phuke out where the klingons are was ok.. just.. it's the interface that didn't help pehaps a better looking interface, that is less hard to use, whithout blinking off then on every choiche you make would made talk to npcs better, you know, sort of like oblivion one, remember? also you could create a mini-game to convince npcs (like the old oblivion round one), to improve performance and a skill based on.. TALKING, I remember I did spend lots of hours in oblivion improving my skills of oratory to make missions with diplomacy instead of strenght of arms.
Also to increase the variety in missions I suggest to put in mini-games sort of like DDO did with the power stuff and like in star trek elite force and elite force 2, where you had to fix warp cores playing small logic games, to connect stuff, those were good and gave variety to missions. even if I suggest strongly against putting a timer on logic games (that can be very frustrating!) also I suggest to make missions like the good old deus ex style, (the 1 not the crappy 2) giving like 3 different options to solve it...

1) the tactical way aka shooting everything down, whych is what we actually use now
2) the engineering way: open doors with mini games of logic, and stuff like that
3) the diplomatic way with the skills of talking

of course these 3 can be pretty much mixed as you feel like to, like you want first assault, kill all the klingons then for the second part take down security systems and sneak past the guards and finally convince the final enemy to surrender.. you can or sneak, kill and kill or whathever else.. I know it's ALOT of work, but really, it is what it is needed to make an ok game an AWESOME game.

also, I suggest to force your developers to watch all the star trek series from the original ones, TNG, DS7 and Voyager to make sure they get a.. feel of what it should be like, I know it's cruel (nah not really) but it should be done, it can give TONS and I really mean TONS of ideas to add to the game, for example something you might have overlooked:

Most star trek episodes are inside the ship itself.

funny ain't it? because star trek isn't only a trek outside but also a trek inside, a ship is like a human, and the journey is inside yourself and not only outside, infact gene rondeberry thought of kirk, spock and bones as representation of the Self, the super self and the ES theorized by freud.
tecnicials apart, I suggest to expand the bridge to the whole ship, even 3-4 kinds of pre-rendered ships are ok, and PUT quests inside the ship itself, you can assign to the tactical officers several kind of traits (like coward, bold, and so on) to give them pre-scripted ways to react and create quests about it, quests that if are completed can lead to a change of trait of the officer (dunno coward can give a bonus in defense, but a penality to attack, bold the contrary), so you could trim furtherly your officers, interacting with them. for coward-bold is easy, other traits might include the fact your officer is married, and invites you to a dinner to meet his family in his quarters and there can be several speech options to interact-change his views... and maybe when you are there BAM! ship under attack! one hull breach and you got to make your way manually to the bridge fighting a boarding party along your officer (and when you do, you jump in a fight, moving your ships as usual...)
these are just examples, I can make like 10000 more...and no I'm not kidding about it.

just a suggestion to ease your work a little.... here is another thing that is missing, but that should be implemented..:
THE HOLODECKS
many episodes of the series are played in the holodecks.. yes I'm not kidding, when jordy la forge misspells and asks the computer to create a moriarty that could compete with DATA, instead of HOLMES the computer makes a moriarty that takes self coscience and even puts in danger the enterprise! now that's a very awesome episode.. all played in the holodeck basically..
still that's alot of scripting, it hurts, yeah but here's a suggestion a dangerous one and MAYBE one hard to implement but still a suggestion that can be smart if you play it out well:
Give players a holodeck program creation kit.
most probably it will be hard to use, since there will be some scripting there, but you can streamline commands and make macros to make the use easyer, also there will be some players bound to make really great things, and I mean REALLY great, I've seen players making whole episodes of neverwinter nights, some even better than the game, and alot more nifty things, then let the saved holodeck thing be able to being ran, or ran-modified, and allow players to make copies of the "run-modify" chips of holodecks, so the makers can sell over the market their own holodeck programs.
this will save you TONS of scripting, since you can actually use player-made adventures for your holodecks or even for real adventures, giving maybe a little credit to the players who made them
that would make holodeck programs sellable on the AH for big sums of energy credits.
of course you should award xp (less than actual mission ones of course and NO starfleet merits at all) for holodeck programs since well.. you do actually actually fight and learn things, maybe less since there are safety measures but, still something to be gained in holodecks there must be (no loot for example!) both in xp and completition.
Also, you can reward with starfleet merits succeful holodeck programs. or "creationist badges" with other kind of rewards... who knows that's still to be decided.
Also you can make a few holographic programs yourself, creating adventures around them inside and outside the holodeck and on the ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 409
02-12-2010, 01:55 AM
Economics
ok the game pretty much has no economy so far I seen, the energy credits are easy to come by and easyer to spend even, but... hey people it's the FEDERATION, the federation has no economy at all, there's plenty energy for everyone and plenty pretty much everything for everyone. the only real thing one can buy could be samples.. and apart that.. there isn't much that you need, it could be interesting to trade for latinum to obtain ferengi ships, or obtain rare and strange ships from ferengi.. or things that aren't too much researched by the federation or unknown, such as parts of ships from romulan empire, or cardassian ones that improves stuff not common for federation. Also ferengi have their own researchers they can sell even the scientific data, either researched by them... or stolen to some other race.. smuggling is a hard work but someone gotta do it..
BY THE WAY the kithomer accords in this game are broken, the romulans and klingons are at war with the federation that means the federation should be able to use cloaking devices as well as the other races. (the federation did sign the treaty to not use them and not develop technologies. but no peace with romulans and klingons, and NO accord.)
this means that the federation has alot to trade from the ferengi and must obtain the latinum (the ferengi loves the 'star-gold' ) latinum can come from minerary extraction from nebulae, since as far as I know it's not found as mineral and cannot be replicated (but I might be wrong.)
also, one real commodity needed by the federation... DILITHIUM CRYSTALS. they (I'm sure of) cannot be replicated, and dilithium is needed to make warp cores work, that is pretty much required for all starships and dilithium also wears over time and needs to be replaced, that could be.. something needed by federation and an actual commodity to buy.. could be used by ships actually and consumed. making dilithium a needed commodity.. the bigger is the ship the more it needs dilithium. of course it's far from rare in the galaxy but still it's something to keep up with.
for now you just should fix the search options of the AH, it's a mess for now, no worry tho as long it's not that useful you can skip that part.

as far as pvp, raids and everything else.
I have no data on them so far, I haven't had enough time to level up my characters, I will give out my opinion and advice about it when I will have troughly reviewed the system and compared it to other MMO.

had to add these later because each message can be up to 11000 characters long lol
is offline
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 410
02-12-2010, 02:21 AM
Short-term requests
-Klingon PVE content: simply mirror most of the Federation content until hand-tailored missions can be properly developed and released
-T4/T5 Federation cruiser (base) turn rate: increase to 6 or 7 please!
-Re-spec Option: available by in-game means (not requiring real-life money!) for shuffling player skills

Mid-term requests
-Diminishing Returns on chaining/stacking and stunlocks: across the board on all consoles and bridge officer abilities (e.g., Reverse Shield Polarity stacking), including ground holds
-PVP Queues and Rankings: separate team queues from individual queues, and provide ranked brackets (and match-making)
-PVE Difficulty: more difficult content that mirrors PVP difficulty, or give us a difficulty slider

Long-term requests
-Persuasion: Diplomacy or Intimidation skills and missions
-Adventure: branching (decision-tree) missions and stories
-Open PVP: multi-tier 'fleet' level engagements that reward participation (and not simply DPS or hull repair) and compensate/encourage lower level players to participate
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