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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 71
02-06-2010, 11:28 AM
Quote:
This would be excellent for improving the social side of the game.
I'd love to have a game of darts in Quarks.
I'm sure alot of people have seen those simple browser based darts games.
Should be easy to implement.

That's pretty much what I had in mind for mini games. They don't have to be super fancy or even be in 3D, they could be fun little divisions within a much bigger game sorta like how Fable2 does things with it's minigames/jobs or gambling in Mass Effect. A plus would be if they were multiplayer like you sit down for a game of chess and it pairs you up with someone else playing chess even if they are across the galaxy. This would also be interesting if/when we get to buy "funiture" for our quarters/rec rooms/captains chamber. If anything mini-games would give planets like Risa more personality (like only certain planets offer certain types of diversion).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 72
02-06-2010, 12:42 PM
Quote:
Originally Posted by Kuber
Can you tell us what your methods would be to alleviate the incredible stress on systems and the data transfer if every time we showed up at Spacedock, there were 3,000 other ships there in orbit?
i cant say how this can be handled because im not a professional programmer - but i can say that i experienced in other [true] mmos situation with up to 3k people meeting in the same spot at a goodbye server event (and the server was far from its maximum as we were told by a GM) - and facing regulary around 500-1000people at a keep fight in a 7 year old game - so the technology is existing for such a situation... and even UO was able to handle nearly 1000 people in the castle of lord british more then 10 years ago...

Quote:
Originally Posted by Kuber
Or when we beamed down to a planet, there were 1,000 other people there running that mission on the ground?
as i said their are situations where instancing is ok and usefull.

Quote:
Originally Posted by Kuber
It's really easy to say "instancing sucks", but tell us some of the ways you'd work around the issues that instancing alleviates in this case, such as still having enough unexplored systems so that new players 2 years in still have areas to "explore".

There would be serious problems with lag at bases, missions, orbits, sector space, and the like if every instance was combined into one giant consistent instance. Going from Sol to Memory Alpha would be like being in a traffic jam between Los Angeles and San Diego.

What do you do about that, without instancing?
well if you take a look at the number of sol instances or mem alpha at peak times you are facing around 500-1000 people and that is sth other games allready handled in starter towns at game launch e.g.
this is only a queston of correct npc infrastructure
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 73
02-06-2010, 12:50 PM
STO already has more potential than WAR had at launch. WAR was obviously launched at least a year too early as demonstrated by the major improvements in the last few months, but 46 servers going down to 4. Sad.

If Cryptic buckles up and does what it needs to do this game could be VERY successfull.

But the way Cryptic is handling Champions Online make me wonder if upper management has the common sense to know what they NEED to do.

To me it seems that the design and programming staff have the skills to make STO a top shelf game but upper management is gimping them (and us)
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