Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
05-31-2010, 03:09 PM
Quote:
Originally Posted by Fatherfungus View Post
I would bet the house on it !

if they allowed folks to assign awards...here is what happens day 1

folks advertising - free admiral rank - 15 minutes ! just 1 million energy credits !
and not just 1...hundreds

sorry Grand, but there is a reason why game cheat code books sell.....all games, including MMOs
are FULL of cheats.
Sorry, but you dont get promoted from item rewards, you get promoted from experience points. So if you had actually read the post I made, then you would know your reply doesnt make any sense.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
05-31-2010, 03:10 PM
Or they could assign a flat amount of value on a timer like exploration missions.

If the mission is simply click on five boxes and get free energy/XP? Fine. But you have to wait two hours to get credit for it again. It's not really worth exploiting very much then. Whereas someone who wants to do one for fun doesn't feel penalized for doing it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
05-31-2010, 03:14 PM
the thing that concerns me as a creative individual is that in the ugc system for city of heroes, they provided the tools to create missions but it basically equated down to

1. pick generic map
2. design generic mobs
3. put some form of story together

and that was it , all the missions eventually turned into power level zones with specific mobs being better at exp that others and being employed to just zerg and bomb.

if anything i would like to gain access to the same tools that cryptic has even if im limited to certain aspects,

for instance if i wish to design a starship oriented story then i dont want to be forced to use the generic ship maps we already have i would like to layout the rooms and corridors and specify where the mobs are to be to make the story more interesting.

if its just pick x mobs stick em in y encouter then ill stay clear.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
06-01-2010, 08:35 AM
However, they COULD have a UGC specific type of reward system.
but will touch on that in a sec.

OK, UGC...where to put it, how to monitor it, how to reward those that use it, and play it.

UGC needs to be accessible to all but also out of the way of current 'official' content.
UGC needs to reward the creators and the folks who play it.

Part 1

Planets, Fleets and Missions...oh my.

The perfect place to install UGC is in the fleet system. Creators of UGC can create missions,
have thier fleet buds test it out for functionality before it goes to public use.
Fleets, or more exactly fleet HQs can house fleet mission officers to hand out public missions and
also give fleets something important to do.

Fleets should be housed on 1 planet/space station per sector were any Captain can choose
to go planetside and visit various fleet HQs and pick up missions (UGC) or visit fleet venders.

By putting fleets on a planet, you leave open the option of expandability, when all the buildings
in one city are taken, cryptic can just plop another city on a different spot on that planet.
So when you state you want to beam down to the "fleet HQ" planet, it can ask you which
city..so you go to the right one, also Developers can have fun with themes...SanFran, Tokyo ect.

Kingons will have the same.

so, ok, what do we have?
Fleets that can RENT space on planet for a HQ----bigger areas cost more.
Fleets can decorate said HQ and place a mission officer...well really 2 different mission officers.
One will issue out public mission that have been approved by the Fleet leader and one for
fleet only mission....basically a way to test and debug missions.

Part one gives us:

1. A productive purpose for Fleets
2. Fleet HQs
3. Place to test and produce, promote UGC.
4. planets to explore and socialize without clogging up the main play areas.

End of Part 1
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
06-01-2010, 08:56 AM
Part 2

Do it right the first time..

Quality control.
When a UGC mission is created in a fleet it must be approved by the fleet leader...the mission
reflects on the fleet.
OK, say fleet alpha puts out a public mission, I walk into thier HQ, talk with the mission officer
and now what?

Ok, I look at the missions they have to offer, I see a title, short mission bio/blurb AND
I see a rating 1-10, I see how many times this has been played publically and a seal.

rating, will get into how it is calculated but for now...10 is really good, 1 is really bad.
number of times played publically...self explainitory
seal unrated - all missions played less than 200 times
Bronze - played 200-500 times and has at least a 5 rating
Silver - played 501-1000 times and has at least a 6 rating
Gold - played over 1000 times and has at least a 6.5 rating

ok, so you know a bit about how 'good' this mission might be


you do the mission-

anytime in the mission you are allowed to report game violations
as in ..offensive material. - that will flag the mission for review by cyptic.

you are done with the mission, you get 1 mission credit for playing a gold, or silver mission
and you get 2 mission credits for playing a bronze or unrated (it will help promote newer missions)

ok, wow, that was fun...or not....you have finished the mission and you turn it in for your
mission credit, then YOU get to rate it.....liked it, ok, didn't like it.
that is how the rating is calculated.

Fleets get points for the number of times thier missions are run by non-fleet people and get bonus
points for bronze, silver and gold seals...this advances the rank of the fleet...along with other activities.

Players can collect mission credits and spend them in a mission credit vendor (created by cryptic)
for cool RP stuff.....HQ furniture, maybe a playable race, ship racing stripes...whatever.
(cryptic could also sell said items in the regular store...and finally be able to say "anything in the
store can be got through regular UGC play")

What will all of this do ?

Help insure the quality of UGC
Help keep folks from posting crap >porn< in UGC
Give rewards to the creators of UGC and the folks that play it.

End of part 2
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
06-01-2010, 02:26 PM
Quote:
Originally Posted by Awarkle View Post
all the missions eventually turned into power level zones with specific mobs being better at exp that others and being employed to just zerg and bomb.
Which is exactly why I wrote a thread about it, and listed all of the things that Cryptic should not do with a UGC system for STO.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
06-01-2010, 02:33 PM
Quote:
Originally Posted by Peregrine_Falcon View Post
Which is exactly why I wrote a thread about it, and listed all of the things that Cryptic should not do with a UGC system for STO.
All the things? Its ridiculously simple: just dont allow people to level from UGC. No need to make it any more complicated than that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
06-01-2010, 03:29 PM
I personally think UGC should be either...

1. For your fleetmates only since alot of it will be like "wanna hear this poem I wrote?" kind of thing where you deal with some sort of crappy map or scenario because you're being polite.

2. For creating new PVP maps since a map either works for an interesting match or it just doesnt and you won't have to deal with someone busting out this elaborate plot thats sure to be flawed in many ways.

I'm sure there are very creative and talented people in our community but there's no doubt that the number of people who THINK they are is far greater than the ones who ACTUALLY are.

That's just my 2 cents.... and when this goes live I actually hope I'm proven wrong and we see some great content but I'm very skeptical right now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
06-01-2010, 03:31 PM
Quote:
Originally Posted by The.Grand.Nagus View Post
All the things? Its ridiculously simple: just dont allow people to level from UGC. No need to make it any more complicated than that.
What a wonderful idea!

Then you, me, and about four other whole people will use the UGC system. The rest of the player base will completely ignore it if they can't get at least some XP out of it.

And you already know this Grand Nagus, you're not stupid.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
06-01-2010, 03:33 PM
Quote:
Originally Posted by Peregrine_Falcon View Post
What a wonderful idea!

Then you, me, and about four other whole people will use the UGC system. The rest of the player base will completely ignore it if they can't get at least some XP out of it.

And you already know this Grand Nagus, you're not stupid.
People will play the mini-games even though they dont give xp. And most likely the NPCs in UGC missions will drop the normal loot, so at the very least people will get normal drops. Most importantly, it gives people who have "nothing to do" a reason to keep playing. There are alot of reasons why people would play UGC without xp. If you disagree, do you think no one will bother with the new minigames the Devs add(assuming their actually entertaining and not lame)?
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