Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
06-01-2010, 03:46 PM
id rather see UGC on SHIPS
there are a lot of ship moderls out there just look at sfc games lot of user models mad for the game
but you would have to keep it in certan peramerts
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
06-01-2010, 07:55 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.
Totally agree with ya on that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
06-01-2010, 07:58 PM
Quote:
Originally Posted by TFO_KillSwitch View Post
id rather see UGC on SHIPS
there are a lot of ship moderls out there just look at sfc games lot of user models mad for the game
but you would have to keep it in certan peramerts
that would be ....how do I say this nice ? useless.....there.

If you put it on your ship, how many folks would be able to use it? 3 of your friends? maybe ?
Think bigger my friend.
UGC is totally gimped if it is not available to the playing public.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
06-01-2010, 10:34 PM
It's funny how people want UGC so open ended, but then want to put so many restrictions on it don't you think?

Loot tables: simple. No user input. Standard drops that occur now in game according to level you take on the UGC mission. Which leads to.....

XP. Why not level from UGC? With the squad system coming in anyway, content has the capacity to adjust itself to the level of the player, so the same seems rational for UGC content. If you particularly want to create something for end game players only, I see no reason it couldn't be a specification option in the creator.

Locations for the UGC? Again it's quite simple. A new exploration cluster where user content replaces unknown anomalies. On entry it could have a system list the same as any sector, showing what's available.

I fully intend to use this UGC if it ever sees the light of day, but I definitely don't want to be running it by some fleet leader for 'aproval'. If I put the time in, and I think it stands up, I'll release it.

I'd like the creator to be much like the character creator, as in divided into sections. Create a locale based on what I have in mind for my story, set that up as I see fit, or use a randomiser and be able to save maps I like the look of.
Place buildings and objects as someone else said already, and populate it with the race or races I choose.
Interactive objects and dialogue boxes on a separate screen, and also setting mission objectives.
If the whole thing is just a rehash of the cluster exploration generator, it'll all be pointless.

I think I said in another thread somewhere, I'm pretty sure we'll end up with a UGC forum section where good misions will be publicised, WIPs will be discussed etc.

I know Cryptic can do these things if they put their mind to it. I was starting to lose hope a little with all the very bland and lifeless places in game, and then I went to Goralis 3, the Cardassian colony. It actually had some semblance of a community there so the game can definitely do more than an empty world with glowing cocoons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
06-02-2010, 01:14 AM
Quote:
Originally Posted by The.Grand.Nagus View Post
People will play the mini-games even though they dont give xp.
Foreseeing the future again Grand Nagus?

How do you know that people will play mini-games? Many people have said that they do not want mini-games added to STO. Personally I won't be playing Dabo, and it's possible that a lot of other people feel the same way. (Notice how I worded that so that I'm not claiming to speak for everyone?)

However, actual game play shows us that people do not like playing if they're not earning XP.

For example, in City of Heroes/Villains, there was a sidekicking feature that allowed higher level characters to join up with and lower their level down to that of lower level characters. The problem was that when you were leveled down to play with lower level characters you wouldn't get any XP at all. Consequently, many people did not like that feature or refused to use it. And they stated quite often that the reason they wouldn't use it was because they didn't see the sense in playing if they weren't going to get any XP.

That option has since been changed so that you do get XP when you're leveled down to another player, and it now gets used much more often.

(Notice how I used a real example to make my point, instead of merely stringing words together to claim that something will or will not happen?)

The point that I'm trying to make Grand Nagus, is that real life examples have shown that without at least some XP rewards, the number of players that use the system is likely to be small. I'd prefer that they allow people to play those missions as an alternate way to level up. This would be especially good for veteran players like you and me, because when we start leveling up yet another new character we won't have to run all of the exact same dev missions that we've already done a bunch of times.

Simply lowering the amount of XP in the UGC system, along with other anti-abuse safeguards, is just a much better solution than awarding no XP at all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
06-02-2010, 04:07 AM
Quote:
Originally Posted by Peregrine_Falcon View Post
This would be especially good for veteran players like you and me, because when we start leveling up yet another new character we won't have to run all of the exact same dev missions that we've already done a bunch of times.

.
I absolutely agree
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
06-02-2010, 05:04 AM
It is not that I would not like to have exp and good loot avalable from UGC, it is that gold farmers
and instant gratification cheats would abuse it...horribly. Then cryptic would try to fix it, and it
would get worse ect....

Just nip the problem in the bud....if you want to level up quick, that is easy enuff in the
standard game...really easy.

UGC should be for fun.....something new to see and do when you have already 'done it all'

Now as for the little chunks of exp you get for killing a mob and thier automatically generated loot.
SURE, that is no problem. I just don't want mission creators programming in insane end rewards.

Depending on the power of the UGC engine, the missions that are created might be far
larger and more complex than most current missions..so I would not call it a mini-game.

As for, don't put in any restrictions ! we want freedom ! Not happening.
This is a family friendly game...if given total freedom it will become an adult only game in 45.6 seconds.
Second Life is all UGC...and most of Second life if ADULT ONLY.

It is human nature, so to keep it kid friendly there needs to be restrictions, by keeping it as a fleet
function..you have a layer of accountability. Also if ANYONE could make missions ANYWHERE,
the game would quickly become a mess. Fleets will help keep the mess semi organized.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
06-02-2010, 05:54 AM
Ff, your points are fully taken on board, but I don't see it being like that at all.

There was another thread where I voiced concerns over placement of loot and anomalies. I could just envision someone making an insta-level crafting map with hundreds of anomalies to loot so you'd have all necessary mats in one go, but I don't think Cryptic will be thinking like that.

I'd imagine (and this could be totally wrong) that whatever map you make will have auto placement of the usual 2 or 3 anomalies, and loot that's dropped will be on the same loot table as anything else in the game.

As for XP, surely that can just be the same. If you undertake a UGC mission at say commander, you get the mob kill xp at (I think) 1 skill point per ground mob, and about 10 for an escort in space, then the standard 103 points for mission completion like an exploration. Those things should not be user controlled.

As for anything else, this isn't like second life. It's bound by the limits of the engine itself, in that pretty much it's down to terrain, dialogue, interaction and that's about it. Sure, you could make a mission with nothing but profanity for dialogue but I'm pretty sure that would get stomped on fast by Cryptic, and the sensible community majority would report it right away.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
06-02-2010, 06:59 AM
Quote:
Originally Posted by Peregrine_Falcon View Post
(Notice how I used a real example to make my point, instead of merely stringing words together to claim that something will or will not happen?)
Since you love RL examples, I once played a funny little game called Pirates of the Caribbean Online. While it was rather simplistic in nature, it had some really great poker and gambling mini-games which people DID play and did NOT get any xp for. On the other hand, the side kicking you mentioned is NOT a "mini-game" at all, but rather something you thought up in desperation to find some example, hoping I wouldnt notice it had nothing to do with actual mini-games. So do you have any actual examples of games with REAL mini-games like I mentioned that no one plays?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
06-02-2010, 07:20 AM
ill play the minigames regardless of whether they give skill points or not

on one condition

that its fun
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