Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
08-04-2010, 05:16 PM
I had been thinking about the focus issue earlier today too.

I think the problem is the way they approached the game. They were trying to make the game like playing the TV show, instead of making a game based off the TV show that plays like an MMO. Instead of focusing on creating an explorable galaxy, they focused on giving us "episodes" and "seasons."

The episodes can be fun, but they feel extraordinarily limiting because there is nothing outside of them. And since they do not have the capacity to crank them out with the frequency and the depth required to make each episode a really deep and memorable experience, the game feels even more empty.

I think they need to get away from that approach and aim for creating a dynamic engaging galaxy that you can fly around and do stuff in. Then things like ship interiors and Dabo start to fit in as part of that, and also become useful.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
08-04-2010, 05:26 PM
dstahl says the team is going to hunker down and focus on one major project per Season with lots of bug fixes and polish to existing content at the same time.

Stuff like UGC....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
08-04-2010, 05:47 PM
Quote:
Originally Posted by LotD
I had been thinking about the focus issue earlier today too.

I think the problem is the way they approached the game. They were trying to make the game like playing the TV show, instead of making a game based off the TV show that plays like an MMO. Instead of focusing on creating an explorable galaxy, they focused on giving us "episodes" and "seasons."

The episodes can be fun, but they feel extraordinarily limiting because there is nothing outside of them. And since they do not have the capacity to crank them out with the frequency and the depth required to make each episode a really deep and memorable experience, the game feels even more empty.

I think they need to get away from that approach and aim for creating a dynamic engaging galaxy that you can fly around and do stuff in. Then things like ship interiors and Dabo start to fit in as part of that, and also become useful.
I have to say that has to be one of the best explainations for a lot of this stuff ive ever read. I think elite force and bridge commander were so much better on these fronts simply because it wasnt a 5min mission it was a 4+ hour one where you were involved at every stage.

While i think the mini games are far from useless, we need depth to a lot of stuff. The minigames for example gain meaning if you give them a real purpose.

Your crew member gets an injury, you can 1 use med kit, or finish the mission and return to your ships sickbay, give our ships beam up options, beam up standard, beam to sickbay, beam to transporter room. Then you chose beam to sickbay, you go to a piece of equipment and select scan "name of crew" to scan them. Depending on their lvl of injury minor major or critical a diff mini game for each, minor you use a dermal regenerator aka skin/soft tissue repair. Major you are fixing bones with diff equipment, and critical your doing like cpr type thing, then after you save them, you have to fix their "lacerated kidney" or something.

End result you remove the debuff from the crew. And can get rewards for doing it.

Engineering could have a mini game to repair engines and shields, transporter room to fix the transporter *ive had his debuff*. Each one can grant small rewards. Like say you fix your shield 10 times this way instead of using a repair kit, you get a +5 effecancy to shields on your character for good and an accolade defense specialist.

Repair kits have instantanious effect and would be valued for fleetactions and what not, and the mini games would give purpose for those who spend time to do them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
08-04-2010, 05:47 PM
Season 2 contains a lot of content people asked for. I didn't ask for all of it (I wasn't aware some of the things were even on the cards) but I'm very happy with it.

There is absolutely merit to the "polish before new content" mantra (even just generally speaking that's a good development methodology) and I agree some things like interiors feel unfinished, but its not as if they've not just added a whole bunch of new buggy content - they've added some great new content /and/ fixed a significant number of issues (and, to be fair, is what happened in Season One as well).

It's true there are still issues outstanding, but you only have to look at Tribble (which has seen two builds this week and it's only Wednesday) to see it's not like they are resting on their laurels. Most of the fixes there are fixes for gameplay bugs and not in the sexy-new-feature category.

I understand if some feel the game is not going in the direction /they/ would like - it's inevitable some people will feel that way - but it's clear from polls (and campaigns like the one for Leeta & Dabo minigames, expanded ship interiors) you personally may or may not like them, but they are in line with what the player based asked for (even if the majority view is we are still eager to see what's been done already further expanded upon).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
08-04-2010, 05:55 PM
Quote:
Originally Posted by Honeymane
tl:dr version: Season two has a lot of good content, but seems to suffer from quantity verse quality problems.
A little research saves you alot of typing:

Quote:
Originally Posted by dstahl View Post
Whatever the secret project is - the key is that it is the only huge feature we are promising in Season 3. That way the team can focus on fixing bugs and adding in surprises. The problem in the past seasons is we committed to far too many features in the update and ended up not having enough time to test and squash bugs (see today for an example).

So my point is - you will see 1 big secret project - and then a whole slew of fun and awesome fixes - we just aren't going to commit that they MUST ship on November 16. We will ship what is ready and solid.

That to me is a huge change in our philosophy that will help with quality.
http://forums.startrekonline.com/sho...18#post2910718
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
08-04-2010, 05:56 PM
Quote:
Originally Posted by JToney3449 View Post
I have to say that has to be one of the best explainations for a lot of this stuff ive ever read. I think elite force and bridge commander were so much better on these fronts simply because it wasnt a 5min mission it was a 4+ hour one where you were involved at every stage.
Thanks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
08-04-2010, 06:00 PM
Adding to what JToney3449 and LotD have just said (above) I would broadly agree with that - I think the problems are known and that STO is still going through a growing period.

Most MMO's have longer in gestation (at least by one development company) and I suspect there is going to be the slightly frustrating / awkward period for some time to come before the game gets to a level where everyone would ideally like to have seen it at launch. I don't think that's going to go away any time soon.

There is lots of stuff (pre-existing and apparently all new) that it's easy to see potential in, and that both players and Cryptic are clear need work, but it can't happen all at once. We know the background of how we got where we are today, and it's clear from that it just and the work done so far it just needs more of the talent and hard work that's been going into it and more time (personally I'm guessing we'll be in a much happier place by about December / January time).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
08-04-2010, 06:04 PM
Quote:
Originally Posted by LotD
I had been thinking about the focus issue earlier today too.

I think the problem is the way they approached the game. They were trying to make the game like playing the TV show, instead of making a game based off the TV show that plays like an MMO. Instead of focusing on creating an explorable galaxy, they focused on giving us "episodes" and "seasons."

The episodes can be fun, but they feel extraordinarily limiting because there is nothing outside of them. And since they do not have the capacity to crank them out with the frequency and the depth required to make each episode a really deep and memorable experience, the game feels even more empty.

I think they need to get away from that approach and aim for creating a dynamic engaging galaxy that you can fly around and do stuff in. Then things like ship interiors and Dabo start to fit in as part of that, and also become useful.
So, in essence you WANT another single player RPG. What yyou are describing above is one of the PRIME differences between a sigle player RPG and an MMO because:

With a sigle player RPG you have a well defined script and a story that th game is designed to guide you through from start to finish - thus the desigers have WAY more control or what you do, when and how you do it.

An MMO is the exact opposite, in that the goal is to give you a more 'open' world to explore, and the individual missions are encapsulated because once mature, (which 6 months out of the gate STO still isn't); you have all these variious options and choices of HOW you wantr to [prceeded and where yiou want to go, and what you want to do.

On one character, you might do a mission as your third mission that another player didn't do until it was his 5th or 6th; and the point here is - to these players it has to seem like this WAS the natural order in which to play these missions, and feel like they took place 'now' in the SOO world.

That's why single player RPGs are more specific in many areas, while MMOs shoot for a more general/generic feel, that's ust the nature of the beast. So, sorry, to me it comes across that you're unhappy the game is an MMO and don't care for the design structure/philosophy needed to make an MMO work in the long run.

The 'plays like a TV episode' is a perfect way to do this MMO in that (and this was why non-serialized TV episodes was prefered in the early days of TV syndication); in that like 'stand alone' Star Trek TV episodes; you can view them in any order, and still be entertained. That's the goal of MMOs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
08-04-2010, 06:16 PM
Quote:
Originally Posted by Armsman View Post
So, in essence you WANT another single player RPG.
<SNIP for Length>
No, that is not what I want. It seems like you read my post backwards. If anything, my argument is that this game is too much like a single player RPG because it's so linear and confined.

I want the open galaxy I can fly around and do stuff in, making my own choices as to what I want to do and when to do it. That requires a big living galaxy with lots of things to do and see, and it should benefit me to interact with other players. That way it's Massive and Multiplayer.

The game is not structured that way though. It is built into "episodes" that I basically have to do in order, that don't even show up unless I'm a given level, and there's really nothing of substance outside of them. That's much more of a single player RPG than what I'm thinking about, made worse by the fact that they lack the depth that a single player RPG can often provide.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
08-04-2010, 07:11 PM
Quote:
Originally Posted by The.Grand.Nagus View Post
A little research saves you alot of typing:



http://forums.startrekonline.com/sho...18#post2910718
if they're already working on the problem, that's good. What's less good is because of the previous lack-of-focus most of the previous additions need their own episodes.
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