Lt. Commander
Join Date: Dec 2007
Posts: 120
# 101
08-11-2011, 11:08 PM
Concerning the RI:
Quote:
A: The plans are to add ship variants that have cool and versatile powers at all tiers. “More powerful” is debatable and if the forums are any indication there is not a consensus. [...] There were similar outcries about the Galaxy Dreadnaught when it first came out, but now that there are plenty more ships, the concerns over that ship are not what they used to be.
I have a twitch in the eye and it is not one of the good sort. There is no debate if it is more powerful. The debate is about it being sold in C-Store and that it doesn't matter to be P2W because it has no influence on endgame, but everyone is aware of it being more powerful than a normal T2. How couldn't they? You get a new console and an additional Lt sci skill for free (or a ship ability and the skill if you prefer). Saying this is not more powerful is (sorry to say this) an affront. I know it is still being worked on so you might know of changes we are currently not aware of but for now it leaves a bad taste.

Also the comparison with the GX is lacking. The GX at least has one console less than the other cruisers and only the same amount of BO-powers. Also its low turn rate balances the phaser lance a bit. For me it's still a bit unbalanced (state wise) but you at least tried to give it a drawback and keep it balanced with the other T5s.



The rest of the Ask Cryptic:
Some interesting answers but I'm sorry to hear of all the delays. I have to think of ST7... when will we get the Doff system... in September (at least for Tribble), when will we get new Ground dailys... in September, when will we get a new Currency system... in September, when will we get the STF update no wait let me guess September? What you left the starbase without new content? *facepalm*

Anyway September sounds to be an interesting month for STO. *crosses fingers for no more delays*
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 102
08-11-2011, 11:27 PM
Quote:
Originally Posted by FredCasden
I saw there was the high request for Androids and the reasoning behind there not being there is relation to the 'Data / Lore / B4' styled androids...

What about ones based on the group seen in 'I, Mudd' They always seemed to be manufacturing themselves.
I'd be happy with Ruk-style androids...

http://memory-alpha.org/wiki/Ruk

So... Reading further:

Quote:
Q: Zarkonis Any chance of another temporal-type mission where we have to go back in time once again? Either 30-some odd years ago, to help Sisko at DS9, or even further, to help Archer against the Xindi?
A: Since we have plans to put the Ambassador class ship into the game via a future Feature Episode, I’d imagine that would involve some sort of time travel ala Yesterday’s Enterprise.
I didn't realize the talk about the fate of the Enterprise-C involved us going BACK. Does this mean we'll see the ability to turn off Wrath of Khan jacket sweaters or... even better, to mix and match collars between closed jacket uniforms? They really need no-collar Enterprise-C style uniforms and with the ability to remove the belt added awhile back (and even use the TNG combadge for the Jack Crusher look), it's really just a matter of removing that darned collar. (And when we can, I'll create some Foundry missions that use it.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 103
08-11-2011, 11:31 PM
Let me add, with the Rhode Island:

One could debate whether the CONSOLE makes it more powerful as you do have to sacrifice a device slot for it and it has some real limits

What's not debatable is that the bridge officer stations and device slots DO make it more powerful.
Lt. Commander
Join Date: Dec 2007
Posts: 120
From the latest Ask Cryptic:

Quote:
Q: Akalayus Are there any plans on adding android BOFFs?
A: We have been looking to add androids both as playable species and as BOFFs. The concern from CBS is that androids of “Data” caliber are very rare and should not be prevalent in the game. What this means is that we need to come up with something different than a Soong-type android that is not as powerful or reliable as Data. Once we land on android traits that do not interfere with IP or are OP, you can expect us to add androids both as a playable species and BOFFs.
On the subject of androids, here's what I would like:

We have it as part of the story that Bruce Maddox has worked on reverse-engineering the Soong-type android.

Introduce Maddox-type androids, which are his somewhat faulty work in progress.

One way of making them distinct and keeping them still tied to Data conceptually would be to have them be skinless. Look at how much (sometimes conflicting) reference there is for what Soong types look like underneath their skin.

Conceptually, I think it would show CBS that these androids are based on Data, are rooted in the IP, and are less advanced. Which should walk that fine line between being Trek enough to warrant inclusion without threatening Data's unique status.

Beyond this... I would make the Maddox-type android a craftable BO. And one feature of both playable Maddox types and the craftable BOs might be upgrades over time.

Maybe they start with heightened strength and low accuracy but there are devices which correct for their flaws.

Maybe taking a cue from the Decipher TCG's representation of Soong-Types, they have few traits but it can be reprogrammed. So maybe whereas the average character in STO has four traits, a Maddox type would be locked into:

- Superior Sturdy
- Superior Physical Strength
- A third trait of inferior quality, that may be re-selected at any "cybernetics specialist" on starbases, who reprograms them. Can be changed at no cost, as needed, representing reprogramming. But, like I say, it's low quality and they have no fourth trait.
- A fourth trait (Efficient) which must be unlocked via crafting.

Longterm, maybe craftable "skin" that allows them to look like other species. Part of the fun would be their pursuit of humanity while being far behind even Data or B-4 on that regard.

I'd also suggest giving the Maddox types glowing blue eyes. It differentiates them from Data's gold eyes. It makes them look less human. It evokes the blue computer consoles in STO. And what I have in mind here is not straight glowing blue but human eyes with irises that have a blue bloom effect. Unearthly but not overpowering.

Oh... And to make the Maddox-types special, have Lore come back in a Maddox-type body.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 105
08-11-2011, 11:54 PM
Quote:
Originally Posted by GUIDOPOLIS
Q: Kingdox Are there any plans to create money sinks to remove the mountains of EC every player seems to have?

A: Yes. This is part of our economy update coming over the next several months.


I would like a little more detail on this. What is a money sink? Are my hard earned Energy credits going to disappear if they are over a certain amount? I have no problem with "combining" ALOT of the in-game currency, I just don't want to loose ANY EC.
Quote:
Originally Posted by Direphoenix View Post
They're not taking your EC away.

A "money sink" is something that you'll want to use your EC on. Currently the problem is that EC is so easy to come by, without a whole lot of things to spend it on. The result is that there's very little reason to even think about what you're spending EC on with regular in-game items, and the prices players charge for items on the Exchange skyrocket to the millions because players just accrue and accrue and accrue these EC.

So the plan is to add more things that we'll want to "sink" our EC into instead of just hoarding it to the point that EC is worthless currency (like it currently is).
For example, using a rather popular fantasy mmo, you have a cost to repair your equipment, auctions have fees, skills cost currency, stuff like that.

The game keeps adding currency as players play, but without enough sinks the money just piles up and eventually becomes rather 'worthless'.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 106
08-11-2011, 11:57 PM
Inflation is the bane of almost all MMORPGs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 107 Heads Up!
08-12-2011, 12:06 AM
As I read the last "Ask Cryptic" it occurs to me, that there are low spirits on both sides - the players and the devs.

I recognize the effort of the STO team making the game better and better and i also still love the strait way they are dealing with the community. It`s nice to see that dstahl doesn`t do "duck and cover" but instead answers the critical issues. I also can emphasize, that motivation goes down, when things you produced are less valued from community. So we need to break through the circle bringing us down alltogether:

1. klingon community has to recognize the continued efforts of making them a equal species.
2. FED commnity needs to look back and remember where we started - and where we get. This game already was dead when perpetual fails - could you imagine to get a startrek game with this quality at that point?
3. Everything Cryptic has done has been with much passion - thanks for that.
4. Cryptic needs to do less tech, less integreation, less work for other cryptic projects and just more content.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 108
08-12-2011, 12:16 AM
On the Androids question, didn't Harry Mudd have Androids at one point back in TOS? I think there were a couple of other androids that showed up back in the TOS period that might be dredged up. I don't recall them being of Data caliber.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 109
08-12-2011, 12:26 AM
Quote:
Originally Posted by GUIDOPOLIS
Q: Kingdox Are there any plans to create money sinks to remove the mountains of EC every player seems to have?

A: Yes. This is part of our economy update coming over the next several months.


I would like a little more detail on this. What is a money sink? Are my hard earned Energy credits going to disappear if they are over a certain amount? I have no problem with "combining" ALOT of the in-game currency, I just don't want to loose ANY EC.
As a few other posters pointed out, a "sink" is a means to remove money from the economy.

Since someone asked, now I can get into my hobby . . . economics.

Money enters the economy through a source and it leaves through a sink. A source is a means by which money is created. When you sell an item at a store and get EC for it, that's a source. A sink is a means by which money is removed. When you buy an item for EC at a store, that's a sink.

Importantly, a process is not a sink if the money just changes hands without actually leaving the economy. Thus, the exchange is not a sink -- that money is just moving to another player, it's not going away.

Now, the problem with a lot of MMO economies is that they are rampantly inflationary, because they have lots of sources (every time you complete a mission/kill a mob/sell a loot drop you get money from the ether) but not enough sinks. The trick is to have sinks that are natural and useful without necessarily being burdensome to the player.

To take the example of another popular MMO, you might have sinks in the form of fast travel (say, flying somewhere instead of walking), or repairing your damaged gear, or paying a listing/sale cost on an auction house. These cost you money and take that money out of play. You *can* play without making use of any of these services -- but the game can be much more tedious and/or difficult. So, players are incentivized to do these things, which sinks money out of the economy and prevents runaway inflation.

In STO, we are generally short on EC sinks. Let's face it -- the stuff you can buy with EC is usually not on par with what you can craft, or get with exploration/pvp currency, or buy on the exchange. So there's no reason to spend EC, except for stuff that you get on the exchange (like bridge officers or very rare gear) or on various incidental "quality of life" costs, like changing your costume or customizing your ship.

Since any player has a recurring source of EC by just playing the game, the game needs a recurring sink. Ideally this means some kind of service or good that you want to pay EC for on a regular basis, but not something that makes the game unplayable if you can't or don't pay it. And you never want to charge your main currency (EC in this case) for some mandatory convenience like bank storage.

I have some ideas in this regard, but the full implementation is a ways off.

One of the other controls on the economy is the diffusion of currency. For instance, there's a lot of different currencies for exploration and pvp -- they're all based around rank bands. So, you can get a bunch of lieutenant-level exploration badges, but these are worthless to you once you rank up, because they only buy lieutenant-level gear. Also, they aren't tradeable. So, no inflation -- you just wind up with leftover bags of currencies that are not valuable to you. To address this issue, it would be preferable to do some kind of more universal currency, the same way that some other games merge their plethoras of badges, marks, and medals down into one. This requires some careful scaling to make sure that everyone can earn enough to get the things they want, but that they don't feel like they should just save the currency they get at low levels and wait before spending it.

Anyway, I've been doing some thinking in this regard, so I hope that this gives you a slightly better idea of what goes on in design terms in MMO economics.
Lt. Commander
Join Date: Dec 2007
Posts: 120
ok given how b roken and unpopular fleet actions are you have to be kidding me cryptic. making us do content we don't enjoy if we want a cool reward isn't the way to do it. I'm dissappointed in this decision.
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