> > > Hi Captains! The team continues to investigate an issue where some players may be stuck on a loading screen. We appreciate your continued patience! < < <
Jolan tru Captain!
Welcome to Legacy of Romulus!
If you have purchased a Legacy or Starter Pack, please see this thread for instructions on how to claim your items in-game. (Please see the yellow text in the linked thread for instructions on creating a Reman.) (Not seeing your pack in-game? Please see the lime-green text in the linked thread above for information.)
If you have additional questions about the Legacy or Starter pack, please read this FAQ.
Thanks SO MUCH for all your support, and we'll see you in-game!
- The Star Trek Online Team
***Resolved Issues***
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
Slow patching in the launcher
A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
@commanderkassy - Rawr. Someone drank their angry juice this afternoon.
I drank my critical thinking juice this morning. I asked several important questions. Questions you should answer if you want to support your views. If you cannot effectively answer them in a logical manner, instead choosing to point out your personal perception of my attitude, then I will go ahead and pat myself on the back.
I agree with you to an extent but any MMO I've ever played has told a story.
@commanderkassy - Rawr. Someone drank their angry juice this afternoon.
I really like WoW's basic model there, which I think a lot of people have tried to imitate without understanding.
In WoW, you have a zone with a central problem. That problem is apparent everywhere you go there. It's apparent in the dailies, the simple gather missions, and the storylines -- which may got off on tangents but build from a central problem.
You progress through the zone. Then through reputation grinds, an epic questline, and/or a dungeon, you decisively confront an enemy, a loss, or a shortage which is somehow central to the problem in that zone.
You are presented with the idea you made a difference. In later expansions, you actually see the zone transform. And then you move on for the most part, with that zone being turned into a social hub/PvP area/crafting location.
The idea is simple and brilliant. You have sandbox elements but are held back from playing in the sandbox until you have experienced a linear story that builds an emotional tie between you and the expanded sandbox you are about to receive.
R.I.P. Caspian Division.
An expensive lesson that one compromised account can undo the hours of work and hundreds of dollars spent in good faith by a fleet.
I drank my critical thinking juice this morning. I asked several important questions. Questions you should answer if you want to support your views. If you cannot effectively answer them in a logical manner, instead choosing to point out your personal perception of my attitude, then I will go ahead and pat myself on the back.
I have 0 interest in sharing my thoughts with someone who wants to devolve a conversation into 'No you' and multi-quotes. Present your thoughts logically and maybe we have a conversation.
"Do you want to tell me what's bothering you or would you like to break some more furniture?" -Troi to Worf REDALERT - Your Global Channel for info on all EVENT CONTENT
I really like WoW's basic model there, which I think a lot of people have tried to imitate without understanding.
In WoW, you have a zone with a central problem. That problem is apparent everywhere you go there. It's apparent in the dailies, the simple gather missions, and the storylines -- which may got off on tangents but build from a central problem.
You progress through the zone. Then through reputation grinds, an epic questline, and/or a dungeon, you decisively confront an enemy, a loss, or a shortage which is somehow central to the problem in that zone.
You are presented with the idea you made a difference. In later expansions, you actually see the zone transform. And then you move on for the most part, with that zone being turned into a social hub/PvP area/crafting location.
The idea is simple and brilliant. You have sandbox elements but are held back from playing in the sandbox until you have experienced a linear story that builds an emotional tie between you and the expanded sandbox you are about to receive.
I like this idea as well. Perhaps an answer would be to remove XP from Doff missions and only award CXP, but make reaching lvl 4 in any one of the Doff catagories worth something more than just earning a title and a purple doff. Maybe make exploration sectors worth only Exploration CXP and dilithium. Redalerts dilithium and fleet marks. Just some ideas that would make leveling content worth playing and a necessity to level a character to VA.
"Do you want to tell me what's bothering you or would you like to break some more furniture?" -Troi to Worf REDALERT - Your Global Channel for info on all EVENT CONTENT
I drank my critical thinking juice this morning. I asked several important questions. Questions you should answer if you want to support your views. If you cannot effectively answer them in a logical manner, instead choosing to point out your personal perception of my attitude, then I will go ahead and pat myself on the back.
We were having a nice and pleasant conversation and debate until you came charging into my thread. Now it will likely be closed. Thanks for that.
I really like WoW's basic model there, which I think a lot of people have tried to imitate without understanding.
In WoW, you have a zone with a central problem. That problem is apparent everywhere you go there. It's apparent in the dailies, the simple gather missions, and the storylines -- which may got off on tangents but build from a central problem.
You progress through the zone. Then through reputation grinds, an epic questline, and/or a dungeon, you decisively confront an enemy, a loss, or a shortage which is somehow central to the problem in that zone.
You are presented with the idea you made a difference. In later expansions, you actually see the zone transform. And then you move on for the most part, with that zone being turned into a social hub/PvP area/crafting location.
This is going back to your "Intro" missions-Zone- "Outro" Missions is it not? The more I've thought about it, the better it sounds. It wouldn't work in every case, but I think that STO should do something like that more often.
I like this idea as well. Perhaps an answer would be to remove XP from Doff missions and only award CXP, but make reaching lvl 4 in any one of the Doff catagories worth something more than just earning a title and a purple doff. Maybe make exploration sectors worth only Exploration CXP and dilithium. Redalerts dilithium and fleet marks. Just some ideas that would make leveling content worth playing and a necessity to level a character to VA.
Adding to what I was saying, what if story-line content was the only means of gaining XP outside of PvP. For one, PvP would need a revamp and we know that is already in the works. Second, everything else would need a reward whether that be CXP, Fleet Marks, Latinum, or Dilithium. That seems doable. The final change would be giving the player the option to either a) play the storyline mission appropriate to their level or b) playing a developer-approved Foundry mission for equal XP. Maybe give the player a handful of Foundry tokens to use per rank so that the player at some point must keep up with what's going on with the STO storyline but can still play UGC at their discretion or bypass a mission they don't care for.
"Do you want to tell me what's bothering you or would you like to break some more furniture?" -Troi to Worf REDALERT - Your Global Channel for info on all EVENT CONTENT
Last edited by rickeyredshirt; 09-21-2012 at 04:48 PM.