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Author Topic: Star Trek Online (Cryptic's "other" new MMO)  (Read 98348 times)
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Blackjack
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« Reply #1720 on: December 26, 2010, 05:44:20 PM »

Bleah, even on Normal I can't take the last group on that 184. The mob's just too big, and all my group toys together don't keep it from boiling down to everyone getting pummeled into the ground. I tried a martial arts kit but just doesn't do enough damage fast enough. The sad thing is it's a L4 mission and even at Lt. 8 or whatever, I just have no chance with that group.
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« Reply #1721 on: December 26, 2010, 06:34:39 PM »

my, that's a big rifle I have there  icon_lol
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« Reply #1722 on: December 27, 2010, 03:08:48 PM »

Quote from: Blackjack on December 26, 2010, 05:44:20 PM

Bleah, even on Normal I can't take the last group on that 184. The mob's just too big, and all my group toys together don't keep it from boiling down to everyone getting pummeled into the ground. I tried a martial arts kit but just doesn't do enough damage fast enough. The sad thing is it's a L4 mission and even at Lt. 8 or whatever, I just have no chance with that group.
I finally just "dropped" the mission I was stuck on. It did reset to Normal OK but the very last group, no matter how I approached it, just seemed to have too many in it for my group to handle.

I was wrong about the bugs btw. I sent in a bug report on a desert mission where my away team members kept disappearing or just weren't there to begin with (you can see their little circles on the map, and their vitals on the left, but nowhere to be seen). I suppose if they were clever, they could "write this into the script" so to speak. "My Away Team members keep disappearing, but I can still see them on the mini-map. And I can hear them. What the blazes is going on?" Tholian Web II.  icon_razz

I do like that when you put a Tribble in a crew member's quick slots, when the crew member's out of combat, he or she takes the tribble out and pets it, and you hear it "purring."  icon_smile Probably it was always that way, I just noticed it now.

Supposedly the producer said in a Podcast they're looking into perhaps hiring a programmer or two just to do mini-games for certain things (like the wave form thing for anomalies) as an option. Probably they'd just rather not have their core programmers spending time on that sort of thing.
« Last Edit: December 27, 2010, 03:23:05 PM by Blackjack » Logged

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« Reply #1723 on: December 27, 2010, 06:07:59 PM »

btw, this game still wears out your spacebar in combat mode (firing) unless you have Fire at Will. I'm putting off getting FoW until the "II" version (i.e., when I reach Lt. Commander), so I can have high-yield torpedoes for now. Although it seems like my ship fires maybe 2-3 volleys each time I tap spacebar, so maybe I'm not wearing it out quite as much as before, or maybe it was always that way?

Fire at Will still feels like it oughta be something everyone just Has by default but that maybe gets better as you advance -- reminds me a bit of City of Heroes where some argued everyone should just have Stamina from the get-go, but have it become more efficient or effective as you advance in levels.

Although open teaming works (and I never noticed you can see by a red dot on the system marker on the map, if someone is already in there working on a mission), I still find it curiously not-encouraging of grouping. Nobody says anything, everyone hits "exit group" as soon as the instance is over, like they're afraid you might ask them to do another mission together. In fact on one open team I mistook the mute teammate for an AI ship. I should've guessed the Federation wouldn't name a ship after a food dish (The U.S.S. Dimsum...)  icon_razz So I find it a helpful mechanic in terms of breaking the monotony of soloing, maybe not so much as a Social Interaction doodad.

I mention it only cause my best group experiences and experiences making at least temporary friendships in games were in stuff like City of Heroes and LOTRO, which didn't (at least at launch) have open "automated" teaming options. I do think what's unfortunate about STO being so instanced in most of its space battles is you don't have too many options where you might see someone in obvious distress, and run over to help them; which is how I made pals here in there in the aforementioned games. And yes, you do risk on the occasion some hypersensitive type complaining about you healing or helping them cause it's "reducing their exp"; as in real life, if you help someone without asking if they actually need help, you always run that risk.  icon_smile
« Last Edit: December 27, 2010, 06:13:19 PM by Blackjack » Logged

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« Reply #1724 on: December 27, 2010, 06:26:04 PM »

Quote from: Blackjack on December 27, 2010, 06:07:59 PM

btw, this game still wears out your spacebar in combat mode (firing) unless you have Fire at Will. I'm putting off getting FoW until the "II" version (i.e., when I reach Lt. Commander), so I can have high-yield torpedoes for now. Although it seems like my ship fires maybe 2-3 volleys each time I tap spacebar, so maybe I'm not wearing it out quite as much as before, or maybe it was always that way?

I've never noticed the 2-3 volley thing.  Maybe it's ripple firing your phasers with each volley representing firing a different phaser bank?  I'm pretty sure you should be able to set all your phasers on auto-fire now.  I've never done it since I wanted to control power on my own, instead of having the phasers deplete power when I didn't want them to, but AIUI full auto-fire for beam weapons should definitely be in now.

As far as the Tribble thing goes, I'm pretty sure that's been there since the start.  Also as you may already know different Tribbles give different bonuses.  In fact there's a whole science to breeding Tribbles to get specific bonuses.
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« Reply #1725 on: December 27, 2010, 07:30:53 PM »

I just picked this up for $2.50 from Amazon. I promised myself that I'd wait a year after release before I played it. Wasn't it released last February?
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« Reply #1726 on: December 27, 2010, 07:35:11 PM »

Quote from: Aganazer on December 27, 2010, 07:30:53 PM

I just picked this up for $2.50 from Amazon. I promised myself that I'd wait a year after release before I played it. Wasn't it released last February?
yep.
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« Reply #1727 on: December 27, 2010, 10:19:51 PM »

Quote from: Aganazer on December 27, 2010, 07:30:53 PM

I just picked this up for $2.50 from Amazon. I promised myself that I'd wait a year after release before I played it. Wasn't it released last February?
I think you were wise, both in terms of your final price, and because the game's just in a heckuva lot better shape now than when many of us here were playing it early in the year in late open beta and early launch.  icon_smile They seem to have been really committed to content updates and improvements the last few months in particular. And I dunno, often a producer that's ideal for launching an MMO isn't the one you really want in place for long term updates, upgrades and improvements (reminding me of AoC's producer switch post-launch). It seems like the STO switch on that has injected some life into things.

otoh, I still find myself wishing they could just tear up ground combat right from the roots and totally re-do it. I don't think the big update is anywhere near that ambitious, and I understand it; I don't think they can afford to just tear it up and start over. I still appreciate the break from space combat, and I'm gradually getting back into trying to fine-tune my away party skills and weapon lineups to figure out something I'm comfortable with. STO was finally fun again to me the last few days. Perfect, heck no. But I finally felt eager to play it again.  icon_smile

Most of the time, Forum Effect kicks in for me and I jump into things even if many voices are saying "Wait 6 months! Wait a year! It'll be so much better!"  icon_smile Sometimes my reasoning is "Well, duh, it'll be much better, but most of my buds will already have played it, gotten sick of it and moved on." Then again, there's usually a reason for that.  icon_razz

Thanks, Ydejin, I will try to read up on auto-fire (I probably understood that in my heyday).
« Last Edit: December 27, 2010, 10:25:22 PM by Blackjack » Logged

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« Reply #1728 on: December 27, 2010, 11:45:02 PM »

I remember back in STO's heyday where everybody with half a brain ran a macro system to keep firing their weapons as there was never a reason not to fire whenever your weapons were off of cooldown. I left around the time where some sort of energy mechanic was introduced to keep you from doing that.

But it's still a button masher in space, eh?
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« Reply #1729 on: December 28, 2010, 01:13:02 PM »

Quote from: Destructor on December 27, 2010, 11:45:02 PM

I remember back in STO's heyday where everybody with half a brain ran a macro system to keep firing their weapons as there was never a reason not to fire whenever your weapons were off of cooldown. I left around the time where some sort of energy mechanic was introduced to keep you from doing that.

But it's still a button masher in space, eh?
Ydejin had pointed out you can now set anything (or everything) to auto-fire. Just wanna keep an eye on the energy. If I right click on a weapon's firing button, it highlights it in green (auto-fire mode). I think you still have to tap space bar once to start firing. I think it just auto-fires at the currently highlighted target, though I'm not certain yet. I assume Fire at Will still offers some sort of benefit.

Devs had pointed out the "roadmap" for The Foundry (mission creator/editor in open beta right now)
Upcoming Goals:
http://forums.startrekonline.com/showpost.php?p=3207339&postcount=2
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Upcoming Foundry Feature Goals
The following features are high on the priority list for upcoming updates (most likely Q1 2011)

Improved features for playing Foundry missions
    * The ability to flag missions as “favorites” so players can bookmark them for later play
    * Improved searching options to allow for more specific flags and filters

Project Management improvements
    * Setting prerequisite and follow-up missions that can be linked together into a story arc
    * Set the level, powers, and gear for test characters to improve testing

Map editor improvements
    * Better visualize placed objects in the editor using 2-D preview images
    * Fully customize backdrops, assembled from various sky effects layers, atmospheric effects, sound effects and music
    * Enable snap-to-grid to more easily place objects
    * Place waypoints for patrol routes for actors to follow
    * Place “job” nodes for actors to interact with, such as consoles

Mission Triggers (new)
    * Triggers are a way to make the game play react to the player’s actions
    * Show pop-up dialogs in response to a trigger
    * Spawn encounters in response to a trigger
    * Play music or sound effects in response to a trigger
    * Set a trigger on entering a volume
    * Set a trigger on killing an encounter
    * Set a trigger on interacting with an object
    * Set a trigger on talking with a contact

Branching dialogue (new)
    * Add multiple buttons to a prompt and chain prompts based on button chosen
    * Show/hide buttons based on mission state
    * Alter button behavior based on mission state

Costume creator improvements
    * Add in body scaling features found in the in game costume editor

Timeline editor (new)
    * Change encounter behavior based on objectives in progress and triggers
    * Change contact dialog text in based on objectives in progress and triggers

Plus general improvements to usability and more choices throughout the environment
Hopefully some of these improvements will also open the door to more interesting dev-created missions. I still find on the return that any mission with some variety in story, goals, drama, a little humor etc. sparkles -- doing Pirate Radio again last night was fun. The meat of it is still rote (kill a few mobs, click a few glowies on the ground; kill a few mobs or things in space) for my tastes, but I haven't encountered an MMO yet where the majority isn't like that.

User-created content sounds like a way to spice things up. But my experience in COH trying to wade through 15,000 (maybe 50,000 by now) unmemorable, broken or EXP-exploit missions to find a few with some imaginative story arcs that were entertaining to play wasn't in the end much fun once the novelty wore off. I did one decent arc myself, but there just weren't enough hours in the day for me to keep working on stuff. You eventually forget to play the game at all -- that's probably my other Foundry concern.

OTOH the ST world has so much story to draw on from TV, movies, books and comics, players interested in creating stories and hopefully eventually arcs should have no shortage of inspiration -- they won't have to concoct stuff from scratch.
« Last Edit: December 28, 2010, 01:20:52 PM by Blackjack » Logged

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« Reply #1730 on: December 28, 2010, 02:06:11 PM »

Having a blast being back in WoW after a lengthy hiatus. I have a lifetime sub with STO....I figure if I can keep myself happy in WoW for 6 months or more STO will have some life again in it for me.............
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« Reply #1731 on: December 28, 2010, 02:31:05 PM »

Quote from: Blackjack on December 28, 2010, 01:13:02 PM

Quote from: Destructor on December 27, 2010, 11:45:02 PM

I remember back in STO's heyday where everybody with half a brain ran a macro system to keep firing their weapons as there was never a reason not to fire whenever your weapons were off of cooldown. I left around the time where some sort of energy mechanic was introduced to keep you from doing that.

But it's still a button masher in space, eh?
Ydejin had pointed out you can now set anything (or everything) to auto-fire. Just wanna keep an eye on the energy. If I right click on a weapon's firing button, it highlights it in green (auto-fire mode). I think you still have to tap space bar once to start firing. I think it just auto-fires at the currently highlighted target, though I'm not certain yet. I assume Fire at Will still offers some sort of benefit.

There was a change in weapon energy management.  IIRC it is no longer possible to run down your energy levels with phaser fire.  Instead, each phaser bank depletes your energy by a set amount (say maybe -15) but the energy levels go back up by the time your phaser is eligible to fire again.  So the first bank will fire at 100, the second at 85, the third at 70, and so on.  But by the time the first bank cycles, your energy level should be back to allow it to fire at 100.  Or something along those lines.  The change greatly reduced the importance of EPS consoles, which previously were used by beam heavy ships to get power back up faster. 

I don't fully recall the details, but I'm pretty sure I'm not running with EPS conduits anymore -- although I might still have one to allow energy transfer between systems quickly.  My defensive measures are fairly AUX power heavy, so getting power to AUX quickly can be important.
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« Reply #1732 on: December 28, 2010, 02:59:42 PM »

I had noticed that setting my starter cruiser's beam weapons to auto-fire didn't seem to sap the little energy # the way it used to. Wasn't sure if I was imagining that. icon_smile

I made it to Lt. Commander at the end of the night last night. Going to try Cruiser (Constellation class, visually, like the classic Enterprise) this time around. My launch character had eventually focused on Science ships and eventually the Research Vessel. I think I did that mainly to stand out a bit cause it seemed like everyone else was going Cruiser/Escort, but on my return voyage I wanted a little different experience.

My little tweak on Gizmo in Away Team stuff was to carry one Expose and one Exploit weapon. I was using a rifle with a repel effect last night. I think I was using some equipment that gives a 40% Critical bonus. At one point I blasted a Klingon, and he flew about 20 feet up into the air, flying over the rest of the party members and Klingons battling. Couldn't stop laughing, I wish I'd had my FRAPS video on.  icon_lol

I also gave Wargus a pistol with a Hold effect (can freeze a target in place for precious seconds). That's been beneficial in dealing with the blade wielders.
« Last Edit: December 28, 2010, 03:17:12 PM by Blackjack » Logged

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« Reply #1733 on: December 28, 2010, 03:13:17 PM »

Quote from: Blackjack on December 28, 2010, 02:59:42 PM

I made it to Lt. Commander at the end of the night last night. Going to try Cruiser (Constellation class, visually, like the classic Enterprise) this time around. My launch character had eventually focused on Science ships and eventually the Research Vessel. I think I did that mainly to stand out a bit cause it seemed like everyone else was going Cruiser/Escort, but on my return voyage I wanted a little different experience.

I'm really happy with my cruiser.  I figure if Kirk and Picard commanded Cruisers, then that's definitely the way to go for me.  The Commander level heavy cruiser (with quad nacelles) is a bit strange, but the Constellation, Galaxy, and the Sovereigns all look great.  I'll have to say the Star Cruiser (Admiral level, but with science mix instead of Sovereign's tactical mix) do look a bit weird.  I probably would have gone Star Cruiser over the Sovereign if they didn't look so funny.  An extra Tac ensign is fairly useless, whereas an extra Science ensign would have been handy.

I've got a friend that keeps on claming he's going to play, if he ever does, I'm planning to roll with a Science Ship when I'm teaming with him.
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« Reply #1734 on: December 28, 2010, 05:42:35 PM »

Another interesting tidbit I ran into is that a member of Fallout's (circa 1997) development team is now on the STO dev team as content designer. Hopefully that means some cool content in the new year (he's a fairly recent addition as I understand it), though I doubt STO will get turn-based combat or guns that rip enemies into little bloody chunks and pieces.... tear

His name is Jesse Heinig:
http://fallout.wikia.com/wiki/Jesse_Heinig
Quote
Jesse Heinig (born on July 20, 1973) worked as a programmer and designer on the original Fallout. Among other things, he was responsible for scripting and designing the companions, including Ian and Tycho (originally, the engine didn't really have support for party members and they weren't in the original design), as well as ZAX. He was also one of the people responsible for creating the SPECIAL character system, for which he was credited also on Fallout 2, despite not being directly involved in the development of the game.

He's mentioned briefly in a STO Podcast video:
http://www.jupiterbroadcasting.com/?p=3012&utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+stokedhd+%28STOked+in+HD%29
Quote
Then we’ve got a great interview with Jesse Heinig — Trek enthusiast, RPG creator, Fallout developer, and now, Content Designer for Star Trek Online!
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« Reply #1735 on: December 28, 2010, 08:46:47 PM »

Is it wrong that I'm looking at The Foundry so fondly just so I can see what is done with it in Champions Online?

Come on, Cryptic, give CO some life and port The Foundry over quickly!
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« Reply #1736 on: December 28, 2010, 10:42:10 PM »

Is there a trial for this, so I can see how the game has progressed from Beta?

edit: never mind, found it
« Last Edit: December 28, 2010, 11:10:13 PM by Razgon » Logged

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« Reply #1737 on: December 28, 2010, 11:13:18 PM »

Quote from: Razgon on December 28, 2010, 10:42:10 PM

Is there a trial for this, so I can see how the game has progressed from Beta?
There is a free demo (limited in terms of what parts of the game you can play, rather than time) these days, though it seems to be limited to the tutorial and one episode:
http://www.startrekonline.com/demo
Quote
# You can play through the entire Star Trek Online Tutorial, as well as the Episode "Stranded in Space." Master your skills in space and on the ground, then rescue the S.S. Azura!
# You may create two different Federation characters within our character creator. You will not be able to create a Klingon character.
# You have unlimited play time. Play as much as you like.
If you never bought it, you might be better off buying the direct download at Amazon for $2.50 as mentioned earlier here (http://www.amazon.com/Star-Trek-Online-Game-Download/dp/B0044DEPYG/ref=sr_1_4?ie=UTF8&qid=1293577750&sr=8-4) and just giving it a free first month whirl. It doesn't sound like the demo would give much idea of what's been improved, added etc.

Even the boxed version is pretty dirt cheap at Amazon now, around $7 new for regular or Collector's Editions.
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« Reply #1738 on: December 29, 2010, 01:37:43 PM »

Although I've gradually regained competency at ground combat, occasionally I get wiped when I don't pay attention to roving patrols wandering into the group I'm battling, like so:

I wiped shortly after.


Damn, the T'Pau is slow.  icon_razz It seems if you wander off a certain distance, it just stops moving at all, got a little maddening.

That was off of Mission of Mercy, one of the more interesting LC-level missions. While the "auto-generated" patrol missions help fill up the game, you can easily tell when a mission was "hand crafted" because it's invariably more interesting and/or entertaining.

I'm not quite remembering how to promote my crew up to Lieutenant (so that the 2nd tier of skills is available to them). Is that just a matter of them attaining a certain # of distributed skill points (as with my own character)? I keep wondering if I'm forgetting something.

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« Reply #1739 on: December 29, 2010, 03:36:50 PM »

Quote from: Blackjack on December 29, 2010, 01:37:43 PM

Damn, the T'Pau is slow.  icon_razz It seems if you wander off a certain distance, it just stops moving at all, got a little maddening.

I'm not quite remembering how to promote my crew up to Lieutenant (so that the 2nd tier of skills is available to them). Is that just a matter of them attaining a certain # of distributed skill points (as with my own character)? I keep wondering if I'm forgetting something.

Yeah, that T'Pau mission was one of the few missions that really annoyed me.  It was faster than my ship was when I wasn't at Full Impulse, but much slower than my ship at Full Impulse.  I lost the T'Pau a couple times and for a while thought it had been destroyed and that I was going to have to restart the mission, but it eventially showed up.

As far as promotions go, you need to manually promote them.  I'm going off of memory here, since system is down for maintenance, but on the home page (first tab) for each of your crew members you should see a "Promote" button or something along those lines.  IIRC it's somewhere down on the bottom.  You'll need to use Prestige to promote them.  Once promoted, they can use their new ground skills.  Space skills will depend on both their rank, and your ship type (for example, Cruisers only allow Ensign level tactical and science skills, even if your bridge officers have higher rank).  Once you've promoted them, you can switch to the Bridge Officer's skill tab and increase their skill level, again costing Prestige.
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« Reply #1740 on: December 29, 2010, 04:06:25 PM »

I seem to remember some space combat games where we could automatically match the speed of a target via a hotkey, I would like something like that in STO for the occasional escort mission. NOTE: If there IS something like that, I've missed it. Wouldn't be the first time I missed something.  icon_razz

btw, if you're curious how The Foundry (mission creator/editor for players) is going, the beta forums are here:

Sub-Forums : The Foundry Beta for Star Trek Online
http://forums.startrekonline.com/forumdisplay.php?f=210

The Foundry roadmap for its current (as of Dec. 6) state, upcoming (1Q 2011) and long-term stuff:
http://forums.startrekonline.com/showthread.php?t=192185
Quote
Mission Triggers (new)
    * Triggers are a way to make the game play react to the player’s actions
    * Show pop-up dialogs in response to a trigger
    * Spawn encounters in response to a trigger
    * Play music or sound effects in response to a trigger
    * Set a trigger on entering a volume
    * Set a trigger on killing an encounter
    * Set a trigger on interacting with an object
    * Set a trigger on talking with a contact

Branching dialogue (new)
    * Add multiple buttons to a prompt and chain prompts based on button chosen
    * Show/hide buttons based on mission state
    * Alter button behavior based on mission state
I'm not sure what "button behavior" means.  icon_smile I like the idea of arcs where things can go in a different direction depending on a choice you make -- i.e., a choice at the end of mission 1 in the arc might take you to a different mission 2 & 3. Might make an arc more replayable. Although they don't have arcs in the Foundry just yet.
-----------------------

Also saw a nice thread of Foundry users' published mission names.
Your Foundry Project Names!
http://forums.startrekonline.com/showthread.php?t=191667
The creators are supposed to reply in the thread with a description of the mission, so you can glean a bit about what people are trying to do.
----------------------
I haven't tried the Foundry on test server yet. This thread links to some of the YouTube videos out there about using it:
http://forums.startrekonline.com/showthread.php?t=191472
It's "flow chart based" and apparently really easy to use, albeit it isn't quite there yet in terms of all the stuff players want to be able to do and tweak.
« Last Edit: December 29, 2010, 07:36:47 PM by Blackjack » Logged

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« Reply #1741 on: December 29, 2010, 08:05:08 PM »

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I seem to remember some space combat games where we could automatically match the speed of a target via a hotkey,

That would be THE greatest space combat game ever - Tie Fighter Vs X-wing :-)
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« Reply #1742 on: December 29, 2010, 09:58:57 PM »

Quote from: Razgon on December 29, 2010, 08:05:08 PM

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I seem to remember some space combat games where we could automatically match the speed of a target via a hotkey,

That would be THE greatest space combat game ever - Tie Fighter Vs X-wing :-)
I'm partial to the original (X-Wing in 1992), which I used to stay up until 4 a.m. playing on weekends, and most worship the ground of its Tie Fighter follow up -- I think those had "speed matching" too, not sure. I might've enjoyed TFvXW more if it had come out when broadband was more commonplace. It was tough to enjoy the multiplayer on dialup.

I do remember how much I enjoyed the missions in X-Wing, even the later fan-created ones that I'd download via BBS.

Getting back to STO, I'm sometimes jealous when those little enemy Interceptors are buzzing me. I'm like, "I want to be in the game THOSE guys are playing!"  icon_razz
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« Reply #1743 on: December 29, 2010, 11:48:39 PM »

Quote from: Blackjack on December 29, 2010, 04:06:25 PM

I haven't tried the Foundry on test server yet. This thread links to some of the YouTube videos out there about using it:
http://forums.startrekonline.com/showthread.php?t=191472
It's "flow chart based" and apparently really easy to use, albeit it isn't quite there yet in terms of all the stuff players want to be able to do and tweak.

This looks and sounds SO awesome...
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« Reply #1744 on: December 30, 2010, 02:25:08 AM »

Quote from: Razgon on December 29, 2010, 08:05:08 PM

Quote
I seem to remember some space combat games where we could automatically match the speed of a target via a hotkey,

That would be THE greatest space combat game ever - Tie Fighter Vs X-wing :-)

It would also include the Battlecruiser Millennium games  ninja
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« Reply #1745 on: December 30, 2010, 02:27:37 AM »

Quote from: Blackjack on December 28, 2010, 11:13:18 PM

Quote from: Razgon on December 28, 2010, 10:42:10 PM

Is there a trial for this, so I can see how the game has progressed from Beta?
There is a free demo (limited in terms of what parts of the game you can play, rather than time) these days, though it seems to be limited to the tutorial and one episode:
http://www.startrekonline.com/demo
Quote
# You can play through the entire Star Trek Online Tutorial, as well as the Episode "Stranded in Space." Master your skills in space and on the ground, then rescue the S.S. Azura!
# You may create two different Federation characters within our character creator. You will not be able to create a Klingon character.
# You have unlimited play time. Play as much as you like.
If you never bought it, you might be better off buying the direct download at Amazon for $2.50 as mentioned earlier here (http://www.amazon.com/Star-Trek-Online-Game-Download/dp/B0044DEPYG/ref=sr_1_4?ie=UTF8&qid=1293577750&sr=8-4) and just giving it a free first month whirl. It doesn't sound like the demo would give much idea of what's been improved, added etc.

Even the boxed version is pretty dirt cheap at Amazon now, around $7 new for regular or Collector's Editions.

Mind elaborating on what a beginner might experience with that free first month whirl?

Edit: guess i'll find out...downloading from amazon right now
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« Reply #1746 on: December 30, 2010, 02:48:23 AM »

Yep.  The Foundry does look pretty darn cool.  I hadn't seen those vids before.  Thanks for posting those links.
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« Reply #1747 on: December 30, 2010, 06:09:03 AM »

You can level pretty quickly, just remember it's a very different system than the 1-50 or whatever in most MMOs. It's Lieutenant, Lieutenant Commander etc. And you're leveling up your crew members, fiddling with their skills and inventory as well as your own character, and your ship etc. It's a game that's great for people who love to fiddle and fiddle and fiddle with inventory and equipment -- if you don't, it's easy to get overwhelmed by all the things to keep an eye on and divvy out points to.

At the time I quit playing I was kind of tired of all that. After plenty of time away, now it's kinda fun again.  icon_smile

At Lt. Commander 2-3ish I have to say my new favorite mission/arcs are the "Cold" ones, including "Cold Call" and "Out in the Cold." I won't spoil them, but the brief TV-show like intros with a title credit are just like the shows, I got some goose bumps even.  icon_cool



And they really pulled the stops out on these in storytelling (well, relatively speaking) and environs. One has an alien city with lots of NPC citizens roving around and impressive architecture. There's a new enemy class who have heavy duty military armor and crazy weapons including freeze guns:


Some memorable space environs too:



Although some of the older missions like Ultimate Klingon are quite memorable too, playing that after playing the newer Cold stuff was almost a letdown.  icon_smile Oh well, I know we had an STO screenshot thread, sorry I got carried away.  icon_smile  For now I'm having quite a bit of fun. I wish I could find more teammates, but with the open teaming and all there doesn't seem much "active" interest in teaming.
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« Reply #1748 on: December 30, 2010, 01:20:45 PM »

Thanks.

As soon as I install my other video card i'm gonna install the game...should be sometime this afternoon.

Edit: does anyone know if you can install a game downloaded from Amazon on a different computer? I'm assuming as long as it wasn't installed on a different PC first? I have this downloaded, but I may decide to install it on another PC.
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« Reply #1749 on: December 30, 2010, 01:41:46 PM »

Quote from: Zekester on December 30, 2010, 01:20:45 PM

Thanks.

As soon as I install my other video card i'm gonna install the game...should be sometime this afternoon.

Edit: does anyone know if you can install a game downloaded from Amazon on a different computer? I'm assuming as long as it wasn't installed on a different PC first? I have this downloaded, but I may decide to install it on another PC.
From Amazon's FAQ page:
http://www.amazon.com/gp/help/customer/display.html?nodeId=200205020&#multiple
Quote
Can I download and install to multiple computers?

You can download and install to as many of your computers as you want. The number of activations for each key varies for each manufacturer, but if youve used a code successfully before and it no longer works please contact Customer Service and we will happily provide a new one.
I think I'll bump the dusty old STO screenshots thread now that I'm back into it (knock on wood).

This was pretty funny last night though -- it's as if he really knew me:  icon_razz

« Last Edit: December 30, 2010, 01:43:53 PM by Blackjack » Logged

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« Reply #1750 on: December 30, 2010, 02:38:53 PM »

It may be a couple weeks before I start playing STO, but I'm doing some early reconnaissance work. It sounds like there are some really great missions mixed in with a lot of not-so-great content. Is it possible to level up and accidentally miss any of the good content? On the flip side, is it possible to focus on the better content and skip the crappy content?
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« Reply #1751 on: December 30, 2010, 03:25:32 PM »

Quote from: Aganazer on December 30, 2010, 02:38:53 PM

It may be a couple weeks before I start playing STO, but I'm doing some early reconnaissance work. It sounds like there are some really great missions mixed in with a lot of not-so-great content. Is it possible to level up and accidentally miss any of the good content? On the flip side, is it possible to focus on the better content and skip the crappy content?
I've found it's still wise to go ahead and do the Patrol arcs. Those usually involve maybe 4-7 (it'll vary) systems in one Sector. It's typically randomly generated content, but there's variety and it helps you level up quickly. On my second go-round, I have largely avoided the "go tackle 3 enemy signals" or "go explore so-and-so sector" in favor of patrols and the occasional cool "human-created content."

But it's good to have the Signals, Explore etc. type missions still there as an option. There may still be "nothing to do" gaps here and there, though I always seem so far to have lots of missions waiting on my "available list" if I need them. I'll know more when I get a little further along, I think.

It's a little more organized now how you get content, and how you can see whether it's the randomly generated stuff, or more compelling storyline stuff. And I preach patience early on cause that content represents the "oldest" content in the game. Things get better.  icon_smile

The 'J' key pulls up your Journal. There's a tab for missions "in progress," "missions available" and other things. The missions on those tabs are organized a bit under headings and you can usually get a good idea just by the title/description whether it's cool content or more routine stuff.

Sometimes when you complete a mission, there's sort of a "ding" and a menu pops up to add a couple more missions you can choose from.

You can "hail" to obtain or turn in most missions, so aside from some early missions, you don't usually need to return to a base or Earth spacedock to turn things in. Since you can sell loot via your "replicator" on-ship, you can pretty much "stay at sea" as long as you like, and roving Merchant ships sometimes can provide the stuff you might otherwise need to return to base for. [That's all "old news," though if you're new to the game, thought you'd want to know]

Once The Foundry (and the presumably thousands of player-created missions) becomes available, there should be no end of content but finding what's fun and what's dross will I'm sure be the same challenge it was in City of Heroes once its mission creator came out.
========
On one of the "cold" missions you have a meeting with an alien official in a conference room on your ship. It's kinda neat.

I still hope some day they give us kind of a "bridge view" as our HUD. I mean, keep all the UI controls but give us the view from the commander's chair, so to speak, and the view screen. I don't see them turning the game into Bridge Commander per se, but giving a sort of "cosmetic option" to make you feel like you're captain on your bridge (rather than piloting a starship as a 3rd person space action game) during a battle I think would please a lot of us ST fans. I realize you'd then sort of lose your visual awareness, esp. when a ship got behind you -- I suspect there's some way to work around that, maybe even just to have some sort of "monitor" on the bridge that shows a different view.
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« Reply #1752 on: December 30, 2010, 04:22:49 PM »

Although I know squat about The Foundry, here's the official thread on how to log into Tribble test server (this thread dates back to March -- it's only about how to log onto the test server, NOT about The Foundry itself per se):

Welcome to Tribble
http://forums.startrekonline.com/showthread.php?t=133899

There is much sturm drang about their planning to wipe the test server at some point (thus wiping out everyone's The Foundry creations to date). I'm sure Cryptic is working on some way to help people save their creations, but thus is always the danger of betas and testing.

I think I'll just focus on trying to enjoy the game again for now, and welcome The Foundry with a clear head, so to speak.  icon_smile Also, I think if you want to create stuff for STO, going through some of the more memorable dev-created content like the ones we liked at launch -- Pirate Radio, Ultimate Klingdon, The Doomsday Device, City on the Edge of Never were among the favorites --or the ones I was sort of raving about last night (Cold Call, Into the Cold) might get your creative juices and imagination going.
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« Reply #1753 on: December 30, 2010, 04:26:36 PM »

Thanks Blackjack. That's exactly the kind of info I was looking for. I never played past the first mission after the tutorial in beta, so its all new to me.

Reading the Foundry forums you linked, it looks like there are going to be a ton of awesome missions to choose from. I am tempted to wait until that is released before I even start playing.
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« Reply #1754 on: December 30, 2010, 05:23:22 PM »

Blackjack, thanks for posting about your latest time in STO. Now I really want to come back and give it a whirl again and see all the changes that have been made since I played at launch.

BTW - if you see somebody called @BobFromAccounting chatting with you, that's me. I might ping you as I use Pidgin to keep in touch with all my friends over in CO, and I see you on from time to time.
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« Reply #1755 on: December 30, 2010, 07:18:15 PM »

Quote from: Destructor on December 30, 2010, 05:23:22 PM

Blackjack, thanks for posting about your latest time in STO. Now I really want to come back and give it a whirl again and see all the changes that have been made since I played at launch.

BTW - if you see somebody called @BobFromAccounting chatting with you, that's me. I might ping you as I use Pidgin to keep in touch with all my friends over in CO, and I see you on from time to time.
Oh please do. I don't know anyone in the fleet I got drafted into. The leader is fine, and helpful, but he seems to be drafting everyone in sight, and nobody much seems to know anyone.

I don't know if we still have the GT fleet, but I think the Gaming Trend custom chat channel is still up. Along with the "LFG" channel, which I may have created in open beta. You'll recall my LFG channel rants, or lack thereof.  icon_lol

I'm still:
@blackjackGT (I don't know if upper/lower case matters, does it?)

I got this afternoon off so I'm going to hop back in now and try to finish up The Ultimate Klingon at least.
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« Reply #1756 on: December 30, 2010, 10:26:32 PM »

Quote from: Blackjack on December 30, 2010, 07:18:15 PM

...
I don't know if we still have the GT fleet, but I think the Gaming Trend custom chat channel is still up. Along with the "LFG" channel, which I may have created in open beta. You'll recall my LFG channel rants, or lack thereof.  icon_lol

I'm still:
@blackjackGT (I don't know if upper/lower case matters, does it?)

I got this afternoon off so I'm going to hop back in now and try to finish up The Ultimate Klingon at least.
GT Fleet is still there.  I can send out an invite to anyone who want in.
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« Reply #1757 on: December 31, 2010, 07:33:50 AM »

Well, playing late tonight U.S. Eastern time I'm constantly getting disconnected. Wooo! I still think it's insane for STO to share the same "mega server" as Champions Online.

I dig "Skirmish," which does some interesting things with objectives and objects, and shows some promising improvements in interior level design (less Pac-Man like) and the newer mission I'm on now has a power restoration puzzle that's interesting and not too maddening. And probably I'm too impressed with any sort of improvement in ground combat enemy AI but it was kind of refreshing to see the Cardassians do some actual retreating back into some cover now and then.

There's some Neutral Zone stuff that was pretty cool. I was a little surprised there's so much voiceover work for a casino game (Zabo), though I'm told the voiceover actress is from one of the shows.
« Last Edit: December 31, 2010, 08:12:40 AM by Blackjack » Logged

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« Reply #1758 on: December 31, 2010, 09:14:26 AM »

Zabo or Dabo?
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« Reply #1759 on: December 31, 2010, 02:06:04 PM »

Quote from: Daehawk on December 31, 2010, 09:14:26 AM

Zabo or Dabo?
I drank a lot at a party last night (a Scrabble party, if you can believe it), so I'm not sure I was coherent enough to know the spelling.  icon_lol It was "Dabo."

I had remarked that it seemed something of a waste to have so much voiceover work for a parlor game, when the regular missions could benefit from just a little voiceover narration here and there.

I couldn't wrap my mind around the game at all, but eventually you just win by accident at least -- you have to, to complete the mission it's sort of part of.
------
There are a lot of "daily repeatable" missions now. I guess part of the appeal is doing the mission 3 times to get all of the loot choices.
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