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Author Topic: Star Trek Online (Cryptic's "other" new MMO)  (Read 98408 times)
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« Reply #1840 on: January 17, 2011, 10:57:09 PM »

It all sounds good and all, but its Cryptic............ITS CRYPTIC.

Lifetime sucker here, so I hopped back on the other day. I have a maxed out Captain and all the cool little c-store give-aways.

There is one thing that STO was, is and in my opion well always be...And thats shallow.

It never feels like a MMO to me. Its sooo instanced that any continuity and a feeling of community is nil.

They will continue to put new curtains up but ignore the fact that the house needs fixin bad

I don't think it would have even made a fun single player game.
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« Reply #1841 on: January 19, 2011, 08:37:10 PM »

Most of the dev crew is out sick with cold or flu, so forums are a bit quiet. Snix posted a bit about the ongoing Duty Officer development:
http://forums.startrekonline.com/showthread.php?p=3293142#post3293142
Quote from: Snix
A bit of clarity here, based on the current design plans:

Bridge Officers are the 'main cast' of your ship. You can assign them bridge officer stations and will be able to promote some of them to department head positions. They do not die, and currently cannot be knocked out of their bridge station in space combat. They can suffer injuries on away team missions.

[Duty Officers are the system that's under early development]
Duty Officers are your 'supporting cast'. You can assign them to active duty on your roster and gain the benefit of their passive abilities. These officers can be injured in space combat and would automatically go to Sickbay. The duration spent in Sickbay is tied to the difficulty level set when they are injured (shorter stay for higher difficulty as these injuries would occur more often, shortest stay for PvP injury as it happens frequently). Forcing your duty officer back into active duty while injured exposes that officer to a chance of serious injury, moving them into Critical Stasis where their recovery is not guarenteed.

Nameless Crew make up the current crew value you see in space combat. Crew will gain more functionality, but their losses and injuries are not the same as Bridge Officers and Duty Officers as described above. They are indirectly related to the Duty Officers, only in that their function will be developed alongside the Duty Officer system.
I goofed off a bit inside my ship last night. Now you have the bridge, a pretty long L-shaped hallway inside your ship and a few rooms (sickbay etc.) to walk around in. Nothing going on now (and to some extent it's creepy you have all these completely mute NPC crew members wandering around), but you can see where the Duty Officer system in conjunction with these areas could provide some fun, maybe some crafting opportunities down the road. Now they just need an Engineering room so people can get their inner Scotty going on.  icon_smile
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« Reply #1842 on: January 20, 2011, 12:09:50 AM »

They do have an engineering room, actually. You have another entire deck to go explore. Tongue

http://forums.champions-online.com/showthread.php?t=122667

Lifetime Subscription Sale - 20% off of either game's LTS for right now (so it's $239.99 instead of $300).
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« Reply #1843 on: January 20, 2011, 04:23:00 AM »

So its only a 90% markup after the sale? 
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« Reply #1844 on: January 20, 2011, 01:50:22 PM »

Quote from: Wargus on January 20, 2011, 04:23:00 AM

So its only a 90% markup after the sale? 
Don't know where you get the 90% figure. $299.99 is the STO standard lifetime price. It's a one-year anniversary, the game's getting some good buzz now, and a lot of returning players (many zones are quite a bit more crowded than I'm used to), so it makes sense to bring back the launch lifetime price at the pre-order lifetime price, imho.

There is an annual $120 option (boiling down to about $10 a month) that might make more sense for some people.

LOTRO brought back a $199.99 lifetime price with the Mines of Moria expansion, and that's when I went lifetime on that ($299.99 was the usual lilfetime price there too). The STO community rep said they're unlikely to go lower than $239.99 because it would be a kick in the teeth to pre-order/launch players who had that price -- I'm not sure I did; I think I didn't go lifetime until it had been out for a while.
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« Reply #1845 on: January 20, 2011, 03:16:59 PM »

I can definitely see the game picking up once they release the Foundry. I have decided to put the game on hold until then just because I really don't like most of the content in the game right now. Its like Cryptic tried to have a big variety of things to do, but 75% of them aren't very well executed or are just outright buggy when trying to do them in a fixed group. I think the player made content will let you play the game to its strengths rather than being forced to tolerate the not-so-great parts just to advance.

Hopefully the Foundry will let us choose to do things like avoiding ground missions entirely (not that I want to do that, just an example) or completely skip exploration and "defend the sector block" type missions.
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« Reply #1846 on: January 20, 2011, 04:08:32 PM »

I'm in the same shoe as you...well, figuratively speaking :-D I love the idea of the game, but its just not very fun to me, at least compared to the other options I have. I only have a lieutenant rank 6, but even on the short while I played, I could see the same layouts on groundcombat a few times, and the space missions werent that interesting for me as well.

I still wish that exploration and diplomacy would play a larger part of the Star TRek game since its such an integral part of the shows strength, but I have no idea how it should work in an MMO.
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« Reply #1847 on: January 20, 2011, 04:32:38 PM »

I spent most of last year lambasting the game and regretting my lifetime subscription. I'm quite pleased with the progress since I had stopped playing, love the Featured Episodes (if only they'd made an MMO full of that quality level...), like at least the initial progress (making "astrometric grid view" optional) towards making sectors more like "real space" and less like a bunch of connected cubes, excited about what the Foundry can bring in terms of storytelling and filling content gaps, and the planned revamp of ground combat can't come soon enough.

That said, it ain't my job to convince anyone -- I've often observed nobody ever changed their mind about a game because someone at a forum kept talking it up as great or bitching about how lousy it is. If STO disappoints you, it disappoints you. If it's fundamentally not your kind of game, then go find something that is and don't let STO "gnaw at you." A few of us are playing and enjoying it, and I share info now and then because not everyone has time to comb the dev tracker all the time.
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« Reply #1848 on: January 20, 2011, 04:55:03 PM »

Quote from: Blackjack on January 20, 2011, 04:32:38 PM

I spent most of last year lambasting the game and regretting my lifetime subscription.

speaking of those, I just posted in the Steals & Deals forum that they're having a 20% off sale on those.
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« Reply #1849 on: January 20, 2011, 06:16:13 PM »

I think I would enjoy STO a lot more if I were playing it solo. Most of my issues are related to the fixed group I have with my wife. In just a few hours of play we were plagued by grouping issues. We had missions bug out that needed to be reset just because we would be sharing mission objective credit in a way that would prevent either of us from being able to complete the mission. The "defend the sector block" mission put us into a random instance with other players, but for some reason it didn't put us into the same instance even though we were grouped. Exploration zones make no sense in a group at all so we would both wander off in our own directions. The non-combat quiz missions boiled down to one player doing the mission while the other one just followed them  retard.

The only thing that worked reliably were the standard hand crafted missions that focused on combat. The only problem is that there aren't enough of them to progress your character far enough to unlock more. The Foundry should fix that right up.

When it worked, we both loved it. When it didn't work we got frustrated and didn't want to play. Unfortunately it didn't work more often then it worked. We ended up spending the majority of our time trying to figure out why things weren't working right and if the problem was with us or the game.
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« Reply #1850 on: January 21, 2011, 04:45:23 AM »

Quote from: Blackjack on January 20, 2011, 01:50:22 PM

Quote from: Wargus on January 20, 2011, 04:23:00 AM

So its only a 90% markup after the sale? 
Don't know where you get the 90% figure. $299.99 is the STO standard lifetime price. It's a one-year anniversary, the game's getting some good buzz now, and a lot of returning players (many zones are quite a bit more crowded than I'm used to), so it makes sense to bring back the launch lifetime price at the pre-order lifetime price, imho.

There is an annual $120 option (boiling down to about $10 a month) that might make more sense for some people.

LOTRO brought back a $199.99 lifetime price with the Mines of Moria expansion, and that's when I went lifetime on that ($299.99 was the usual lilfetime price there too). The STO community rep said they're unlikely to go lower than $239.99 because it would be a kick in the teeth to pre-order/launch players who had that price -- I'm not sure I did; I think I didn't go lifetime until it had been out for a while.

I pulled it out of my ass.

I was getting at the new discounted lifetime sub price is still overpriced, by the a (made up) 90% mark up.  So it wasn't a very good joke.

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« Reply #1851 on: January 21, 2011, 05:21:16 AM »

Just wait and see how people feel when STO goes free to play .
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« Reply #1852 on: January 21, 2011, 06:23:01 AM »

Free is a very reasonable price for STO.
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« Reply #1853 on: January 21, 2011, 09:08:20 AM »

Quote from: Wargus on January 21, 2011, 06:23:01 AM

Free is a very reasonable price for STO.

yes it is.
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« Reply #1854 on: January 24, 2011, 04:50:31 PM »

I spent a lot of time with the Foundry tools on the test server over the weekend. I was sick anyway, and had a hard time sleeping so it was a good time to do that.

Just judging from my own experimenting, and playing a few of the more popular Foundry creations to date, I really think the key is to inject more story and meaning into your overall plot, the interactions with your own crew (you can't really specify your crew people by name, but you can have a specific type - eng, sci, tac - do the talking), and the optional NPCs you can scatter around that players can talk to.

What I worked on over the weekend started as combat (traveling to Quo'Nos to escort a peace delegation against enemies who don't want peace talks), but I got sidetracked. When I realized how stormy the Quo'Nos setting is (well, it's always like that I guess; but I figured for storytelling, I'd pretend it was an aberration), I posited you had to find a way to configure a special shield for your ship.

I went with metaphasic shielding so that I could have some technical gobbledygook that sounded interesting. I used a little set dressing to turn the shuttlecraft bay into a "living history" exhibit, putting a shuttlecraft prop in there labeled as the Justman. So you use a little console there to learn a brief history of the Justman, then click on the Justman to d/l the schematics.

Then you plop into your engineering bay. I have you go a few places in there to set up the new shield. Each time you install something, your engineering or science officer chimes in; obviously, it seems weird a captain/admiral would be running around doing all this, but I try to make it seem like you're working with your other officers together on it.

I sprinkled some optional NPCs around who will give you some guidance, or just babble a couple lines of conversation for flavor.

What's missing in all this is conflict. I could have the shield upgrades fail, and require doing something else to fix them. Or I could throw in some cloaked assassins in engineering or something. Though to me combat is the easy thing - making it entertaining without disintegrating someone or something every 30 seconds is tough.  icon_razz

It has been a lot of fun to craft, and you really begin to appreciate the overall "flow chart" design of the Foundry, and the ability to drag'n'drop and sometimes merge things quickly. I like that there is so much ST history to draw upon and so many untold stories you can try to tell, without just copying TV show episodes -- though I think referencing shows and characters is cool, and very rewarding for fans if done well (I don't pretend to be any authority on how to do that). One of my struggles in CoX's mission creator is I could only do so much to make Clockworx or Sky Raiders interesting. I used my imagination, but it's not like they had some deep and wide history I could draw on for inspiration.

=====================
OTOH, if you just wanna set up a few targets and knock them down like bowling pins, that's easy enough to do -- but that's why a lot of folks like me got tired of patrol and explore missions. They're the equivalent of tiresome, pointless "go hunt X" that a lot of MMOs rely on too heavily. I don't see the point of using the Foundry tools to create MORE stuff like that when there's already too much of it in the game as is.
« Last Edit: January 24, 2011, 04:52:27 PM by Blackjack » Logged

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« Reply #1855 on: January 24, 2011, 05:19:58 PM »

Thanks for the writeup Blackjack - sounds really cool actually - more like an rpg/adventure game is possible to create with the new tools. I guess its not for everyone, but if its as easy as you say, I'll definitely give it a try once it becomes fully available and see what I can create.
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« Reply #1856 on: January 24, 2011, 09:16:13 PM »

Quote from: Razgon on January 24, 2011, 05:19:58 PM

Thanks for the writeup Blackjack - sounds really cool actually - more like an rpg/adventure game is possible to create with the new tools. I guess its not for everyone, but if its as easy as you say, I'll definitely give it a try once it becomes fully available and see what I can create.
Thanks, though I'm not promising Fallout.  icon_smile Only that so far I do enjoy sprinkling around a few NPCs with the "i" above their heads indicating you can click them and read something they'll say to you (for some ST flavor or history), or you can ignore them.

So far I find it a little maddening I can either stick a static NPC who can't do anything but stand; or I can insert a mob of officers wandering around and doing all sort of emotes and chatting (though everyone in the mob says the same thing you give them). But I can't seem to give you a single NPC who at least taps on their console or adjusts some equipment a bit until you decide to click them to talk. I'd really like at least that much flexibility.  icon_cool

I think supposedly it's in the "near term" (1Q 2011) to at least let you set individual NPCs to wander a bit instead of sitting there like a mannequin. At times, testing one's Foundry creation is like wandering through a dollhouse, for better or worse.  icon_lol

A cool thing about the "Flow chart system" is that you can move to pretty much any point on the chart (your mission timeline if you will) and jump into the mission right at that point to start testing, rather than always having to start from the very beginning.

Moving props around currently is a bit of a puzzle, since you tweak in the 2-D overhead editor view and then have to get back into the gameplay view to see how things line up. Their hope eventually is to make it more of a full 3-D editor so you can position items more precisely without having to jump back and forth between the editor and the game. I was trying to get two flags into a gateway, to serve as sort of an "exhibit showcase" for the shuttle Justman. It took a lot of jumping back and forth between views, but I finally got the flags to the right height; and they look like they were part of the Gateway rather than stick-on pegs.  icon_razz

Working with the items and pieces can be a lot of fun, like a virtual Lego of sorts. Hell, it may be more fun than STO itself, not sure how Cryptic would feel about that.  icon_lol
======================
One thing I'd like to do (not sure it's possible with the current Foundry tools) is have an obstacle where each type player (Eng, Sci, Tac) can get through it in a unique way. The dev's first remastered mission takes more of a "each type player has a unique objective the other two can't accomplish." But I like in some RPGs how there'll be a common obstacle, and your class/race determines how you get by it. Maybe Tac detonates the obstacle, Eng creates a fulcrum device/lever to wedge it out of the way, and Sci creates an acid that melts the obstacle, but hopefully not the floor under it. icon_razz

I'm hoping at some point we'll have a Foundry ideas thread, and maybe people will suggest some "can you do so and so in the Foundry," "create this kind of situation," etc. It would almost turn the Foundry into a puzzle game of sorts, and I think it's a fun way to think creatively with stuff like that, and see what you can do with it.
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« Reply #1857 on: January 25, 2011, 01:37:31 PM »

Toyed around with a little possible "drama scene" last night while I was jawing with Destructor in chat.

I put a NPC behind some forcefields (for some reason, you're limited to one "malfunctioning" [flickering] vertical FF type, and a horizontal one that's pretty large) positioned near the corner of a room. I put some visual FX there (leaking plasma, plasma fire) to indicate a problem with the ship hull/exterior there.

I made one of the FF a sort of "faux" objective. You can click it, but nothing really happens. Then I can have a pop-up dialogue go off that with the officer saying she's got to keep the forcefields in place there to keep the ship from imploding, and that you need to get your away team off the ship.

Or you can use a sort of trigger when the player reaches a point near the FF - that's tricky cause unless you mark it as a specific waypoint objective, the player might miss the point where he needs to reach to "fire" the trigger event, and never get to see the brave officer's dialogue. By making you think you can shut down the FF to extricate the officer, I can at least "connect" that to the officer's dialogue instead.

Anyway, just an attempt to insert a little drama. I know of quite a few games and movies where a character sort  of is forced to watch something happen behind an FF or thick glass or something, and they feel sort of helpless. But it often makes for a cool scene.  icon_cool
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« Reply #1858 on: January 25, 2011, 04:04:12 PM »

wow, it's been one year already?  they're having a big sale in the C-Store too, 20% off almost anything.
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« Reply #1859 on: January 25, 2011, 05:48:14 PM »

Quote from: CeeKay on January 25, 2011, 04:04:12 PM

wow, it's been one year already?  they're having a big sale in the C-Store too, 20% off almost anything.
I think the anniversary events -- there is supposed to be a famous classic ST character doling out goodies -- start up maybe Thursday. The sale runs through Feb. 4.

I still run into some dead spots content-wise (if you're trying to stick with PvE anyway), esp. around Captain 4-5. Which is mainly why I'm focusing on the Foundry on test right now. There are many "repeatables," and you can always visit captain's quarters to replay some old mishes, but I guess I just am not big into replays -- even though I have to replay my Foundry creations roughly 15,000 times to troubleshoot them.  icon_lol
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« Reply #1860 on: January 25, 2011, 06:07:46 PM »

Quote from: Blackjack on January 25, 2011, 05:48:14 PM

I still run into some dead spots content-wise (if you're trying to stick with PvE anyway), esp. around Captain 4-5. Which is mainly why I'm focusing on the Foundry on test right now. There are many "repeatables," and you can always visit captain's quarters to replay some old mishes, but I guess I just am not big into replays -- even though I have to replay my Foundry creations roughly 15,000 times to troubleshoot them.  icon_lol

Interesting.  I don't remember running into a deadspot.  I'm actually way overleveled right now, I'm at Rear Admiral 6 and I still have Captain 8, 9, and 10 missions sitting in my assignments list.  It could be I spent too much time in exploration missions, which I really enjoy as a good 20-30 minute pop-in-game-and-have-fun type of break activity.

Are you still handling Romulans?  You might try pushing forward and doing missions officially a bit above your level.  Alternatively I suppose with the Featured Episodes giving additional XP and Foundry Missions (whenever they get here) there should be way too many missions shortly, and your level problems will be taken care of!
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« Reply #1861 on: January 25, 2011, 06:45:26 PM »

I was doing missions 3-4 levels above me and used them up (there's nothing else available in my journal except old stuff, repeatables, exploration and "wandering enemy signal" stuff). I'm not saying there's nothing left for me to do to level up, just there's nothing interesting to do, that I haven't already done, without going into PVP land, where I have no doubt I would be violated repeatedly and often by the cool kids.  Roll Eyes

The problem in any MMO with having to do content several levels above you, is that by the time you reach the level that content was really designed for -- you've already done it, so you're left to grinding it out. I ran into that in AoC quite a bit, even after its updates added more content. So for now I'm quite content to fool around with The Foundry until Featured Episode 3 launches.
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« Reply #1862 on: January 26, 2011, 04:42:26 AM »

I'm just barely catching up with other Foundry testers at this point but found to my delight, you can re-position individual characters within each NPC mob you place. And now that I understand the "jobs" setting (you can set it so they'll go to a nearby station and tap keys on it, but you have to place a console that has a red character outline in its pic - indicating it's "job interact-able"), you can make the bridge or rooms feel a lot more lively that way.

The pathfinding is still maddening; and sometimes even if you don't have "wander" enabled, the NPCs will just walk off into the sunset.  icon_razz But when it works, and you can get several of them hopping onto consoles and tapping away, it definitely brings the scene to life more than static NPCs.

I wish you could give the individual characters some unique dialogue each, but since it has to be just one phrase each says, it's probably better to have something generic like "good luck with your mission, Captain!", which maybe you might expect several different people to say.

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« Reply #1863 on: January 26, 2011, 05:50:54 AM »

This thread makes me want to return to STO. Must resist.
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« Reply #1864 on: January 26, 2011, 08:48:36 AM »

Quote from: Blackjack on January 26, 2011, 04:42:26 AM

I wish you could give the individual characters some unique dialogue each, but since it has to be just one phrase each says, it's probably better to have something generic like "good luck with your mission, Captain!", which maybe you might expect several different people to say.
how about 'Don't ie you wanker!'?
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« Reply #1865 on: January 26, 2011, 01:51:59 PM »

Quote from: CeeKay on January 26, 2011, 08:48:36 AM

Quote from: Blackjack on January 26, 2011, 04:42:26 AM

I wish you could give the individual characters some unique dialogue each, but since it has to be just one phrase each says, it's probably better to have something generic like "good luck with your mission, Captain!", which maybe you might expect several different people to say.
how about 'Don't ie you wanker!'?
I don't hate Internet Explorer THAT much.  icon_wink

Daehawk, I would wait a couple more weeks. I think by then the Featured Episode 3 (which most likely involves the Romulans) launches (next Saturday), and by then they may have brought over few of the most popular Foundry creations for players to sample. I think that would be a good time to try it again.

Mind you, you can hop into the Foundry right now on test -- but test server does involve basically downloading the client a second time (it's a separate install directory, so you don't have to worry about test/live getting mixed up). I had to shake my head when I read a post from this guy complaining the Foundry search feature doesn't quite work well just yet and "I didn't do ALL this work only to get no feedback cause people can't see my mission!" It's called a TEST server for a reason, dude. Chill.  The Weghted Companion Cube will never threaten to stab you.

I saw an interesting bug reported, where a team of 2 players would end up in different instances of the same mission. They could still communicate, but couldn't see each other. Doesn't that just SOUND like a cool, crazy Star Trek story in itself? Maybe they should give you the ability to purposely do that.  icon_smile
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« Reply #1866 on: January 27, 2011, 10:38:35 PM »

Apparently in addition to Featured Episode 3 having one objective requiring you to use a flyable shuttlecraft, some other future content will be shuttlecraft-only. I don't expect STO will turn into X-Wing/Tie Fighter, but this should introduce a kinda cool, different aspect to space combat with missions designed specifically for it (you won't be trying to battle a Cruiser with a flyer), and hopefully some day we can create stuff like that in the Foundry too.

The shuttle flyers are limited to a couple weapons (they can use 360 degree turrets) and limited bridge officer placement, among other things.

I saw UGC (a fan site mostly about The Foundry) posted some tools to ease creating demo video files of STO gameplay footage. This isn't currently something you can use within the Foundry, but it could be very cool for making YouTube promo files of your Foundry missions (i.e, play your Foundry mission, take some movies as you do so, add some credits, video transitions, melodramatic narration etc.) , or for making STO machinima:

Star Trek Online Demo [i.e., video playback files] Launcher
http://starbaseugc.com/index.php/sto-ugc-tutorial/demo-launcher-available-for-download/
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« Reply #1867 on: January 27, 2011, 10:48:43 PM »

Quote from: Blackjack on January 27, 2011, 10:38:35 PM

Apparently in addition to Featured Episode 3 having one objective requiring you to use a flyable shuttlecraft, some other future content will be shuttlecraft-only. I don't expect STO will turn into X-Wing/Tie Fighter, but this should introduce a kinda cool, different aspect to space combat with missions designed specifically for it (you won't be trying to battle a Cruiser with a flyer), and hopefully some day we can create stuff like that in the Foundry too.

I'm pretty excited about this myself.  It should open up chances for new fun and different types of adventures.

DStahl (Executive Producer) has said that ultimately he wants us to be able to visit the Shuttle Bay and see any shuttles we've collected sitting there and we can choose which one to use.  Also he'd like to have Shuttle interiors.  Both these could be a ways out, but I like that they're thinking in that direction.

Also for something that will be coming out shortly the Voyager Delta Flyer shuttle will not only be available in the Cryptic Store, high level crafters will be able to create one from scratch.
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« Reply #1868 on: January 28, 2011, 03:16:36 AM »

Oh this is funny -- We got this sudden warning about Tribble test server being taken down.

From forums:
http://forums.startrekonline.com/showthread.php?p=3311322#post3311322
Quote
We are bringing down the TRIBBLE test shard for an indefinite amount of time while we investigate an issue that is spawning the 1 year anniversary event prematurely.

Once we have addressed the issue - we will bring the test server back up (could be 24-48 hours). Sorry to spoil the fun for those who got a sneak peak, but we want to ensure everyone can enjoy this event together next Wednesday.
Last night's Tribble update put in place a bit more of the Earth Space Dock redesign-spiffing up. The transporter room got a lot of polish, including a few NPCs for atmosphere, and there's this waterfountain, of all things, in an area outside it.
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« Reply #1869 on: January 28, 2011, 09:32:38 PM »

A peek at the upcoming "open jacket" uniforms at a dev's Twitter page. No, they're not low-cut dresses, just a different sort of collar is how I'd put it.  icon_smile

Security Guard at the new ESD Club 47 (the revamped ESD is gradually going in, in parts, on Tribble test server)
http://twitpic.com/3u8ke5
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« Reply #1870 on: February 02, 2011, 12:39:19 PM »

Fairly substantial (in terms of tweaks) update going in today:
http://forums.startrekonline.com/showthread.php?p=3321591#post3321591
*The revamped Earth Space Dock is now Live. For all the glitz it has now (you now beam into a pretty snazzy Transporter Room, Club 47 got a major re-do replete with music and disco ball, and Ship Requisitions now feels more like a space doc), I think the most useful addition are these "you are *here*" space dock maps above the doorways which let you see where you are without having to pull up your map.

*The "remastered" Stranded in Space mission (last tutorial mission, I believe) is live now, along with its semi-controversial class-specific objectives.
*Many ship powers (both Federation and KDF) have been revamped, tweaked, changed for balancing etc. In many cases powers were boosted, or have new effects, presumably to make them more appealing and useful.
*A new font for text that was getting (as far as I could see) mixed reviews on Tribble server is now live too. I found it more readable, but it seems to take up substantially more space (extra white space between letters).

-They have *not* yet brought over the most popular Foundry missions to sample. Apparently bringing them over is a pretty complicated process, and not a "cut and paste" operation.

I'm busy with Champions (so much so that USMCKato passed me in levels I think), but I'll be back Saturday for the Episode 3 debut.  icon_cool
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« Reply #1871 on: February 02, 2011, 07:18:59 PM »

DOH! I forgot today is the 1st Anniversary Events:

Anniversary Trailer
http://www.startrekonline.com/node/2269

In case you don't want to sit through a video, transcript is up over at StarTrek.com:
http://startrek.com/article/star-trek-online-celebrates-one-year-anniversary
There's a sliver about Featured Episode 3 starting Saturday:
Quote
This week we will be starting our third series which focuses on a power struggle in Romulan space in the aftermath of the destruction of Romulus.
I think the main anniversary thing, a famous character doling out goodies at Earth Space Dock, is for one-day only. The Delta Flyer's supposed to be available now too.

There are other events there too, but unless you saw the "inadvertently leaked" stuff on the test server the other day, they've done a good job of keeping it under wraps.
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« Reply #1872 on: February 02, 2011, 08:10:10 PM »

I don't understand why the release notes are mum about this, but apparently one user-created Foundry mission, "The Syndicate Extraction" did get transferred over to the live server with today's update. I'm assume it's under the user-created content tab in the mission journal, not certain.
http://forums.startrekonline.com/showthread.php?p=3323865#post3323865

The community rep also mentioned they'll be spotlighting user-created content regularly on the live server, I guess meaning until The Foundry goes live, but maybe he means after that too.
==============

The Delta Flyer shuttle's in the C-store now (400 cost):
http://www.startrekonline.com/store
Quote
Designed by the crew of the U.S.S. Voyager during their sojourn in the Delta Quadrant, the Delta Flyer is slightly larger than a normal shuttle craft and equipped to handle hazardous situations or extended missions away from a starship.

The Delta Flyer has a reinforced hull that scales in strength as you increase in level, the most advanced shields of any small craft, 2 weapons slots, seats for 2 Bridge Officers (Ensign Universal, Ensign Science) and space for three console modifications (1 Tactical, 1 Engineering, 1 Science). It carries a crew of five and is equipped with a phaser bank and photon torpedo launcher that increase in effectiveness based on your level.

In addition, the Delta Flyer's phaser bank has a 360-degree range of fire. These special weapons may only be used on shuttles and fighters.

Note: Purchasing this shuttle unlocks it for all Federation characters on an account. The Delta Flyer also is obtainable in-game per character via Memory Alpha Research [see below-bj]. Players purchasing or unlocking the Delta Flyer also get a non-combat Delta Flyer pet that can be launched from your starship. The non-combat pet cannot be launched from any small craft.
Stahl indicates that by part 3 of the Episode 3 debuting Saturday (meaning, about Feb. 19) they'll have missions available to enable crafting of the Flyer.
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« Reply #1873 on: February 03, 2011, 01:51:18 AM »

Well, it turns out they brought over 4 fan-created missions, including one Klingon one, and they're really not quite the ones I expected to debut (thought "Sword of Peace" would make it, but not):
Quote
The Longing
A Federation colony is caught in the crossfire when, in their quest for perfection, the Borg come after a rather unique lifeform on the planet.

Crouching Ty’Gokor Hidden Demon (Klingon only)
The High Council has ordered you to investigate Ty'Gokor, one of the most heavily fortified installations in the Klingon Empire. Strange energy readings have been reported and must be investigated at once.

The Syndicate Extraction
An operative with information about the Orion Syndicate needs to be extracted from a deep cover operation. Starfleet would like you to perform this task.

Unholy Alliances, Part I
A contact on Drozana Station has some disturbing information. A cadre of mercenaries, smugglers and pirates are selling crewmen as slave labor from several vessels they raided on the frontlines of the Klingon/Federation War.

Spotlight Missions from the Foundry
http://www.startrekonline.com/foundry_spotlight

Insights from the player authors at the forums:
http://forums.startrekonline.com/showthread.php?p=3325409#post3325409

How to play? is explained in the thread
Quote
Open up your journal and click on the community authored tab. If you meet the level requirements it will show up.

Lastly, the update today is pretty substantial in size (1.4GB), keep that in mind if thou hast a sluggish connection.
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« Reply #1874 on: February 03, 2011, 06:23:36 AM »

Popped on long enough to do the celebration quest. Love the reward smile

Really fun seeing all the crazy critters running around the station. Really like the way they've redone Earth Spacedock.
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« Reply #1875 on: February 03, 2011, 07:28:25 AM »

Apparently, the daily quest gives out some random things. Some of them are just "scaled-to-level" items, but I think some are non-combat pets too. Supposedly the daily will be available through next week.

Stahl indicates that if all goes as planned, the Foundry should hit live server around Feb. 25.

While there are a handful of sour-grapers wanting more of a "anniversary mission," I'd just as soon they let the content team focuse on the Featured Episode 3 debuting Saturday -- if they postponed that to do some silly anniversary mission that wouldn't be available more than a few days, I would've been ticked.  icon_razz
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« Reply #1876 on: February 03, 2011, 07:41:32 PM »

Quote from: Blackjack on February 03, 2011, 07:28:25 AM

Apparently, the daily quest gives out some random things. Some of them are just "scaled-to-level" items, but I think some are non-combat pets too. Supposedly the daily will be available through next week.

Stahl indicates that if all goes as planned, the Foundry should hit live server around Feb. 25.

My Captain got Mark I through III (levels 1-20) items, while my Lieutenant Commander got Mark X and XI stuff (level 50ish). Definitely not scaling right. And can be quite abused if you don't mind restarting the tutorial infinite times.

And whohoo on the Foundry going Live by the end of the month. I can't wait.
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« Reply #1877 on: February 04, 2011, 12:47:35 PM »

Update today makes preparations for the Romulan-themed Featured Episode 3's debut tomorrow (Saturday):
http://forums.startrekonline.com/showthread.php?p=3328662#post3328662

Which as a reminder is teased over here:
http://www.startrekonline.com/feature_episodes
Quote
Series 3: Cloaked Intentions
Battles between former allies threaten to tear the Romulan Star Empire apart. Find the heart of the conflict before it engulfs the quadrant!

Episode 1: The Vault
The crew find themselves in a tight situation when they are ordered to investigate an energy surge on an abandoned Romulan starbase.

Debuts: February 5, 2011 at 11:00 a.m. PST. [2 p.m. Eastern]
Everyone gets a free usable shuttle during the Episode at some point as it's required in one of the missions.

I seem to recall reading they lowered the minimum level for this episode (Episodes scale to your level, but there is a minimum for episodes to be available on your mission journal), something like just Ensign 5 or 6.
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« Reply #1878 on: February 05, 2011, 03:44:06 PM »

Lots of cool details on the episode debut today in a FAQ -- it requires use of a shuttle, so you receive a token to get a basic one.

FAQ
http://forums.startrekonline.com/showthread.php?p=3331196#post3331196
Quote
Why do I need a shuttle for the first episode?
The first episode in Series 3 requires you to fly a shuttle on the mission (the reasons will be explained at the start of the episode). If you attempt to go to the mission location and enter in your normal Starship, you will not be able to enter. We are requiring the use of a shuttle on this specific mission as a way to introduce new types of gameplay to Star Trek Online. Other missions in the series will not require a shuttle.

I've heard that I can get a free shuttle?
If you do not have a shuttlecraft at the start of the Vault episode, you will be offered a token which can be redeemed at ship requisitions for a basic shuttlecraft. Not all shuttlecraft are equal, so if you have purchased a Runabout or Delta Flyer class shuttle, you will want to fly those instead. We plan to introduce new types of shuttles and fighters as well as other small craft in future updates.

What else can I do in my shuttle?
For now, you can fly your shuttle anywhere you could normally take your starship. Some missions in the future will require the use of a shuttle, and we are working on additional gameplay mechanics that also require you to be in a small craft (such as special types of crafting research).
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« Reply #1879 on: February 07, 2011, 10:36:11 PM »

Saw a promising voiceover-related post from the producer. Albeit, the Next Big Thing is always around the corner, but it seems like he's gung ho for voiceovers (both for mission briefings, and for shorter snippets) and is pushing to make it happen, within the limits of their modest budget (i.e., they can't hire Hollywood actors who want one year deals and such).

Putting Bridge Officer voiceovers back on the table
http://forums.startrekonline.com/showthread.php?p=3336429#post3336429
Quote
Bridge Officer VO is back on the discussion table and we've added a new producer to the team who will be coordinating these efforts directly with our audio team to see if we can get this back into the game before the end of the year.

As far as other comments about DeSoto not having VO, we were hoping to get a VO "bark" in for him, but it didn't make the schedule. We obviously don't have the budget to record every line of dialog in the game, but we can do things like have contacts give VO greetings when you first bring up their dialog. We hope to have these "Barks" aka greetings added slowly over the coming months.

I'll have more info about all of this in the upcoming engineering report.
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