Yes, this can only mean one thing. With the break and my recent re immersion into STO, I've given in and made an alt. Sometimes you just have to give in to temptation.
Showing posts with label Star Trek Online. Show all posts
Showing posts with label Star Trek Online. Show all posts
Friday, January 4, 2013
USS Surak
Saturday, July 7, 2012
Single Sector Map - The Territory Solution
A Fractured Galaxy
There's been talk for some time now of combining sector space into one large instance so that space feels more open and less restrictive, and that the game has fewer load screens. However, this hasn't happened yet for a few reasons, which are understandable.
Below I have a few pictures with my dumpy outlining job showing what I have in mind, with captions providing short descriptions.
There's been talk for some time now of combining sector space into one large instance so that space feels more open and less restrictive, and that the game has fewer load screens. However, this hasn't happened yet for a few reasons, which are understandable.
- Lack of Time/Low Development Priority - Given the recent transfer of ownership to Perfect World Entertainment, this one is simply an unavoidable business problem that can't be resolved.
- Hardware Limitations - Each sector space instance requires a certain amount of server capacity/processing power, etc. The larger you make the instance, the more processing power is required. If you combine the entire sector space map, that's a much larger chunk of game space that has to be rendered all at once. Combine this with the increased number of players being rendered, and all of a sudden you have a nightmare. You would have fewer, larger maps, but more instances of said maps to accommodate all the players.
- Gaps in Sector Space - In the map below, notice the gaps between existing sectors. The gaps are there because that portion of sector space/those systems haven't been added yet. Until those systems and sectors are added to the game, it's impossible to have a one instance sector space map.
I can't fix problem number one, but I do have a proposed solution that will solve some of the aforementioned problems.
The Territory Solution
I propose that Cryptic combine sectors that make up each faction's holdings. As shown below in the red outlined sections, this would reduce the overall number of loading screens, increase the distance you can travel in sector space without transwarping, but avoid some of the above problems.
- There would be less concern over instancing. Each Territory would require less processing power to maintain, and allow for a larger number of players on the map at once, preventing 'empty galaxy syndrome' that you might have with one large map.
- Missing sectors? No problem. You just attach them to the appropriate faction territory when added. You'll still be loading between different factions territories anyway, so the gap between Sirius sector block and Bet Ursae isn't an issue.
- If you add in the sectors between Sirius and Cardassian space (which will happen eventually, since Betazed falls into that area of the galaxy), they become seamless with Federation Territories. NOTE: You'll still have a loading screen between Federation Territory and Cardassian Territory. This won't change, ever. This will go a long way towards improving performance server side.
- With respect to sectors that don't belong to a major faction, they would be their own instance. For example, Orellius isn't part of the Federation, so they would be their own instance with a loading screen, etc. The same would apply for Gamma Orionis as long as the borg control it, any future Ferengi holdings, Tholian holdings, etc. If it doesn't fall into one of the major factions, it would be a separate instance entirely. I simply haven't marked it on the map to make my point regarding major political boundaries.
Below I have a few pictures with my dumpy outlining job showing what I have in mind, with captions providing short descriptions.
| The easiest solution in the short time, maintaining the very square sector blocks and not stepping on any sectors toes It would be a quick and clean solution in the short term. |
| And lastly, the logical conclusion of explored space with respect to major faction territories. |
Friday, July 6, 2012
Pay to Win?
The Set Up
So I was thoroughly enjoying my summer yesterday, spending some time on my Klingon STO character in warzones, etc, and trying out some (stale) PvP arenas for the first time in a long time. Having recently capped my Klingon toon, I took advantage of the afternoon and picked up the B'rel Retrofit Bird-of-Prey with my *free* ship token (given to Gold Members of the game - subscribers or lifers) I received for capping a character.
The Broader Question
Aside from the ignorant accusing me of things of which I was not guilty, I think there is a more important underlying question here, one of the free-to-play model in general. If you're going that route, its accepted that there has to be a cash store to generate a profit, and to generate that profit you have to be willing to give the customer what they want. If the ships in the store offer no benefit for your money, who would buy them? The game would sink faster than Star Wars Galaxies.
So there has to be some benefit. And those ships do have a benefit, but its is game-breakingly unbalancing? I think not. A tool is only as good as the craftsman using it. I had the most advanced stealth in the game, yet I still haven't figured out an effective way to make use of it. If you pay for a ship with a seemingly powerful console, but don't have sound tactics, it'll just be wasting a console slot.
And I think the same could be said of any other game with a store. There may be a store. There may be good items in that store. But that doesn't mean the player will be paying to win. Should they get the benefit for their money? Sure. Does that mean they'll use it effectively? Heck no. And if the feddies I was toasting knew how to defend against a cloak, I was have popped like a balloon in my glass cannon. They just don't know where to shoot.
So I think the reaction to this whole concept is simply blown out of proportion. The game is still playable, is still enjoyable, and you don't have to spend a dime if you don't want to. But if you do, there are benefits for you, not the least of which is you know, the continuation of the game you feel so entitled to. Everybody wins.
Given that the only really viable build that takes advantage of its unique Enhanced Battle Cloak is that of torpedo boat, I decided to load her up with various strange builds, pop into Ker'rat (which you should try if you haven't) or an arena, and see what works best.
The Shock!
Upon entering my first arena and engaging a cowardly federation dog, I was immediately accused of being lame, cheating, being unfair, pay-2-win slander, etc. This amazed me for a few reasons:
- I didn't buy this ship through the C-Store. In fact, I doubt many people have. When you cap a character as a gold member, you received a token which can be exchanged for this ship. I chose to do just that. So I didn't 'pay-to-win' any more than any other subscriber of any traditional MMO might 'pay-2-win.' I mean, it's like accusing a WoW player for paying-to-win because he has a piece of geared bestowed upon him through a quest for capping his character. It makes no sense.
- I was the weakest link on the Klingon team. In fact, my DPS was lowest. By far. As in, I wasn't even close to being fourth in DPS. If anything, I hindered the team with my *experimental* build. But people insist on knee-jerk reactions.
- The Feds, as usual, have terrible tactics. They spent more time complaining in the arena chat than actually trying to play well. Cloak is relatively easily rendered useless through several means. Science officers have a skill to see through it. Science Bridge Officers also have a skill to see through it. (Which, I might add, makes it available to any career path.) Numerous federation ships have the ability to see through it. Yet I didn't see any of these used in the entire match. Nor did they act as a group. Nor did they focus fire any targets. There's a reason it was a slaughter, and I wasn't it, I assure you. In fact, it could have been four to five and the results would have been the same.
| The I.K.S. Sneaky Snake poised to strike! |
Aside from the ignorant accusing me of things of which I was not guilty, I think there is a more important underlying question here, one of the free-to-play model in general. If you're going that route, its accepted that there has to be a cash store to generate a profit, and to generate that profit you have to be willing to give the customer what they want. If the ships in the store offer no benefit for your money, who would buy them? The game would sink faster than Star Wars Galaxies.
So there has to be some benefit. And those ships do have a benefit, but its is game-breakingly unbalancing? I think not. A tool is only as good as the craftsman using it. I had the most advanced stealth in the game, yet I still haven't figured out an effective way to make use of it. If you pay for a ship with a seemingly powerful console, but don't have sound tactics, it'll just be wasting a console slot.
And I think the same could be said of any other game with a store. There may be a store. There may be good items in that store. But that doesn't mean the player will be paying to win. Should they get the benefit for their money? Sure. Does that mean they'll use it effectively? Heck no. And if the feddies I was toasting knew how to defend against a cloak, I was have popped like a balloon in my glass cannon. They just don't know where to shoot.
So I think the reaction to this whole concept is simply blown out of proportion. The game is still playable, is still enjoyable, and you don't have to spend a dime if you don't want to. But if you do, there are benefits for you, not the least of which is you know, the continuation of the game you feel so entitled to. Everybody wins.
Labels:
Free to Play,
Gaming,
MMOs,
PvP,
Star Trek Online,
STO,
Store Model
Monday, July 2, 2012
But Where Have All My Fighters Gone!?
I know. You're impressed by my image editing skills.
My mad skillz aside, I've recently taken to playing the new Federation Heavy Escort Carrier the Armitage Class in Star Trek Online. It's tankier than most escorts, has a hanger bay, yet still packs a good deal of fire power. All-in-all a pretty tough ship, and one of my favorite ships thus far in the game. It's just fun to fly.
All that said, there is one UI element that I feel carriers are missing - a fighter status display. Once you launch six cute little Peregrine Fighters, there's no way to track whether they're still zipping around the battlefrield adding to your DPS or exploding in a fiery ball of death into the vacuum of space. Well, no way other than to constantly survey the battlefield and see if you count six Peregrines nearby. Which is nigh impossible in any battle situation, and made even worse when you have two or even three carriers in the thick of it.
I would love to see a little UI element added to carriers when you launch fighters that displays a symbol of some sort for each fighter launched, preferably indicating their shield and health status. Something simple would be sufficient. A rectangle with the wire frame of six Peregrines, for instance. The wire frames start out darkened, similar to skills on my skill bar that can't currently be used. When you launch fighters, the images light up, and have a small green bar beneath it indicating health of the fighters' hull. When the fighter gets popped, its wire frame goes dark. A shield indicator of some sort might be nice as well, but I realize at this point I might be asking for the moon.
I know that given the nature of UI, programming, etc, none of this may be feasible. But it's one small quality of life change that would make a big difference for me and, I'm sure, many other carrier pilots.
Wednesday, June 20, 2012
Nerd Rage Palpable In Space
As a result of Perfect World Entertainment's recent acquisition of Cryptic Studios, Cryptic updated their Star Trek Online website yesterday, including a massive[ly unpopular] overhaul to the forums. In addition to making everyone reformat their forum handle (and in some cases choose a new one entirely), they wiped all custom avatars clean, made the forums completely inaccessible without a PWE account (you can't even view them), and chose a very difficult to read layout including Retro 1990's Forum Buttons. At least I imagine that's what they are, as I can't imagine any other way to spin their poor aesthetic as a feature.
Oh, and they did all this very suddenly and without prior warning regarding the specific date and time.
Needless to say, the forums exploded in typical nerd rage that always accompanies change, whether or not its deserved. (Although in this case, I think some amount of nerd rage was warranted.) One of my favorite responses to the changes I made sure to immortalize in screenshot format below before the mods nuked it. It's priceless.
Oh, and they did all this very suddenly and without prior warning regarding the specific date and time.
Needless to say, the forums exploded in typical nerd rage that always accompanies change, whether or not its deserved. (Although in this case, I think some amount of nerd rage was warranted.) One of my favorite responses to the changes I made sure to immortalize in screenshot format below before the mods nuked it. It's priceless.
Labels:
MMO,
Nerd Rage,
Perfect World Entertainment,
PWE,
Star Trek,
Star Trek Online,
STO
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