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Reader Comments (11)

Posted: Dec 9th 2009 6:51PM Lethality said

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Is he fighting with a can of Red Bull?

Posted: Dec 9th 2009 7:22PM Luk said

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I'll pick phaser energy builder and vulcan punch defense melee for 50 gold latinums...
Oops, wrong game.
But seriously, are we expected to run around on planet surface and punch Klingons in the faces to collect exp? More focus on ship combat less on this mortal kombat bs. A game should not try to be good at many things, just get one thing right. Look at Pirates of the Burning Seas, for an example, they had awesome ship combat and mediocre avatar combat (to appeal WoW tourists). In the end FLS keeps changing avcom every 6 months, probably because it was not right in the beginning and still not fun even after so many revamps.

Posted: Dec 11th 2009 12:28PM (Unverified) said

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where did you get that from?
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Posted: Dec 11th 2009 7:26PM Luk said

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@ jedidethfreak
Added my reply at the bottom by mistake instead of here
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Posted: Dec 9th 2009 8:53PM Loki1 said

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I love Cryptic's striving to make it as much faithful to the series(the best one, TNG) as possible. That's the right track, that's clearly what people want. In MMO designing of licensed brands there's only adaptation, because MMO is not a genre, it literally has no standards of gameplay mechanics, there's just persistancy and massivety, everything is welcome.

I love reading about episodes, about diplomacy, about gathering historical data AND THEN attempt to solve the situation. THIS is star trek, nothing else, it's problems, it's a range of decisions and a range of outcomes.

BUT it should be more simulative than how it sounds to... at the moment i don't see it so. It should simulate the life of a starfleet officer(or not, even!). I shouldn't be able to control a whole ship and, well, i might push this too far but i don't even like to see my ship from above, i wanna look at things from deck screens... if i really must be the only player in a ship at least the computer-controlled fellow officers should be well-rounded characters, with emotions, goals and principles... with possible conflicts during the missions... so the typical character relations we've seen in many great RPGs.

Simulation is the keypoint to a TRULY ground-breaking experience of a licensed virtual world.

I believe.

Posted: Dec 10th 2009 11:34AM (Unverified) said

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Yeah, from my point of view that is going a bit too far, lol. I understand your point, you're really focusing on the immersion factor. Cryptic has made no attempt to hide that they were aiming for "fun first" which leads more down the arcade path than the sim style path, much to the chagrin of a lot of people. It really is a can of worms, I don't envy the developers.

Alot of the sim style things that people want help from a role playing perspective but hinder actual game playing (since they're obviously not tested in the current game environment). I think the bridges/ship interiors are going to be just that...a place to role play, if you're so inclined, but I don't expect them to introduce much of it into the actual game experience.

Anyways, I know it's not going to be perfect, no game ever is. Hopefully what we get will be enough to make both crowds happy.
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Posted: Dec 9th 2009 9:15PM (Unverified) said

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Risa! That makes me happy.

Posted: Dec 9th 2009 9:49PM ultimateq said

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I just happened to read on that last question.... "Time Travel".... Causality is a painful thing to wrap one's head around. Wonder how it will work in the game, since going back in time will inevitably change the timeline.

Posted: Dec 9th 2009 10:04PM davidarmstrong488 said

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Maybe the timeline needs you to change it - maybe that's the way it's supposed to be.
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Posted: Dec 11th 2009 12:52AM Saerain said

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The simplest solution would be to return the player to the 'timeline' they came from, rather than the same point in time in the alternate timeline.

Quantum physics has demonstrated for a long time that time travel, were it possible, wouldn't work like Back to the Future. Changing the past would not exactly change the future, but create a new future; the future you came from would in no way cease to be, you just wouldn't be headed toward it any longer. Star Trek has slowly adapted to that, the recent film finally embracing it fully. No need to regress now.
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Posted: Dec 11th 2009 6:53PM Luk said

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are you asking about about STO away team combat or POTBS avcom changes?
It looks like both games have similar ship to ship combat dynamics, i would hate to see STO to have similar avatar combat problems.

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