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Reader Comments (23)

Posted: Sep 16th 2010 4:24PM Nolinquisitor said

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Two weeks ago, in CoH, we played a mission architect storyline I've done last year. The villain at the end is a rendition of my buddy. We laugh pretty hard redoing this "classic" mission with him at the end of the fourth mission.

This architect mission feature is totally rad!

Posted: Sep 16th 2010 10:04PM (Unverified) said

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I HOPE they make sector space less crappy. There are two things I hate about STO and that's one of them.
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Posted: Sep 16th 2010 4:25PM CCon99 said

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Borrow from EVE how space is done.

Posted: Sep 16th 2010 4:43PM Dril said

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Or you could just go play EVE? You know, that game, over there, that caters to a TOTALLY different audience?

Yeah.
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Posted: Sep 16th 2010 4:56PM Platypus Man said

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Yeah. EVE can keep it's lovely, well-made spreadsheet with rocketboosters. It's a different kind of game.
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Posted: Sep 16th 2010 5:40PM Tom in VA said

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I am not familiar with EVE, CCon99, but I agree with you that space could be handled much better in STO, and it sounds like EVE does a really good job with this.

For what it's worth, Stahl mentions that a revamp is coming for STO's Sector Space, so, hopefully, it will be better.
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Posted: Sep 16th 2010 4:35PM esarphie said

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As a current subscriber to STO, I've thought about this quite a bit. Although I like the game well enough to play it, there are definitely areas where it needs help. The two largest I see are exploration and player-based warfare.

Exploration is currently done in side zones of space where you circle around waiting for an anomaly to appear then scan it, hoping to find a star system with a mission inside. There's no permanence or point to it really, because that planet vanishes as soon as you leave, never to be seen again.

Far better if they added in some sort of system where you had a much larger area to explore, and places you find persist, requiring you to return from time to time and manage a developing relationship between this new location and your faction. Something like this would help push exploration activities into the forefront, which ought to be their place in a Star Trek universe.

PvP is intersting in STO, however, as in many games, it's pretty much an side sporting event, not part of any grander conflict. I mean, seriously, the Klingon Empire and Federation are at war, so every few minutes they send 5 ships to an arena to fight to 15 kills. That's it?

What STO needs is something akin to the old Air Warrior mechanics for capturing airstrips, but applied to planets and star systems, or something like the port captures in Pirates of the Burning Seas, perhaps. Fighting over resources, or key control points would be much more satisfying than just fighting for a score that really isn't used for anything, anyway. With the ability to combine space and ground action, fighting over space stations and shipyards could easily be the best pvp experience in the MMO world...

So, that's my take on it. I don't really see a need for more crafting, pets, or monster play in the game. Crafting really doesn't fit all that well into the setting, nor do pets. Monster play could be interesting, but as it exists in LotRO because all player characters are on the same side, I think having enemy factions in the game takes care of that. Making exploration and war more real feeling, though, that, I think, would really carry this game forward in a good way.

Posted: Sep 16th 2010 7:08PM (Unverified) said

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In other words, borrow the 'base town' concept that Guild Wars is apparently going to have? Not saying it's a bad idea in the slightest (I rather like the concept myself), just pointing out there's an example to pull from. ;-)
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Posted: Sep 21st 2010 1:43PM FritzFricia said

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Pets in Space! hey Data had Spot, and i'm sure other people could tell of some other pets in ST. A progressive pet system would be great, where custom advancements would be a nice little mini-game that eventually caters to the whole craft.

The online and offline world always collides because people love their pets almost more than they love eating food. (IE Persian cats now have "Shed Happens!" which is cat hair made into bags)

Crafting is kinda non-existant, unless you CHOOSE that path. Such as an engineer having special skills to be able to develop a type of weapon/ammo/ship only accessable to their build queues. Think about RF Online's class system, where each class is best at something.
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Posted: Sep 16th 2010 4:35PM Tom in VA said

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I have been playing STO for the past several weeks, and it has been fun. The weekly story episodes are pretty well done and remind me of watching the TV series (yes, I watched the original one -- way back when!).

My wish list for STO is somewhat similar to yours:

(1) Crafting. It sure would be nice if, say, tactical officers could create weapons, engineers could create shields, and science officers could create armors -- or something like that.

(2) Klingon PvE. More PvE for the Klingon side of things is badly needed. I'd also like to see R&D/crafting for the Klingon side.

(3) Mission architect. The STO-based mission architect sounds really promising. I am looking forward to that

(4) Bridge Officer improvements. I'd like to see a better way of handling bridge officer skill points. It seems like dismissed officers should refund their skill points back to you, no? (Or maybe I just haven't figured out how to do this...). I'd also like to see a better, user-modifiable AI for them.

(5) Mission/Episode log. I wish missions were more clearly identified as PvP, dailies, repeatable missions, story missions, etc.

Overall, I am satisfied with STO and I'm encouraged about where they are headed based on D. Stahl's latest State of the Game post (http://www.startrekonline.com/node/2089).

Posted: Sep 16th 2010 4:36PM Equillian said

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Actually, you hit it on the head at the end of your article. Mining from Eve... at first I thought - "Wow... this would be aweful." Then, I started thinking: This is why games fail.

Games that have no downtime-yet-progressing tend to fail, or be seen as lackluster... or even... content exempt. Wow has it's fishing, Eve has mining, and these are regarded as truly complete games. (no, I dont play either anymore). Even a game with a strong roleplay community goes far, like Age of Conan.

Point is, downtime creates social interaction. Social interaction creates the illusion that a game is a living world. Living worlds appear 'complete'.

Some of the games that recently failed in this matter: Tabula Rasa, Warhammer Online, and now, Star Trek.

Posted: Sep 16th 2010 5:04PM (Unverified) said

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While not features per se, these are the things I would like to see STO acquire....

Age of Conan's dedication to its IP. STO might look like Star Trek, but it doesn't feel like Star Trek (in my opinion). Say what you want about AoC's systems/bugs/whatever, but at least you feel like you're in that universe as you ran around the zones. Going hand-in-hand with IP is....

The Matrix Online's story writing. While some of the story in STO is good (the truth behind the goateed Klingon's of TOS stands out as the best), most of it is utter rubbish. As with AoC, say what you want about the systems/bugs in MxO, at least they wrote their stories well. More MMOs developed from existing IPs should work closely with the people involved with that IP (The Wachowski Brothers gave their input to the story up until at least Chapter 9 of MxO). STO writers could do something similar with the more influential series writers, like Ronald D. Moore, Brannon Braga, and René Echevarria.

City of Heroes/Villains character customization. During my short time with STO (a few weeks before and after Season 2's launch), I noticed that unless you make a strikingly inhuman character, your face's structure and look is almost exactly the same as every other character in the game. I also noticed nearly every NPC looked like every other NPC. With only two options for face/eye structure and the sliders not really affecting things a whole lot, the universe just seemed overpopulated with twins. This would also apply to ship customization; each tier only has 3 choices, which if mixed and matched, generally only came out looking "decent" with one combination (that I kept seeing over and over again).

Final Fantasy XI's class uniqueness. My first STO character was a Science officer in an Escort vessel. My second character was an Engineering officer in a Science vessel. These two setups seemed like two rather extreme choices, yet as I played my Eng/Sci toon, I quickly got bored. Playing it felt no different than playing the Sci/Esc, which more or less ruined the re-playability of the game for me. While FFXI might be the king of grind, at least playing a Blue Mage is an entirely different experience than playing say, a Summoner.

Mabinogi's payment structure. I will be honest. The only reason I bought STO was because it was on sale at Wal-Mart for $20, which included a free month of play (thus I played STO for a month for $5) and all the Wally World pre-order bonuses (not sure why they were still included, but whatever). When it came time to re-up my subscription, I canceled. In my opinion, STO is not worth its subscription price. If it were to become F2P with additional C-Store goodies a la Mabinogi, I would probably pick it up again.

Posted: Sep 16th 2010 5:19PM mattwo said

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you forgot SWG: player housing :P

Posted: Sep 16th 2010 6:10PM (Unverified) said

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STO needs the large solar systems from EVE Online. The solar systems in STO are tiny little boxes which makes space feel very small.

When I leave Earth space dock, I'd like to warp over to Mars, Jupiter, or many other places in our solar system. Same with any other solar system in STO.

Posted: Sep 16th 2010 6:36PM mko said

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One does not simply warp to mars...
Well at least they what they say at Ent: Demons
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Posted: Sep 16th 2010 7:05PM J Brad Hicks said

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I want STO to pick up the "cover" system that's been announced for SWTOR's smuggler class. Designate spots on any map as "having cover," link each one to a debuff area that is it's "shadow" if you're standing there, debuff the accuracy of any enemy that's firing at you when you're "behind cover." I mean, come on, what's the first thing everybody does in a firefight in any Star Trek movie or episode? Hint: it's not crouch down in the open and blast away. No, it's find a door frame to hide behind, or a stanchion, or a crate or a rock to hide behind.

The first iteration of "mission architect" (they're just calling it User Generated Content) for STO is supposedly coming late this year. Having seen what a haven for exploiters it became in City of Heroes, I dread it.

Posted: Sep 16th 2010 7:43PM Severius said

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The major turn off for me with STO is the shoddy ground game. The engine while having some bells and whistles is poorly optimized, has complete and utter doodoo for animations, the AI of both teammates and enemies is atrocious, textures are a mess..... face it, this is barely a step above Doom in everything that matters. Not even talking about the missions for the ground game being less creative than the doodles of a bored kindergartner.

There are a ton of things that I would suggest to better the space portion of the game but its all neither here nor there. Cryptic, I do not believe, has the talent or the skill to be able to do justice to Star Trek. Maybe BioWare will be able to get the Trek license? :P

Posted: Sep 16th 2010 8:20PM (Unverified) said

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it shouldn't borrow anything from other games, it should borrow from the goddamn source

Posted: Sep 16th 2010 8:45PM Fausts said

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My opinion is that a Star Trek online game has to exist simply for the sake of fans like myself. However, I also don't believe there will ever be a truly awesome game based solely on the Star Trek universe. Of course, not being truly awesome does not mean I won't play it every now and then.

I may be wrong, but I think STO would make more money as a F2P. I could easily see myself spending a few bucks every now and then to live out my Star Trek fantasies. That is the only thing I can imagine burrowing from other games that would help STO live long and prosper as a MMO that featuring both character and spaceship combat.

Posted: Sep 17th 2010 8:41AM Snichy said

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I havent played STO for months but starred playing again recently. Once again it was fun for a while (I even liked ground combat, but I know im in the minority!)but I would like to echo others above me, the sector map completely ruins any sense of immersion for me so I woud ask Cryptic to borrow the space navigation from Eve - space is big and argubly infinite so it should feel that way. It is good that I can now turn off those awful shield rings around my ship but other immersion-shattering features are still present

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