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Originally posted by Dinendae Dinendae, We are on the same page, for the most part. I do want to clarify that my comments about a player crewed ship being the playground were based on my best guess of what Perpetual was doing. If they didn't actually have anything, then they didn't have anything. But the screenshots certainly gave off an impression. Cryptic couldn't even do it now without rewriting the entire game. What gave that away to me were the bugs in beta, where you'de transport to a space station, and inside that space station was your ship. Outside the bug occured too, in reverse. Your character would float monstrously next to other ships. That told me that the way they have it programmed, ships are on a scale VERY tiny. This is why many people weren't happy with the bridge view. If you're interested, I posted a musing in another thread of how I thought multiplayer ships could be made to work. And yes, an npc or AI taking over in the absence of one crew member was certainly one idea, but I think the concept is much deeper than that. I don't just say 'this is how it should have been', I'm certainly not that arrogant. I actually am asking the question, can it really be done, on a massive scale? http://www.mmorpg.com/discussion2.cfm/thread/277025/How-would-you-write-a-Star-Trek-game.html |
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Would you play OLD SWG before WOW Era?
General Discussion « Star Wars Galaxies 4/30/10 1:22:00 PM
Originally posted by grneyedvixen My answer was yes, in a heartbeat. In fact, I played both WoW and SWG at the same time after WoW's release. Why? Simple. Pre-CU and CU SWG offered me a sci-fi video game 'fix' that WoW would never be able to provide. |
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Originally posted by Sevenwind I agree, although I do not like nor play the game anymore. The community in this game I personally didn't come across any more nor less 'jerks' than I have in any other community. People were generally helpful in the general zone channel. What is actually lacking is any real community cohesion or group working. But obviously you can't blame that on the community. The reasons for that have been discussed numerous times in other posts, and I will not repeat them here. |
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Tell you one thing I really loved about the old combat system...
SWG Veteran Refuge « Star Wars Galaxies 4/30/10 10:17:21 AM
...is that Jedi were kept in check. They were an alpha class, and even though I disagreed with bringing them into the game -- because I knew everyone would want to be one, including me -- I strongly agreed that they needed to be controlled, population wise. Two words. Visibility. Bounty Hunters. Losing a skillbox was fair. The idea behind an alpha class is it's not only hard to obtain that alpha class, but that it's even harder to maintain that alpha class once you have gotten it. That's the privelege of being more powerful than the other professions. I always thought it would also be fun to program in an occasional random NPC attack by Vader, even if your visibility was kept low. The original penalty for being killed as a Jedi was too harsh, though. Permadeath after three deaths. Losing a random skillbox was more fair. Jedi whined and whined and whined until the skillbox loss was changed, of course. Then everyone and their grandmother could obtain and keep Jedi, albeit through a long grind. If I were SOE I would have been stubborn about removing a Jedi death penalty, I'd have been as stubborn about giving the players that as they were about reversing the NGE back to the old combat system. :P |
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Even after, what, 4-5 yrears? I still want my Pre-Cu..
SWG Veteran Refuge « Star Wars Galaxies 4/30/10 8:52:24 AM
Originally posted by Lunny08 Alright, let me clarify. I didn't mean everyone, it was a generalization. But I have since the NGE came out encountered a LOT of rude, WoW like gearheads on my server. I don't question why they like the game. Since you want to made rudeness an issue, I am simply pointing out that in my experience, the quality of mature people I see in SWG since the switch to the NGE has dwindled significantly. The NGE has probably naturally attracted a different audience. Given that the game used to be better in my opinion, I see nothing wrong with complaining about that. This is, after all the SWG Veteran Refuge. |
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Originally posted by Antaran
That is exactly what happened to me. Stupidly, I stayed for the NGE, for one month, then I left. I campaigned tirelessly on the SWG forums to bring CH back. I come back when Beastmaster was implemented, and they made the Bio-Engineer portion of that tree TOO complicated, and they made the creature handling portion of beastmaster exactly like WoW. What made me angry was that wild creatures were no longer tameable. Newer players would have to spend a ton of money buying a rancor skin off a vet (IF the vet wanted to part with it) instead of being given a FAIR chance (like I was given) to own one. Oh, and nevermind the fact that instead of growing on its own, you have to spend almost as much time grinding your pet to level 90 from scratch as you did grinding yourself to level 90. Seriously, who wants to do this? Disgusted, I left again. Came back again later on a free 15 day trial offer. Said hi to some old friends. Never really got into the game, though. Even the auto targeting system and the game collections didn't help. I spent more time playing the stupid card game than doing anything. Crafting system was still worthless. The game was like WoW, people queuing up for dungeon runs to get this or that for better stats. Left again, this time for awhile. Came back a long time later, again to say hi to friends. Very little had changed. I finished my grind to Ace Pilot, which had been hanging unfinished since pre-NGE, but once that was done, everyone got bored and no one wanted to do anything in space anymore. Came back for the last time back in December. My guild mates were a little aghast at this point that I kept coming and going, but really, I think the only reason I return is just for nostalgic purposes. I'd ride around the plains of Corellia to see if I could find a great plains stalker. Or around Dathomir to see wild rancors. Or just ride around the landscapes to see if ther are actual people around, or to see if anything has changed. I was encouraged, time and again, to work on my collections as something to do for a character of 90 who wasn't that interested in the WoW like gear grind that now goes on in that game. Collections, eh? Well, I got that silly rattletrap pickup, but that was actually something useful. The rest of the collections... I'm sorry, but trying to kill 10,000 stormtroopers just to gain 50 more slots in my house isn't my idea of a good time. Or trying to kill 15 billion ships just for a title. SWG has really become shallow and hollow compared to its former self, and it's because of soooooooooo many more reasons other than just the combat change. The in game economy still doesn't exist, even though they've shut down and merged servers now. Tailors still might make money. Even Architects really don't anymore. They finally gave players the ability to own and operate droidekas, and guess what? As practical combat pets, they suck! Buffbots still exist, albeit in the cantinas. As a medic, you can buff people automatically. But buffs really don't mean that much in such a cheesy, clunky combat system which puts speed before quality. Lastly... I tried starting a new character in one of my 'returns' to the game. To see if maybe I was missing something that the newer people in the game weren't. The grind is very long, and very boring. I honestly don't see the appeal. But I wonder even more why people continue to stay. On Starsider, there are supposedly many guilds there dedicated to JTL, now THAT I can understand. JTL is still unchanged from the old days. But this is still just an isolated group of people. So, in short, I left, came back for a month, left, came back, etc. I need to stop doing this. It's like returning to a dysfunctional relationship with a partner you know is just going to keep hurting you.
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Even after, what, 4-5 yrears? I still want my Pre-Cu..
SWG Veteran Refuge « Star Wars Galaxies 4/30/10 8:13:41 AM
Sony ruined pre-CU SWG, by doing one simple thing. Letting Jedi out of the box. When the game was close to release, they said that there would only be two people in the entire galaxy within the game that would have 'Jedi' abilites, Vader and the Emperor. Sounded fair to me, because we all knew before game release that if they put Jedi into the game, everyone would want to be a Jedi. By opening that Pandora's Box so quickly after release, SOE ensured themselves that they would have no time to work on anything else. Nothing else in the game got fixed, because resources got allocated to Jedi, Jedi, Jedi. That is why the CU happened. And the NGE. All for one class in the game that never should have been in the game. The original SWG attracted a certain type of player, one who could appreciate the game for what it was. Now, in the NGE, you see either die hard veterans who managed to adapt, or newer younger quick-gratification schmucks. The original game was ahead of its time. In terms of all the different things you can do in an MMORPG, it's still ahead of its time. And one single decision to allow an alpha class to spring forth within the game too soon ruined everything. |
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Originally posted by DrSaw Tried it. It's fun, certainly one of the more original MMO's I've seen in awhile. But if you're looking for the expansive sandbox combat system pre-CU SWG had, you are NOT going to find it in this game. At all. It is sandbox, it is mix and match, but the options you can actually mix and match are few. Fallen Earth doesn't try to be SWG, though, it is a very original game all its own. And going into playing it, that was my mistake. I wanted a game that recaptured pre-CU SWG, and if that's what you go into this game expecting, you are going to be disappointed. However, if you are looking for a very original sci-fi MMO with a sandbox type classless combat system, this is a game you should try. Just don't expect it to recapture the magic of SWG for you. |
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Originally posted by Trioxic Oh, I'm just musing. I'm not trying to write anything here. :) Like I said, I'm not a developer. As for the guild idea, starships would themselves be the guilds, managed by the ship's captain and first officer. Fleets would be loose starship alliances formed by Admirals. But they could have names. Rereading my disjointed post, it looked kind of confusing. Sorry about that. |
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How would you make an intelligent Star Trek game?
I was excited about STO, then hated it as soon as I found out about Cryptic’s version of it, then loved it in beta, then hated it again as time went on. Overall, in spite of my love/hate relationship with the game, I never took it as anything more than an action based game targeted at the casual gamer. My post is lengthy, but it is going to attempt – with hopefully the feedback of those who wanted STO to be better – to answer the question, could a game really be made to satiate the wishes of the fans who don’t like the current version? This post is for those who wanted to see on some level, a starship simulator along with exploration, diplomacy and combat in a Star Trek game.
This post is disjointed, as in most of it, I am just brainstorming. I'm not even sure why I'm writing this. I guess to just expound on what I feel could have made the game better. But also to speculate, for those of us that wanted something closer to a Star Trek simulator, could it really have been done?
The real challenge to making Star Trek feel like Star Trek is the fact that the Federation’s universe is based on things like money or currency not being an issue any longer. The other challenge is how to handle immersion the way I hear Star Trek fans say they had hoped the game would be. A few things have to be at least a little non-Star Trekky to make it enjoyable for everyone. Here was how my idea started. Now, grant you, I am not a developer, nor do I pretend to be. I know some things about computers, games and programming, but I could never undertake something as complicated as creating my own MMORPG. I’m just a nobody gamer. I enjoyed STO for a very short while, but I expected a lot more from it. Here are the ideas I have. Some of them are based on the impression I got from PE’s version, some are just based on how would I make it work…and even so, there are still gaps that I can’t fill. I’m just approaching this idea from a more script-writing standpoint.
Earth, San Francisco, Starfleet Academy is your starting point. Time frame would probably be Next Generation.
As a starting Starfleet Academy Cadet, there would be quests, combat missions, even quizzes, a final examination in a holodeck and daily Academy graduations (that you had the option of not attending). But you would first have to work your way out of Starfleet Academy. Along the way through Starfleet Academy you would be asked personal questions about what you feel your strengths and weaknesses are, and personal tastes, and be tested on them through Academy missions and assignments. Much like in Star Wars KOTOR when you are determined to be a Jedi Consular, Sentinel or Guardian, these would determine what your specialty will be when you receive your assignment.
Overall, graduation should be both fun and fulfilling, and require a small bit of challenge to obtain, so you have something to feel accomplished about. Or, if many of you disagree with that, then just make Starfleet Academy the ‘newbie zone’.
At graduation, you would receive a voucher for a permanent shuttlecraft (roleplayed as the ability to use a shuttlecraft on any ship), the rank of Ensign, and your choice of ship assignments. This shuttlecraft voucher would be permanently bound to a player account, this way you have a means of leaving your assigned ship if you have a place you need to go, or want to go. Shuttlecraft would have warp capability, but on the whole be slower than starships, and not have as good a range.
Aboard the starship, multiple decks would be explorable, and useful. The primary function of the starship interior would be geared towards doing your Starfleet job.
Now, here’s where it gets tricky. Here’s where I’d need suggestions from other people. What could you do aboard a starship at a workstation? I’d rather keep things towards a more free-roaming thing, the game must NOT feel like work. Like teamwork at times to accomplish a goal, but not like work. Everyone knows Starfleet Starships have tactical stations, an engineering section, stellar cartography, etc., but what about other areas of the ship? A Galaxy class starship has a crew of 2,000 families, crew members, and officers. Could there, or should there be a civilian option aboard a starship just so you can explore it?
Immersion is the most difficult question to answer here. Players obviously aren’t going to be able to login all day or to stay up all night to work their ‘shift’. Plus, what if there are 4,000 people online wanting to work at one station? The first question is easily answered, the second question is not. NPCs can take over when someone logs out, or A.I. The second question is not so easily answered. Perhaps this is where multiple ships come into play.
Combat… ship captains can select their crew, perhaps ship captains could be the only ones to form guilds (or fleets), and those fleets would be restricted to their own ships. The captains could earn some kind of merit with Starfleet by either valor in battle or exploration and diplomatic missions with other species, and thus earn newer ships. Up and coming Federation officers who are anxious to obtain a command position can then be promoted up, and be promoted either by Starfleet or a Captain to command of that ship when the Captain leaves it. I’d have to think on this more, how it would work.
Combat would obviously have bonuses pertaining to a live crew of real players performing together as a team, where as any unmanned stations running on autopilot would have reduced effectiveness. And...one of my personal pet peeves, your ship would have a LIMITED complement of photon torpedoes. If you exhaust them, you exhaust them. Go back to space dock and restock. If your phasers overheat, then they overheat, that's what your crew is there to overcome.
I would start out the game with just the Federation, with Klingon NPCs and NPC ships.
I would make the space and star systems more like SWG and EvE Online. There would also be cruising time for systems further away (but not ridiculous amounts of time).
The ships would be the playground/sandbox for the players. Much like the current STO, rank (Ensign to Captain, Admiral would be very hard to obtain, and an end game goal), and specialization (there would be more of them…science, tactical, command, mix and match, sandbox type ranking system with skillpoint limitations).
Player associations could be determined, as stated before by ships being ‘guilds’. Players could be given the option of grinding up through their specialties, and new boxes can become available to them to grind and mix and match with every new rank. Captains would be given the privelege of promoting officers within their guilds, but players would not be required to stay within that guild. They could apply for a transfer to another ship (on an NPC terminal of some sort).
What happens if you are missing an officer in an unpopular area of the ship? Well, the game can provide you with an NPC officer, but NPC stations on ships would by nature be programmed to be far less effective than a human being. But they would get the job done.
Players can socialize and level up on the ship, or they can level up as a group when the guild/entire ship undertakes an important mission. Be it a sudden Klingon attack, or an acquired exploration mission. Missions could even be geared towards cooperation between multiple guilds/ships to achieve a goal (Example, albeit a lamely contrived one, I’m sure you pure Trekkies can do better): Using multiple deflectors on multiple ships, perfectly timed, to seal a rift in space, maybe while simultaneously fending off attacks from Klingon interference.
Ship captains and their guilds can choose to be a combat oriented group, or a strict PvE group, a little of both, or whatever they want to do.
Admiral could be a heavy end game goal, require a lot of work, for the heavy grinders. Admirals would have the ability to form fleets for end game content (with the consent of ships Captains).
Interdependency is the key. From 10 Forward to entire armadas of ships with multiple crews and captains working together. Both at the ship level and at the overall game level.
For those that don’t want to join guilds, and are a little more solo, make space stations, and positions on them that could be part of an interdependent part of the game. You can fly around in your shuttlecraft. Maybe in an expansion, you can join the Maquis and pilot one person craft.
Or, for those that want to be in Starfleet but work solo, there can be ‘slug’ NPC ships that allow you to accomplish your grinding goals alone (but more slowly, as there would be a guild bonus to working with others on a ship full of live players).
Future expansions would include (once bugs were fixed on the Federation side), to add the Klingon side, and Klingon ships. Then the Romulans, Cardassians, etc.
I could go on and on with ideas and possibilities, but I know a game like the one I’m describing would be an incredibly massive undertaking. Something tells me the lag would be enourmous, but who knows.
Still, if it could be done, I’d wait 5 years for someone to write a game like this. But something like this, imo, would appeal to a massive audience.
If anyone has any other ideas, feel free. I’m just one person. |
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Originally posted by nate1980 Ships should have been the playground, then space. Combat shouldn't have been the priority in the game design, not for everybody. Captain should have been a rank that took a long time to obtain, and even longer to qualify for your own ship. It's possible to design a game that is based on a slower grind, but with the casual player in mind. A lot of people don't want to believe this, but... |
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Originally posted by Darth_Osor You're thinking in the right direction. Space should feel vast, not heavily instanced. The other problem is as I've said in a few other threads. The ship should be the playground, then space. More like SWG: JTL, but on a more massive scale. The thing that turns me off about EvE is that contrary to persistent whispers that they were going to implement it in the game, the ground game does not exist (but again, the ship being the playground would alleviate some of the boredom associated with this). There really isn't much of a ground game in STO, either. |
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Originally posted by Dinendae I don't think a 4 year development cycle would have fixed this game. Atari simply picked the wrong development team to make this game, imo. That isn't a knock against Cryptic, either. They have CO/CoH/CoV, which were great titles. But you don't send a team of hockey players to try and play basketball. I'm not saying Perpetual was better either, I don't know the circumstances surrounding their ejection from writing the game, but what I DO know is that in my opinion, their BASE idea for the game seemed better. And that idea was, the ship was the playground, then space, in that order. There was a Starfleet Academy you had to graduate from first as part of a noobie quest. It would have taken longer to develop, but I would have waited for it. So would a lot of fans, I think, that wound up quitting the present form of the game. And to be fair, I was against the Cryptic version of the game at first, I raved about how against it I was. Then I stupidly followed the beta crowd blindly, because I was excited about the combat, and thought "Just accept it as an action game and you'll enjoy it, at least for awhile". Wasted $100 on the Collector's Edition, ground to RA5 in just a month, before realizing, that I was right in the beginning with my original opinions of the game. And that was, that everyone would be in a collective state of shallow excitement about the game at first, then...early burnout. A friend of mine, who had been waiting to see what the game was like (but didn't want to risk paying for it), got her hands on one of my beta keys. She is very tolerant and loves all KINDS of video games, and has played many MMOs herself. She didn't get past the noob missions. Uninstalled it immediately, and told me "I can't keep playing this...it's too much like CoH...doesn't feel like Star Trek at all". I do not think that the current game can be improved enough to bring people back, because the basic and important parts of the game that the fans wanted...which were closer to a ship simulator and more of a sandbox type formula...were not there to begin with. Trek fans have vocalized recently what I suspected all along, and that is that they never wanted a game centered around combat or war. I'm sure Cryptic did their absolute best given their 2 year time limit by Atari, and I have no doubt they worked very hard to produce what they did. But obviously, based on the complaints, it isn't what the fans wanted. Nobody that was involved with developing this game listened to the fans. And this is what you get...a small group of die hards pay to play it, then as soon as they figure out the game isn't Star Trek and isn't fun, they bail. And before the vocal minority of people who are still fans of the game decide to speak out, if I could develop the game myself, I would. I could write out how I'd like the game to work, certainly, but I couldn't program it myself. |
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If you could, what post-NGE features would you put in old SWG?
General Discussion « Star Wars Galaxies 4/28/10 5:23:37 PM
Originally posted by Wharg0ul I completely forgot about that one, that one's great. Again, for anyone that hasn't been back, the appearance tab allows you to cover up your armor with clothing of your choice, so you can be equipped with armor but don't have to show the armor on you at all. Very nice customisation feature. |
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A warning to Cryptic...
Perpetual Studios Version Discussion « Star Trek Online 4/28/10 3:54:05 PM
Originally posted by admriker4 Wow. Now THAT is a prophetic post. |
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If you could, what post-NGE features would you put in old SWG?
General Discussion « Star Wars Galaxies 4/28/10 3:41:51 PM
Let me be clear here, I don't care for the NGE version of the game at all. However, there were a few improvements that I'd take to the old SWG. -- All in space and JTL changes and additions. -- The ability to fly your ship from any starport to any starport instantly, even if you left your ship at a different starport than the planet you're on. -- The 1 minute shuttleport/starport wait. -- All newer creature and vehicle mounts and pick-up craft, including the quest for the rattletrap pickup. For those that haven't played SWG in a long time, these are vehicles that can pick you up pretty much anywhere outside of a city as long as there isn't spawn or a building blocking the ground. -- The house packing system. Very helpful if you are out of game for awhile. -- The increased storage. -- Hoth. -- In partial conjunction with the increased storage, the collector's quests that allow the improvement of things like your storage space. -- The card game (sorry, I know some people think this one is dumb, but I like it). I'm all for improvements, and though I probably say 'If only...' too much, I'm going to say it here. If only SOE/LA had put these ideas in as improvements for the older game with the older combat/profession system... Any other improvements anyone can think of? |
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I wanted a game where the ship was primarily the playground. Space should have been dangerous, secondary and part of the exploration motif. Combat should have been prevalent also, but it shouldn't have been the top priority. The ships flying around like dogfighters was absurd. |
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