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Author Topic: Changes Cryptic needs to make to be Great  (Read 5823 times)

Offline Falin

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Changes Cryptic needs to make to be Great
« on: 16 August 2008 11:11 PM »
Cryptic has shown that money is the driving force behind the current design path and not making a Star Trek MMO. In this post, I will outline how Cryptic can still change their ways and make a Great AAA MMO, instead of a mediocre not even close AAA they’re proposing now.

1.   DON’T cater to the 6-18 month crowd. By catering to a player base that’s known to move from the MMO to MMO as it comes out, you’re presetting a death date in the game. Yes you’ll make quick cash in the beginning, but once these players leave for the next MMO, you’ll be left with a product that’s essentially void of players. Build for the Long Term customers, plan for the departure of the “Jumpers” from the beginning and you’ll draw more players that are willing to survive the initial phase and give greater returns in the long run.

2.   Graphics: they’ve stated they are keeping them simple to draw the masses in. I 100% disagree with this approach. Build the graphics up, make them stellar, but also make a low quality version for the minor masses that can’t afford the great Graphics. Eve Online does this; they have the original graphics set from launch and a new set of awesome looking graphics. AoC drew in far more player because of the graphics than the name did, so pump it up.

3.   Ship customization: I really have to say, do not allow players to customize the outside of the ship, it would not be true to the IP and would just lead to a very visually disgusting game. Players do not need to be putting g decals, flames, and other weird images on their ships, nor should they be coloring them, giving them visual names and registry numbers.

Instead, ships should have standardized exteriors, a database of ship names and numbers should be used to spawn ships with “proper” names and registry numbers. Again, I have to point to Eve Online here, no player can change their ships exterior look and no one even complains. This is Star trek, and as you have stated that everyone one will be part of the Military at launch, then ships should be standardized to that military.

4.   Guilds: do not overly cater to these organizations, yes they can be a great addition to a game, but they must be controlled in a reasonable manner and not given too much control over the game. They should not be given the ability to build bases, this should be only done by NPC’s such that all bases, shipyards and manufacturing centers are NPC controlled that all players can use them. Again, players are part of a Military Organization, not a chaotic “us vs. them” society. Regulate guilds to a minor aspect, but give them basic support, build for the casual groupers, not the guilds.

5.   Movement and galaxy: the galaxy needs to be set up as a seemless zone system, movement needs to be quasi-realistic. What does that mean? Means I should be able to fly from earth to DS9 and not ever see a loading screen. It also means it should take considerable time to travel that distance at warp speed. If it takes 4 years to go from earth to alpha centari at warp 1, then It should take about 1 year in game, that’s a 75% reduction in the warp times. Transwarp movement is a fine system in itself, however it needs to be very limited. I would highly recommend that it be limited to between central “regional HQ” starbases and be at 200% faster than normal warp.

Outside of controlled space, all players would have to use traditional warp movement. The galaxy itself would have to be set up that warp movement between “Regional HQ’s” should take a significant time via warp speed.

6.   Planet naming: again, this is another aspect that shouldn’t be allowed, the illusion would be ruined to see “PwndU coloney IV”. I again suggest a database of acceptable names that a player can choose from, thus we would see quality named planets. If however a player did not want to use the “acceptable names database” and instead wanted to name them something outside that, then they should be a review system in place to allow it, Preferably by GM’s or such.

7.   Go Sandbox: please don’t use some centralized plotline, start in the year you stated 2409, and then slowly work from there.  Let the players go where they want and not have to worry if they’re advancing some weird plot and then suddenly find themselves at the end of said plot and now have nothing to do. Sandboxing softens this by letting players do missions without them strictly controlling the player’s life.

8.   The Borg: ok, since we know they’ll be in game, let’s not overly use them. The Borg tends to be more for combat missions; Star Trek is not all about combat. If we have 60% of the game missions involving the Borg, the game will fail. It has been shown in both TNG and Voyager that the federation had 2 viable ways to destroy the Borg for good and that several delta quadrant races were working to perfect ways to destroy the borg as well, all with some semblance of success.  Therefore, taking that this is 30+ years sicne we saw these attempts, one must conclude that at least one attempt would have been at least partially successful. That being the case, the Borg would most likely be working to rebuild itself and not really be worried about the federation. Therefore, they should be regulated to minor “rogue” vessels that have escaped the catastrophe, reducing them to a mere 2% missions.

Making these changes would be a step in the right direction to make the game great and would draw in more players that would be in it for the long term. These are by no fault the only changes needed, but they are the base changes that need to be done now for success.
Admiral and Commander, TDFS Vindicator

Offline Daniels

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Re: Changes Cryptic needs to make to be Great
« Reply #1 on: 17 August 2008 02:15 AM »
I agree. Cryptic Studios should make certain things Trekish as they've got the IP. Former PE did made alot mistakes and I'm lucky that with Cryptic errors should be avoided as they seem so.

The ship customization should be that type Falin had discribed with regular ship parts, but can I upgrade my ship with an modified main deflector-array? Further it seems logical not to stratch that borg thing way to much. There are all the other species Federation and Non-Federation like J. Emmert had mentioned the Dominion. Eitherway they're a in 2409 aproximatly in the Gamma Quadrant, but the Cardassians with a changed banner... For the Alpha Quadrant as it's told not an special starsystem or an sector for sure, more the Beta too & a wormhole on Deep Space Nine would even be plesant. For the Delta Quadrant would it be like shown in VOY a little difficult. Jem'Hadar are surely (how?) to deal with in whereever they appear with there ships & on planets.

Cryptic should investigate in the team topic with the extinctions to combine with other player characters. Events just have to be like when a group of ships are against an enemy armada. Like to operate from the bridge with viewscreen, the consoles & the rest of a ship.


Offline Random Redshirt

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Re: Changes Cryptic needs to make to be Great
« Reply #2 on: 17 August 2008 05:16 AM »
With the exception of your take on Guilds, and the travel time issue, I whole heartedly agree.

However, it has become very clear to me that creating the game we'd like to have and what is being described here, is still a good 5-10 years away. And as you have stated, they are a business, they need to make money. So, now we get "Jack Emmert presents: Star Trek" and perhaps in 5-10 years, we can all come back and try another shot at this.

Not to bash you though Falin, but a 75% travel time reduction is like a drop in the bucket for game players. You will NEVER sell people on that concept. If you tell them it will take them an hour or 2 in order to cross the longest stretch of Federation space, you might get people to buy it, if they have mini-games to play on board. But even that is pushing it. Don't get me wrong, I perfer the more simulated route, but let's look at this realistically, you won't ever get any game maker to buy off on that idea, much less any gamers outside of a hardcore contingent.

Sorry man.
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Offline Falin

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Re: Changes Cryptic needs to make to be Great
« Reply #3 on: 17 August 2008 01:45 PM »
people are so stuck on "Travel times" what i propose is in relation to the"game clock time" a if it takes 3 months at warp 1 to reach a system 1 ly away could be 1 month in game, if they have a faster game clock (which most do).

take into acount thats 1 month at warp 1, most players would nto be going warp 1, they'd crank the speed up as fast as they could, warp 7-8, which would mean they'd be there in a matter of seconds for a 1 ly difference. of course even mentioing it brings out the pro-insta travel folks and they just write off the entire post and bash it like crazy.

fact is, space travel is a big part of Star Trek, it needs to be long enough to feel like yuo've traveled far, yet short enough as not to be tedious. thus if you make it semi-tedious, you can put in something like fast travel (transwarp in this case) that moves you at double-tyriple normal speeds. people are so hung up on wow and you have to remind them that they hav exactly this. you walk around at normal speeds and can go anywhere within a few hours, or you can jump on a flying taxi and get there in a third of the time.

That's all it is, i'm proposing exactly what woW has, yet the Pro-WoW crowd hates the idea, go figure.
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Offline Sarevok

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Re: Changes Cryptic needs to make to be Great
« Reply #4 on: 17 August 2008 03:56 PM »
Falin, I wouldn't mind travel times of a few hours, as long as it stays that and not becomes more. When this debate originally started, you were saying that you wanted every trip to anywhere take months... wich most of us found a little too much.

Offline Falin

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Re: Changes Cryptic needs to make to be Great
« Reply #5 on: 17 August 2008 04:04 PM »
I still want it to take a very very long time to get from earth to the distant parts of the federation, i don't want people to be going from the far edge of fed space to the opposite edge in 1 hour, it should take at leas a day of in game play time to transverse the controlled space, at transwarp.

if we kill travel time to where ity's justa  minor annoyance, we'll come across the "uber pvp battles" ofother games, where everyone rushes to a specific system in less than 2 hours and bogs the server down so bad with all the fighting. All i've ever proposed was a way yo make it that if people wanted to have big PvP battles, they'd have to use strategey, plan in advance what system they were going to rally at and realisticlly move forces there.

I guess i'm asking to much by just wanting it to have the feeling of Star Trek and stay true to the IP as much as possible. I'd rather they took Star Trek and applid MMO concepts to it instead of taking an MMO and applying Star Trek concepts to it.
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Offline Blackfire

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Re: Changes Cryptic needs to make to be Great
« Reply #6 on: 18 August 2008 03:02 PM »

  I agree Falin, no one should be able to just insta travel from one end of the fed to the other, it needs to make sense trans warp hubs or not.

  I also agree that there is far to much emphasis on guld play. From what I've seen the solo player has been completely snubbed by cryptic.  I dont want to have to belong to a guild just so I can use 'starfleet' facialities to work on R&D projects. Hell wont we have labratories on our ships for that?How often did we see new tech developed to solve a problem on the ship on the various trek episodes and series?

  I realize yes its an MMO but there may be times I just want to go it alone for a while, but I've heard nothing in anything cryptic has said regarding what you can do for solo play.  And on that research question, if another guilds facialities are closer to me than mine are does that mean I'm forced to to take a longer path back so I can get my research done?

   They have a lot of questions to answer.

Offline Random Redshirt

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Re: Changes Cryptic needs to make to be Great
« Reply #7 on: 18 August 2008 04:49 PM »
...I also agree that there is far to much emphasis on guld play. From what I've seen the solo player has been completely snubbed by cryptic...

Please tell me you are not serious. Everything about this game SCREAMS solo play, from the NPC "pet bridge officers" right down to the "everyone is a Captain" gameplay. I'd venture a guess that this entire game, up until the "end game" content, will probably be soloable.

Sorry, not reeally buying your argument here.
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Offline knightofhyrule730

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Re: Changes Cryptic needs to make to be Great
« Reply #8 on: 18 August 2008 05:06 PM »
...I also agree that there is far to much emphasis on guld play. From what I've seen the solo player has been completely snubbed by cryptic...

Please tell me you are not serious. Everything about this game SCREAMS solo play, from the NPC "pet bridge officers" right down to the "everyone is a Captain" gameplay. I'd venture a guess that this entire game, up until the "end game" content, will probably be soloable.

Sorry, not reeally buying your argument here.

Not to mention that Fleets will probably be able to "sell" their ships to non guilded players. Don't know why they would...unless the non guilded person brings in all the mats needed beforehand. or that the fleet has all the ships they need.
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Offline Falin

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Re: Changes Cryptic needs to make to be Great
« Reply #9 on: 18 August 2008 08:07 PM »
...I also agree that there is far to much emphasis on guld play. From what I've seen the solo player has been completely snubbed by cryptic...

Please tell me you are not serious. Everything about this game SCREAMS solo play, from the NPC "pet bridge officers" right down to the "everyone is a Captain" gameplay. I'd venture a guess that this entire game, up until the "end game" content, will probably be soloable.

Sorry, not reeally buying your argument here.

Not to mention that Fleets will probably be able to "sell" their ships to non guilded players. Don't know why they would...unless the non guilded person brings in all the mats needed beforehand. or that the fleet has all the ships they need.

and there lies another problem. guilds control ship production. "
what you have the mats for a galaxy? sorry we won't build that for you, only our guildmates get it"

so,lo players screwed over because they don't have the facilities to make what they need, guild destroy games, sorry to say that, but it's true. they need to only give guilds the very very basic things, like a guold channel and maybe a logo, but that's it. this is Star Trek, guilds don't fit into the feel of it at all.
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